diff --git a/public/const.h b/public/const.h index 1fbcc661..f127f095 100644 --- a/public/const.h +++ b/public/const.h @@ -239,24 +239,20 @@ enum LifeState_t LIFE_RESPAWNING = 0x4 }; -// GAMMACASE: Potentially obsolete // entity effects -enum +enum EntityEffects_t : uint16 { - 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 - 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_EMPTY = (1 << 0), + // EF_EMPTY = (1 << 1), + // EF_EMPTY = (1 << 2), + DEPRICATED_EF_NOINTERP = (1 << 3), // don't interpolate the next frame + EF_NOSHADOW = (1 << 4), // Don't cast no shadow + EF_NODRAW = (1 << 5), // don't draw entity + EF_NORECEIVESHADOW = (1 << 6), // Don't receive no shadow + // EF_EMPTY = (1 << 7), + // EF_EMPTY = (1 << 8), + EF_PARENT_ANIMATES = (1 << 9), + EF_NODRAW_BUT_TRANSMIT = (1 << 10), EF_MAX_BITS = 10 };