57 lines
3 KiB
C
57 lines
3 KiB
C
#pragma once
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// entity_state_t->effects
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// Effects are things handled on the client side (lights, particles, frame animations)
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// that happen constantly on the given entity.
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// An entity that has effects will be sent to the client
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// even if it has a zero index model.
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#define EF_ROTATE 0x00000001 // object (inc. boltons) roates with specifed ang velocities.
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#define EF_ANIM01 0x00000008 // automatically cycle between frames 0 and 1 at 2 hz
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#define EF_ANIM23 0x00000010 // automatically cycle between frames 2 and 3 at 2 hz
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#define EF_ANIM_ALL 0x00000020 // automatically cycle through all frames at 2hz
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#define EF_ANIM_ALLFAST 0x00000040 // automatically cycle through all frames at 10hz
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#define EF_TELEPORTER 0x00000080 // particle fountain
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#define EF_AMB_SOUND_SET 0x00000100 // this object has an ambient sound set attached to it...
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// interpret the s.sound field as the set index number
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#define EF_NO_BULLET 0x00000200 // bmodel leaves no bullet hole
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#define EF_EXPLODING 0x00000400 // obj is exploding
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#define EF_INVIS_PULSE 0x00000800 // For invulnerability
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#define EF_NOTQUAD 0x00001000 // 2 frame buttons rather than the default 4
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#define EF_SIMPLEROTATE 0x00002000 // For simple objects that rotate about Z with const. ang. vel.
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#define EF_KILL_EFT 0x00004000 // Signal Nathan's effect system to kill all effects on this entity.
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#define EF_FADE 0x00008000 // For corpse fading
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// entity_state_t->renderfx flags
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#define RF_MINLIGHT 0x00000001 // allways have some light (viewmodel)
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#define RF_VIEWERMODEL 0x00000002 // don't draw through eyes, only mirrors
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#define RF_WEAPONMODEL 0x00000004 // only draw through eyes
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#define RF_FULLBRIGHT 0x00000008 // allways draw full intensity
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#define RF_DEPTHHACK 0x00000010 // for view weapon Z crunching
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#define RF_TRANSLUCENT 0x00000020
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#define RF_FRAMELERP 0x00000040
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#define RF_SOUNDONLY 0x00000080 // don't draw this - sent to the client solely for sound purposes
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#define RF_CUSTOMSKIN 0x00000100 // skin is an index in image_precache
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#define RF_GLOW 0x00000200 // pulse lighting for bonus items
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#define RF_BMODEL 0x00000400 // Set if this is a bmodel
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#define RF_ALPHA_BMODEL 0x00000800 // Set if bmodel has alpha textures
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#define RF_GHOUL_SHADOW 0x00001000 // This ghoul model should always have a shadow associated with it
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#define RF_GHOUL 0x00400000 // Ghoul model
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#define RF_STATICLIT 0x01000000 // world light doesn't need to be re-calced...
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#define RF_LIGHTONCE 0x04000000 // New lighting options for speed reasons...
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#define RF_NO_DYNA 0x08000000 // ""
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#define RF_LIGHT_FASTEST 0x10000000 // ""
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#define RF_LIGHT_BEST 0x20000000 // ""
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#define RF_LIGHT_FROM_TINT 0x40000000 // ""
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#define RF_TRANS_ANY (RF_TRANSLUCENT | RF_ALPHA_BMODEL)
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// player_state_t->refdef flags
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#define RDF_UNDERWATER 0x01 // warp the screen as apropriate
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#define RDF_NOWORLDMODEL 0x02 // used for player configuration screen
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#define RDF_GOGGLES 0x04 // Low light goggles.
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