Content types and masks

Content types and masks used by edict_t.clipmask and edict_t.watertype

Name

Notes

CONTENTS_SOLID

solid wall (not windows)

CONTENTS_WINDOW

windows

CONTENTS_AUX

?

CONTENTS_LAVA

err.. lava

CONTENTS_SLIME

slime

CONTENTS_WATER

water

CONTENTS_MIST

!!Unused!!

LAST_VISIBLE_CONTENTS

?

CONTENTS_AREAPORTAL

portals to conserve memory used in map designing, also dont allow sounds to pass //kami0

CONTENTS_PLAYERCLIP

brush which player may not pass through //kami0

CONTENTS_MONSTERCLIP

brush where monsters may not pass through //kami0

CONTENTS_CURRENT_0

flowing current moving at angle 0 //kami0

CONTENTS_CURRENT_90

flowing current moving at angle 90 //kami0

CONTENTS_CURRENT_180

flowing current moving at angle 180 //kami0

CONTENTS_CURRENT_270

flowing current moving at angle 270 //kami0

CONTENTS_CURRENT_UP

flowing current moving up //kami0

CONTENTS_CURRENT_DOWN

flowing current moving down //kami0

CONTENTS_ORIGIN

used for rotation, invisible //kami0

CONTENTS_MONSTER

non-solid monster?

CONTENTS_DEADMONSTER

dead monster

CONTENTS_DETAIL

brush that is not passed to vis - not in final BSP ?

CONTENTS_TRANSLUCENT

see through

CONTENTS_LADDER

ladder

 

 

MASK_ALL

-stop on anything

MASK_SOLID

-walls/windows

MASK_PLAYERSOLID

-anything you'd expect a player to stop on

MASK_DEADSOLID

-same as above, can go through monsters

MASK_MONSTERSOLID

-anything you'd expect a monster to stop on

MASK_WATER

-any liquid

MASK_OPAQUE

-walls and liquid except water (which is see-through)

MASK_SHOT

-walls, monsters and dead monsters

MASK_CURRENT

-flowing brush