EF flags
Jump to navigation
Jump to search
These are some effects that can be done to all entities. These can be specified in Hammer with the effects
(Not in FGD) keyvalue. Apply these similar to how you apply spawnflags
.
- 1:
EF_BONEMERGE
- If this entity has a parent, any bones that have the same name will get snapped together.
- 2:
EF_BRIGHTLIGHT
- Entity emits a dynamic light the color of RGB(250, 250, 250) and a random radius of 400 to 431 from the origin.
- 4:
EF_DIMLIGHT
- Entity emits a dynamic light the color of RGB(100, 100, 100) and a random radius of 200 to 231 from the origin.
- 8:
EF_NOINTERP
- Entity will not interpolate on the next frame.
- Clarify: "Frame" as in "tick"? Also is it just for one or is it a continuous effect?
- 16:
EF_NOSHADOW
- Entity will not cast a shadow through the_rt_shadows
system. This does not include projected textures or cascaded shadow maps.
- 32:
EF_NODRAW
- Stops drawing the entity.
- 64:
EF_NORECEIVESHADOW
- Prevents the entity from being shaded by_rt_shadows
shadows. Note: RT shadows never show on model-based entities and do not show on brush-based ones in onward.
- 128:
EF_BONEMERGE_FASTCULL
- For use withEF_BONEMERGE
. If set, this entity's visibility and origin will mirror its parent. This is less expensive than the alternative, which is being forced to figure out the positions of each bone on the parent every frame, even if the parent entity ends up not being in the PVS at all!
- 256:
EF_ITEM_BLINK
- Makes the entity fade from regular lighting to fullbright lighting and back repeatedly. Intended for making objects easier to spot. Most effective in dark environments.
- 512:
EF_PARENT_ANIMATES
- Assume that the parent entity is always animating. Causes it to "realign"[Clarify] every frame.
- 1024:
EF_MARKED_FOR_FAST_REFLECTION
- Tells the game to render this entity in water reflections if the water material uses$reflectonlymarkedentities
.
- 2048:
EF_NOSHADOWDEPTH
- Entity will not create shadows fromenv_cascade_light
orenv_projectedtexture
.
- 4096:
EF_SHADOWDEPTH_NOCACHE
- Tell shadow mapping entities that this object is moving constantly, and they should always update the shadow from it, every frame.
- 8192:
EF_NOFLASHLIGHT
- Entity will not receive light fromenv_projectedtexture
s, but still cast shadows.
- 16384:
EF_NOCSM
- Entity will not cast a shadow fromenv_cascade_light
s.