Entity effects

Effects are handled on the client side of Quake2. Once set, the effects are active constantly on an entity. an entity that has effects will be sent to the client even if it has a zero index model.

Name

Notes

EF_ROTATE

rotate around Z-axis

EF_GIB

red particle trail

EF_GREENGIB

green particle trail

EF_BLASTER

red light and yellow particle trail

EF_GRENADE

light greyish particle trail

EF_ROCKET

the rocket particle trail

EF_BLASTER

yellow particle trail

EF_HYPERBLASTER

long thin laser bolts

EF_BFG

green light and sirling green particles, not transparent unless RF_TRANSLUCENT is used on entity_state_t->renderfx

EF_COLOR_SHELL

enable RF_COLOR flags used [...]

EF_QUAD

blue aura

EF_PENT

red aura

EF_POWERSCREEN

green translucent hexagonal wall surrounding object

EF_FLIES

fly swarm

EF_TELEPORTER

yellow particle fountain

EF_FLAG1

red particle fountain

EF_FLAG2

blue particle fountain

EF_BOOMER

double oarange particle trail and red light

EF_ANIM01

animate every 5th server frame, frames 0 and 1

EF_ANIM23

animate frames 2 and 3

EF_ANIM_ALL

animate through all frames

EF_ANIM_ALLFAST