|
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 |