| Symbol | Description |
|---|---|
| TraceEntityEnumerator | |
| TraceEntityFilter |
| Symbol | Description |
|---|---|
| ALL_VISIBLE_CONTENTS | |
| CONTENTS_AREAPORTAL | remaining contents are non-visible, and don't eat brushes. |
| CONTENTS_AUX | |
| CONTENTS_CURRENT_0 | |
| CONTENTS_CURRENT_180 | |
| CONTENTS_CURRENT_270 | |
| CONTENTS_CURRENT_90 | |
| CONTENTS_CURRENT_DOWN | |
| CONTENTS_CURRENT_UP | |
| CONTENTS_DEBRIS | |
| CONTENTS_DETAIL | brushes to be added after vis leafs. |
| CONTENTS_EMPTY | No contents. |
| CONTENTS_GRATE | alpha-tested "grate" textures. Bullets/sight pass through, but solids don't. |
| CONTENTS_HITBOX | use accurate hitboxes on trace. |
| CONTENTS_IGNORE_NODRAW_OPAQUE | ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW. |
| CONTENTS_LADDER | |
| CONTENTS_MIST | |
| CONTENTS_MONSTER | should never be on a brush, only in game. |
| CONTENTS_MONSTERCLIP | |
| CONTENTS_MOVEABLE | hits entities which are MOVETYPE_PUSH (doors, plats, etc) |
| CONTENTS_OPAQUE | things that cannot be seen through (may be non-solid though). |
| CONTENTS_ORIGIN | removed before bsp-ing an entity. |
| CONTENTS_PLAYERCLIP | |
| CONTENTS_SLIME | |
| CONTENTS_SOLID | an eye is never valid in a solid . |
| CONTENTS_TEAM1 | per team contents used to differentiate collisions. |
| CONTENTS_TEAM2 | between players and objects on different teams. |
| CONTENTS_TESTFOGVOLUME | |
| CONTENTS_TRANSLUCENT | auto set if any surface has trans. |
| CONTENTS_UNUSED5 | |
| CONTENTS_UNUSED6 | |
| CONTENTS_WATER | |
| CONTENTS_WINDOW | translucent, but not watery (glass). |
| DISPSURF_FLAG_BUILDABLE | |
| DISPSURF_FLAG_SURFACE | |
| DISPSURF_FLAG_SURFPROP1 | |
| DISPSURF_FLAG_SURFPROP2 | |
| DISPSURF_FLAG_WALKABLE | |
| LAST_VISIBLE_CONTENTS | |
| MASK_ALL | |
| MASK_NPCSOLID | blocks npc movement |
| MASK_NPCSOLID_BRUSHONLY | everything normally solid for npc movement, except monsters (world+brush only) |
| MASK_NPCWORLDSTATIC | just the world, used for route rebuilding |
| MASK_OPAQUE | everything that blocks line of sight for AI, lighting, etc |
| MASK_OPAQUE_AND_NPCS | everything that blocks line of sight for AI, lighting, etc, but with monsters added. |
| MASK_PLAYERSOLID | everything that blocks player movement |
| MASK_PLAYERSOLID_BRUSHONLY | everything normally solid for player movement, except monsters (world+brush only) |
| MASK_SHOT | bullets see these as solid |
| MASK_SHOT_HULL | non-raycasted weapons see this as solid (includes grates) |
| MASK_SHOT_PORTAL | hits solids (not grates) and passes through everything else |
| MASK_SOLID | everything that is normally solid |
| MASK_SOLID_BRUSHONLY | everything normally solid, except monsters (world+brush only) |
| MASK_SPLITAREAPORTAL | These are things that can split areaportals |
| MASK_VISIBLE | everything that blocks line of sight for players |
| MASK_VISIBLE_AND_NPCS | everything that blocks line of sight for players, but with monsters added. |
| MASK_WATER | water physics in these contents |
| PARTITION_NON_STATIC_EDICTS | everything in solid & trigger except the static props, includes SOLID_NOTs |
| PARTITION_SOLID_EDICTS | every edict_t that isn't SOLID_TRIGGER or SOLID_NOT (and static props) |
| PARTITION_STATIC_PROPS | |
| PARTITION_TRIGGER_EDICTS | every edict_t that IS SOLID_TRIGGER |
| SURF_BUMPLIGHT | calculate three lightmaps for the surface for bumpmapping |
| SURF_HINT | make a primary bsp splitter |
| SURF_HITBOX | surface is part of a hitbox |
| SURF_LIGHT | value will hold the light strength |
| SURF_NOCHOP | Don't subdivide patches on this surface |
| SURF_NODECALS | Don't receive decals |
| SURF_NODRAW | don't bother referencing the texture |
| SURF_NOLIGHT | Don't calculate light |
| SURF_NOPORTAL | the surface can not have a portal placed on it |
| SURF_NOSHADOWS | Don't receive shadows |
| SURF_SKIP | completely ignore, allowing non-closed brushes |
| SURF_SKY | don't draw, but add to skybox |
| SURF_SKY2D | don't draw, indicates we should skylight + draw 2d sky but not draw the 3D skybox |
| SURF_TRANS | |
| SURF_TRIGGER | This is an xbox hack to work around elimination of trigger surfaces, which breaks occluders |
| SURF_WARP | turbulent water warp |
| Symbol | Description |
|---|---|
| TR_AllSolid | Returns whether the entire trace was in a solid area. |
| TR_ClipCurrentRayToEntity | Clips the current global ray (or hull) to a particular entity. |
| TR_ClipCurrentRayToEntityEx | Clips the current global ray (or hull) to a particular entity. |
| TR_ClipRayHullToEntity | Clips a ray hull to a particular entity. |
| TR_ClipRayHullToEntityEx | Clips a ray hull to a particular entity. |
| TR_ClipRayToEntity | Clips a ray to a particular entity. |
| TR_ClipRayToEntityEx | Clips a ray to a particular entity. |
| TR_DidHit | Returns if there was any kind of collision along the trace ray. |
| TR_EnumerateEntities | Enumerates over entities along a ray. This may find entities that are close to the ray but do not actually intersect it. Use TR_Clip*RayToEntity with TR_DidHit to check if the ray actually intersects the entity. |
| TR_EnumerateEntitiesBox | Enumerates over entities in a box. |
| TR_EnumerateEntitiesHull | Enumerates over entities along a ray hull. This may find entities that are close to the ray but do not actually intersect it. Use TR_Clip*RayToEntity with TR_DidHit to check if the ray actually intersects the entity. |
| TR_EnumerateEntitiesPoint | Enumerates over entities at point. |
| TR_EnumerateEntitiesSphere | Enumerates over entities in a sphere. |
| TR_GetDisplacementFlags | Returns the displacement flags for the surface that was hit. See DISPSURF_FLAG_*. |
| TR_GetEndPosition | Returns the collision position of a trace result. |
| TR_GetEntityIndex | Returns the entity index that collided with the trace. |
| TR_GetFraction | Returns the time fraction from a trace result (1.0 means no collision). |
| TR_GetFractionLeftSolid | Returns the time fraction from a trace result when it left a solid. Only valid if trace started in solid |
| TR_GetHitBoxIndex | Returns in which hitbox the trace collided if any. Note: if the entity that collided with the trace is the world entity, then this function doesn't return an hitbox index but a static prop index. |
| TR_GetHitGroup | Returns in which body hit group the trace collided if any. |
| TR_GetPhysicsBone | Returns the index of the physics bone that was hit. |
| TR_GetPlaneNormal | Find the normal vector to the collision plane of a trace. |
| TR_GetPointContents | Get the contents mask and the entity index at the given position. |
| TR_GetPointContentsEnt | Get the point contents testing only the given entity index. |
| TR_GetStartPosition | Returns the starting position of a trace. |
| TR_GetSurfaceFlags | Returns the surface flags. See SURF_*. |
| TR_GetSurfaceName | Returns the name of the surface that was hit. |
| TR_GetSurfaceProps | Returns the surface properties index of the surface that was hit. |
| TR_PointOutsideWorld | Tests a point to see if it's outside any playable area |
| TR_StartSolid | Returns whether the initial point was in a solid area. |
| TR_TraceHull | Starts up a new trace hull using a global trace result. |
| TR_TraceHullEx | Starts up a new trace hull using a new trace result. |
| TR_TraceHullFilter | Starts up a new trace hull using a global trace result and a customized trace ray filter. Calling TR_Trace*Filter or TR_Trace*FilterEx from inside a filter function is currently not allowed and may not work. |
| TR_TraceHullFilterEx | Starts up a new trace hull using a new trace result and a customized trace ray filter. Calling TR_Trace*Filter or TR_Trace*FilterEx from inside a filter function is currently not allowed and may not work. |
| TR_TraceRay | Starts up a new trace ray using a global trace result. |
| TR_TraceRayEx | Starts up a new trace ray using a new trace result. |
| TR_TraceRayFilter | Starts up a new trace ray using a global trace result and a customized trace ray filter. Calling TR_Trace*Filter or TR_Trace*FilterEx from inside a filter function is currently not allowed and may not work. |
| TR_TraceRayFilterEx | Starts up a new trace ray using a new trace result and a customized trace ray filter. Calling TR_Trace*Filter or TR_TraceRay*Ex from inside a filter function is currently not allowed and may not work. |