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 |
|