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Temporary entity messages

From Quake Wiki

FIXME (description)

To use a temporary entity effect, you have to send the SVC_TEMPENTITY network message. For example:

WriteByte (MSG_BROADCAST, TE_GUNSHOT);

Then write what you need to for the specific effect.

Name Supported By
TE_SPIKE = 0; All Engines
TE_SUPERSPIKE = 1; All Engines
TE_GUNSHOT = 2; All Engines
TE_EXPLOSION = 3; All Engines
TE_TAREXPLOSION = 4; All Engines
TE_LIGHTNING1 = 5; All Engines
TE_LIGHTNING2 = 6; All Engines
TE_WIZSPIKE = 7; All Engines
TE_KNIGHTSPIKE = 8; All Engines
TE_LIGHTNING3 = 9; All Engines
TE_LAVASPLASH = 10; All Engines
TE_TELEPORT = 11; All Engines
TE_EXPLOSION2 = 12; All Engines above and including DOS Quake 1.08
TE_BEAM = 13; All Engines above and including DOS Quake 1.08
TE_SNOW = 14; TomazQuake
TE_RAIN = 15; TomazQuake
TE_PLASMA = 16; TomazQuake
TE_RAILTRAIL = 17; TomazQuake
TE_BLOOD = 50; DarkPlaces
TE_SPARK = 51; DarkPlaces
TE_BLOODSHOWER = 52; DarkPlaces
TE_EXPLOSIONRGB = 53; DarkPlaces
TE_PARTICLECUBE = 54; DarkPlaces
TE_PARTICLERAIN = 55; DarkPlaces
TE_PARTICLESNOW = 56; DarkPlaces
TE_GUNSHOTQUAD = 57; DarkPlaces
TE_SPIKEQUAD = 58; DarkPlaces
TE_SUPERSPIKEQUAD = 59; DarkPlaces
TE_EXPLOSIONQUAD = 70; DarkPlaces
TE_SMALLFLASH = 71; DarkPlaces
TE_CUSTOMFLASH = 72; DarkPlaces
TE_FLAMEJET = 74; DarkPlaces
TE_PLASMABURN = 75; DarkPlaces
TE_TEI_G3 = 76; DarkPlaces
TE_TEI_SMOKE = 77; DarkPlaces
TE_TEI_BIGEXPLOSION = 78; DarkPlaces
TE_TEI_PLASMAHIT = 79; DarkPlaces