Entity Effects are the effects that can be applied onto entities. It can be done with the addition of
pev->effects
in programming or adding
effects
key value in any entity properties in mapping.
Programming
According to the code in
const.h
, these are the available effects in the vanilla game.
// entity effects
#define EF_BRIGHTFIELD 1 // swirling cloud of particles
#define EF_MUZZLEFLASH 2 // single frame ELIGHT on entity attachment 0
#define EF_BRIGHTLIGHT 4 // DLIGHT centered at entity origin
#define EF_DIMLIGHT 8 // player flashlight
#define EF_INVLIGHT 16 // get lighting from ceiling
#define EF_NOINTERP 32 // don't interpolate the next frame
#define EF_LIGHT 64 // rocket flare glow sprite
#define EF_NODRAW 128 // don't draw entity
#define EF_NIGHTVISION 256 // player nightvision
#define EF_SNIPERLASER 512 // sniper laser effect
#define EF_FIBERCAMERA 1024 // fiber camera
To use these effects, simply add the effect definition in the
pev->effects
argument. (e.g.:
pev->effects = EF_BRIGHTLIGHT
)
Mapping
Mappers can easily add
effects
key value to use these effects for their entities (Turn off Smart Edit first). The entities must be brushed-tied (usually starts with prefix
func_
and must be tied with an
origin
texture, similar to doors, or else its origin will be the map origin. Example of the effects:
Entity effects #1 Entity effects #4 Entity effects #8 Entity effects #64 Effect setup
Notes
- Some effects do not work with conventional method.
Yes.
EF_INVLIGHT (16)
andEF_LIGHT (64)
works on point entities.It'd be useful to do further testing and create a table of which effects works on which type of entity.