Update EntityEffects_t (#331)

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zer0.k 2025-08-12 14:45:33 +02:00 committed by GitHub
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@ -238,24 +238,20 @@ 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
};