Код
// entity effects
enum
{
    EF_BONEMERGE   = 0x001,    // Performs bone merge on client side
    EF_BRIGHTLIGHT    = 0x002,    // DLIGHT centered at entity origin
    EF_DIMLIGHT    = 0x004,    // player flashlight
    EF_NOINTERP    = 0x008,    // don't interpolate the next frame
    EF_NOSHADOW    = 0x010,    // Don't cast no shadow
    EF_NODRAW    = 0x020,    // don't draw entity     32 = десятичное число 0x020 = шестнадцатеричное
    EF_NORECEIVESHADOW  = 0x040,    // Don't receive no shadow
    EF_BONEMERGE_FASTCULL    = 0x080,    // For use with EF_BONEMERGE. If this is set, then it places this ent's origin at its
                    // parent and uses the parent's bbox + the max extents of the aiment.
                    // Otherwise, it sets up the parent's bones every frame to figure out where to place
                    // the aiment, which is inefficient because it'll setup the parent's bones even if
                    // the parent is not in the PVS.
    EF_ITEM_BLINK   = 0x100,    // blink an item so that the user notices it.
    EF_PARENT_ANIMATES  = 0x200,    // always assume that the parent entity is animating
    EF_MAX_BITS = 10
};
Наверно так:
Код
#define EF_NODRAW    0x020
if (GetEntProp(ent, Prop_Send, "m_fEffects") & EF_NODRAW)
{
}
else
{
}