| IGNORE_ME |
Ignores the me entity. |
| IGNORE_YOU |
Ignores the
you entity (see remark). |
|
IGNORE_FLAG2 |
A7.05 Ignores all entities with FLAG2 set. |
| IGNORE_PASSABLE |
Ignores all passable blocks and entities, including
all water entities. |
| IGNORE_PASSENTS |
Ignores passable model and sprite entities, but still detects water
entities (rectangular passable maps, or passable terrain).
It sets the predefined flags
in_passable
and
on_passable . The predefined passable_ent pointer
is set to the detected water entity. This can be used, for example, to
switch the player behavior to swimming. |
| IGNORE_WORLD |
Ignores all level blocks and terrains. |
| IGNORE_MAPS |
Ignores all map entities. |
| IGNORE_MODELS |
Ignores all models. |
| IGNORE_SPRITES |
Ignores all sprites. |
| IGNORE_PUSH |
Ignores all entities with lower push values than the me
entity. |
| IGNORE_CONTENT |
Ignores the content of the trace origin. The function is
faster, but water entities (see above) are not detected. |
| USE_POLYGON |
Uses a polygonal hull of all target entities
even if their
POLYGON flag is not set. Mutually exclusive
with USE_AABB. |
| USE_BOX |
Uses the bounding box or bounding ellipsoid of the me
entity for tracing a 'thick' ray rather than a line. This is as if a c_move would
be performed up to the target position. A vertical trace with USE_BOX
is used by the template scripts for detecting the distance to the ground,
keeping the entities' feet on the floor. Small holes or grates will appear
filled out when USE_BOX is set. |
| USE_AABB |
Uses an axis aligned bounding
box (AABB) for collision, rather than an oriented bounding box (OBB). The
AABB system is faster, but ignores the entity orientation on USE_BOX,
treats models and sprites as boxes, and requires a BSP level. See collision for
the difference between both systems. |
| ACTIVATE_SHOOT |
Enables EVENT_SHOOT triggering
of the hit entity. |
| ACTIVATE_SONAR |
Enables EVENT_SONAR triggering
of the hit entity. |
| SCAN_TEXTURE |
Retrieves the texture name,
vertex number, flags, brightness and light color of the hit surface. Mutually
exclusive with USE_BOX.
The predefined string tex_name and
the variables hitvertex, tex_flag1..tex_flag8, tex_light,
tex_color and tex_fog are modified according to
the hit object (see below). If nothing was hit, tex_name
and the other parameters are not set. The texture name can be used to check
the kind of floor below an entity. |
| hit |
Contact information (A7.08). |
| target |
Position where the ray hits the surface of the obstacle
(maybe to place a blood stain there). |
| normal |
The normal of the hit surface. |
| you |
If the obstacle was an entity, the you pointer is set
to that entity; otherwise it's set to NULL |
| trace_hit |
Nonzero if c_trace hit something, otherwise 0. |
in_passable
|
Set when the starting or ending point is inside a water
entity. |
| on_passable |
Set when the hit target is a water entity. |
| passable_ent |
When in_passable or on_passable is set, this
pointer is set to the detected water terrain (OBB system only). |
| tex_name |
Texture name of the surface hit by the ray, or the entity
file name if a model, sprite, or terrain was hit. |
| tex_flag1..8 |
Reflect the Flag1..Flag8 states of the hit texture. |
| tex_light |
Shadow brightness (0..255)
at the hit position. |
| tex_color |
COLOR vector, color of the lightmap at the hit position. |
| tex_fog |
The fog / albedo value of the hit texture. |
| hitvertex |
The hit object's closest vertex number
when hitting a polygonal
target hull in OBB mode. |
| event_type |
EVENT_SHOOT or EVENT_SONAR (depends
on mode) |