-#define EF_DELTA 8388608 // LordHavoc: (obsolete) entity is delta compressed to save network bandwidth (no longer used)
-#define EF_LOWPRECISION 4194304 // LordHavoc: entity is low precision (integer coordinates) to save network bandwidth
-// effects/model (can be used as model flags or entity effects)
-#define EF_REFLECTIVE 256 // LordHavoc: shiny metal objects :) (not currently supported)
-#define EF_FULLBRIGHT 512 // LordHavoc: fullbright
-#define EF_FLAME 1024 // LordHavoc: on fire
-#define EF_STARDUST 2048 // LordHavoc: showering sparks
-#define EF_NOSHADOW 4096 // LordHavoc: does not cast a shadow
-#define EF_NODEPTHTEST 8192 // LordHavoc: shows through walls
-#define EF_SELECTABLE 16384 // LordHavoc: highlights when PRYDON_CLIENTCURSOR mouse is over it
-#define EF_DOUBLESIDED 32768 //[515]: disable cull face for this entity
-
-#define EF_FLAG1QW 16777216 // internal client use only
-#define EF_FLAG2QW 33554432 // internal client use only
-#define EF_STEP 0x80000000 // internal client use only - present on MOVETYPE_STEP entities, not QC accessible (too many bits)
+#define EF_NOGUNBOB 256 // LordHavoc: when used with .viewmodelforclient this makes the entity attach to the view without gun bobbing and such effects, it also works on the player entity to disable gun bobbing of the engine-managed .viewmodel (without affecting any .viewmodelforclient entities attached to the player)
+#define EF_FULLBRIGHT 512 // LordHavoc: fullbright
+#define EF_FLAME 1024 // LordHavoc: on fire
+#define EF_STARDUST 2048 // LordHavoc: showering sparks
+#define EF_NOSHADOW 4096 // LordHavoc: does not cast a shadow
+#define EF_NODEPTHTEST 8192 // LordHavoc: shows through walls
+#define EF_SELECTABLE 16384 // LordHavoc: highlights when PRYDON_CLIENTCURSOR mouse is over it
+#define EF_DOUBLESIDED 32768 //[515]: disable cull face for this entity
+#define EF_NOSELFSHADOW 65536 // LordHavoc: does not cast a shadow on itself (or any other EF_NOSELFSHADOW entities)
+#define EF_DYNAMICMODELLIGHT 131072
+#define EF_UNUSED18 262144
+#define EF_UNUSED19 524288
+#define EF_RESTARTANIM_BIT 1048576 // div0: restart animation bit (like teleport bit, but lerps between end and start of the anim, and doesn't stop player lerping)
+#define EF_TELEPORT_BIT 2097152 // div0: teleport bit (toggled when teleporting, prevents lerping when the bit has changed)
+#define EF_LOWPRECISION 4194304 // LordHavoc: entity is low precision (integer coordinates) to save network bandwidth (serverside only)
+#define EF_NOMODELFLAGS 8388608 // indicates the model's .effects should be ignored (allows overriding them)
+#define EF_ROCKET 16777216 // leave a trail
+#define EF_GRENADE 33554432 // leave a trail
+#define EF_GIB 67108864 // leave a trail
+#define EF_ROTATE 134217728 // rotate (bonus items)
+#define EF_TRACER 268435456 // green split trail
+#define EF_ZOMGIB 536870912 // small blood trail
+#define EF_TRACER2 1073741824 // orange split trail + rotate
+#define EF_TRACER3 0x80000000 // purple trail
+
+// internaleffects bits (no overlap with EF_ bits):
+#define INTEF_FLAG1QW 1
+#define INTEF_FLAG2QW 2