Clipmodel contents
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Originally written by Ishtvan on http://forums.thedarkmod.com/topic/2887
CONTENTS_SOLID = BIT(0), // an eye is never valid in a solid CONTENTS_OPAQUE = BIT(1), // blocks visibility (for ai) CONTENTS_WATER = BIT(2), // used for water CONTENTS_PLAYERCLIP = BIT(3), // solid to players CONTENTS_MONSTERCLIP = BIT(4), // solid to monsters CONTENTS_MOVEABLECLIP = BIT(5), // solid to moveable entities CONTENTS_IKCLIP = BIT(6), // solid to IK CONTENTS_BLOOD = BIT(7), // used to detect blood decals CONTENTS_BODY = BIT(8), // used for actors CONTENTS_PROJECTILE = BIT(9), // used for projectiles CONTENTS_CORPSE = BIT(10), // used for dead bodies CONTENTS_RENDERMODEL = BIT(11), // used for render models for collision detection CONTENTS_TRIGGER = BIT(12), // used for triggers CONTENTS_AAS_SOLID = BIT(13), // solid for AAS
NOTE: Maybe we can use this one for doors:
CONTENTS_AAS_OBSTACLE = BIT(14), // used to compile an obstacle into AAS that can be enabled/disabled CONTENTS_FLASHLIGHT_TRIGGER = BIT(15), // used for triggers that are activated by the flashlight // contents used by utils CONTENTS_AREAPORTAL = BIT(20), // portal separating renderer areas CONTENTS_NOCSG = BIT(21), // don't cut this brush with CSG operations in the editor CONTENTS_REMOVE_UTIL = ~(CONTENTS_AREAPORTAL|CONTENTS_NOCSG)