Traces a box from point1 to point2, ignoring entity ignore, stoping if it hits an object of type specified in mask. Vector1 and vector2 set the box, which will do the tracing - if NULL, then a line is used instead
Returns value of type trace_t with one of these attributes:
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boolean - if true, entire trace was in a wall |
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boolean - if true, trace started in a wall |
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fraction of trace completed (1.0 if totally completed) |
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point where trace ended |
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surface normal at hitpoint (type cplane_t) |
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surface hit (type csurface_t) |
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contents of point at end of trace (see gi.pointcontents for values) |
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entity hit by trace |
Mask can be one (or more) of contents values (see gi.pointcontents) or can be one of :
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stop on anything |
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solid wall |
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solid wall or player or non-solid monster? |
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solid wall or player |
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solid wall or monster |
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any liquid |
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walls and liquid except water (see thru) |
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anything hit by weapons |
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current contents? |
Checks if two areas are connected - used to check whether a monster can hear a sound or not
Returns 1 or 0
Returns the content of the given point, will be one of:
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solid wall (not windows) |
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windows |
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? |
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err.. lava |
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slime |
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water |
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Unused!! |
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? |
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portals to conserve memory used in map designing, also dont allow sounds to pass //kami0 |
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brush which player may not pass through //kami0 |
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brush where monsters may not pass through //kami0 |
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flowing current moving at angle 0 //kami0 |
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flowing current moving at angle 90 //kami0 |
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flowing current moving at angle 180 //kami0 |
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flowing current moving at angle 270 //kami0 |
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flowing current moving up //kami0 |
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flowing current moving down //kami0 |
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used for rotation, invisible //kami0 |
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non-solid monster? |
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dead monster |
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brush that is not passed to vis - not in final BSP ? |
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see through |
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ladder |
Generates a list of all the entities in a certain box. Mins and maxs define the box (relative to level origin). entity_list (type edict_t *varname[])
maxcount - number of entities to give
areatype - type of entity, can be :
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AREA_SOLID |
find solids |
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AREA_TRIGGERS |
find triggers |
Returns number of entities found
Set when a door opens or closes (to prevent sound detection through closed doors?)
Checks to see if point2 is in the Potentially Visible Set of point1. The potentially visible set (PVS) is a data structure used by Quake2 to determine visibility and lines of sight. Note that if point2 is in the PVS of point1, then point1 will also be in the PVS of point2, hence the first law of optics: if I can see you, then you can see me.
Checks to see if point2 is in the Potentially Hearable Set of point1. The PHS is the same concept as a PVS, except it tracks sound instead of sight.