omega,

Thanks, but I'm not sure it matches with the Quake engine.  I found out where the value
is located on the client side.

For a

struct cl_entity_s *ent

the $flags data in the .qc file is stored

ent->model->flags

Now, can anyone tell me what these flags mean?  Is omega correct?  I know he is correct
for Quake2, but is it the same for HL?

Thanks again,
Scott

omega wrote:

> Quake engine stuff.
> The flags are uhm /me pulls up engine source..
>
> #define EF_ROCKET       1                       // leave a trail
> #define EF_GRENADE      2                       // leave a trail
> #define EF_GIB  4                       // leave a trail
> #define EF_ROTATE       8                       // rotate (bonus items)
> #define EF_TRACER       16                      // green split trail
> #define EF_ZOMGIB       32                      // small blood trail
> #define EF_TRACER2      64                      // orange split trail +
> rotate
> #define EF_TRACER3      128                     // purple trail
>
> however, I don't know how much of it still exists in the hl engine.
>
> -omega
> Blackened Interactive - http://blackened-interactive.com
> Front Line Force - http://www.flfmod.com
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of
> [EMAIL PROTECTED]
> Sent: December 20, 2002 11:06 AM
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] QC $flag ?
>
> [ Converted text/html to text/plain ]
> All (especially Valve):
>
> In a model .qc file, there is the option $flags followed by a integer.
> I see
> that this is stored in the .mdl file and can be read from the .mdl as
> part of
> the studiomdl_t structure.  But is there an easy way to access this
> value on
> the client side without reloading the model header?  Also, what do the
> $flag
> values represent?  It seems a value of 3 causes the model to light up.
>
> Thanks for your help!
> Scott
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