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?) _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders