Temporary entity types. Used in network messages of type SVC_TEMPENTITY.
Name | Value | Description |
---|---|---|
TE_BEAMPOINTS | 0 | Beam effect between two points |
TE_BEAMENTPOINT | 1 | Beam effect between point and entity |
TE_GUNSHOT | 2 | Particle effect plus ricochet sound |
TE_EXPLOSION | 3 | Additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps |
TE_TAREXPLOSION | 4 | Quake1 "tarbaby" explosion with sound |
TE_SMOKE | 5 | Alphablend sprite, move vertically 30 pps |
TE_TRACER | 6 | Tracer effect from point to point |
TE_LIGHTNING | 7 | TE_BEAMPOINTS with simplified parameters |
TE_BEAMENTS | 8 | Beam effect between two entities |
TE_SPARKS | 9 | Spark effect |
TE_LAVASPLASH | 10 | Lava splash effect |
TE_TELEPORT | 11 | Teleport effect |
TE_EXPLOSION2 | 12 | Explosion effect |
TE_BSPDECAL | 13 | Decal from the .BSP file |
TE_IMPLOSION | 14 | Tracers moving toward a point |
TE_SPRITETRAIL | 15 | Line of moving glow sprites with gravity, fadeout, and collisions |
TE_SPRITE | 17 | Additive sprite, plays 1 cycle |
TE_BEAMSPRITE | 18 | A beam with a sprite at the end |
TE_BEAMTORUS | 19 | Screen aligned beam ring, expands to max radius over lifetime |
TE_BEAMDISK | 20 | Disk that expands to max radius over lifetime |
TE_BEAMCYLINDER | 21 | Cylinder that expands to max radius over lifetime |
TE_BEAMFOLLOW | 22 | Create a line of decaying beam segments until entity stops moving |
TE_GLOWSPRITE | 23 | Glowing sprite |
TE_BEAMRING | 24 | Connect a beam ring to two entities |
TE_STREAK_SPLASH | 25 | Oriented shower of tracers |
TE_DLIGHT | 27 | Dynamic light effect |
TE_ELIGHT | 28 | Point entity light, no world effect |
TE_TEXTMESSAGE | 29 | Text message |
TE_LINE | 30 | Draws a line |
TE_BOX | 31 | Draws a box |
TE_KILLBEAM | 99 | Kill all beams attached to entity |
TE_LARGEFUNNEL | 100 | Creates a large funnel |
TE_BLOODSTREAM | 101 | Particle spray |
TE_SHOWLINE | 102 | Line of particles every 5 units, dies in 30 seconds |
TE_BLOOD | 103 | Particle spray |
TE_DECAL | 104 | Decal applied to a brush entity (not the world) |
TE_FIZZ | 105 | Create alpha sprites inside of entity, float upwards |
TE_MODEL | 106 | Create a moving model that bounces and makes a sound when it hits |
TE_EXPLODEMODEL | 107 | Spherical shower of models, picks from sets |
TE_BREAKMODEL | 108 | Box of models or sprites |
TE_GUNSHOTDECAL | 109 | Decal and ricochet sound |
TE_SPRITE_SPRAY | 110 | Spray of alpha sprites |
TE_ARMOR_RICOCHET | 111 | Quick spark sprite, client ricochet sound. |
TE_PLAYERDECAL | 112 | Draw a player decal (spray paint) |
TE_BUBBLES | 113 | Create alpha sprites inside of box, float upwards |
TE_BUBBLETRAIL | 114 | Create alpha sprites along a line, float upwards |
TE_BLOODSPRITE | 115 | Spray of opaque sprite1's that fall, single sprite2 for 1..2 secs (this is a high-priority tent) |
TE_WORLDDECAL | 116 | Decal applied to the world brush |
TE_WORLDDECALHIGH | 117 | Decal (with texture index > 256) applied to world brush |
TE_DECALHIGH | 118 | Same as TE_DECAL, but the texture index was greater than 256 |
TE_PROJECTILE | 119 | Makes a projectile (like a nail) (this is a high-priority tent) |
TE_SPRAY | 120 | Throws a shower of sprites or models |
TE_PLAYERSPRITES | 121 | Sprites emit from a player's bounding box (ONLY use for players!) |
TE_PARTICLEBURST | 122 | Very similar to lavasplash. |
TE_FIREFIELD | 123 | Makes a field of fire. |
TE_PLAYERATTACHMENT | 124 | Attaches a TENT to a player (this is a high-priority tent) |
TE_KILLPLAYERATTACHMENTS | 125 | Will expire all TENTS attached to a player. |
TE_MULTIGUNSHOT | 126 | Much more compact shotgun message |
TE_USERTRACER | 127 | Larger message than the standard tracer, but allows some customization. |