Yep, feel free, they shouldn't stomp on anything. -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] Sent: Friday, December 20, 2002 2:16 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] QC $flag ?
Ken, Thank you. I appreciate your response to the message. I suppose that a mod could then use (1<<11) to (1<<31) bit flags for other purposes? -Scott Ken Birdwell wrote: > Yep, these are still supported, though I'm no longer sure they all do the > exact same thing as Quake 1. > > >From engine\model.h > > #define EF_ROCKET (1<<0) // leave a trail > #define EF_GRENADE (1<<1) // leave a trail > #define EF_GIB (1<<2) // leave a trail > #define EF_ROTATE (1<<3) // rotate (bonus items) > #define EF_TRACER (1<<4) // green split trail > #define EF_ZOMGIB (1<<5) // small blood trail > #define EF_TRACER2 (1<<6) // orange split trail + > rotate > #define EF_TRACER3 (1<<7) // purple trail > > #define EF_FLYMODEL (1<<8) // illuminate as flying > model > #define EF_COMPLEX (1<<9) // does complex entity to > entity intersection > #define EF_ENVLIGHT (1<<10) // only uses environment > light > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

