is there any way to get the client.dll to apply effects to entities
according to what flags are set. what i want to do is something like the
temp ent's flags like smoke trail etc but i wondered if it could be done to
ordinary entities (eg player entity has a FL_AURA flag set so get particle
sys to emit "aura" particles).

the only way i can see to do it is to either create some custom system that
hooks HUD_ProcessPlayerState and records all entites that have flags set and
then processes them in the drawtriangle func or create a temp ent to follow
objects that need these custom effects and reuse unneeded flags. would the
first way even work? is there a better way? (without too many network
messages?)

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