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:0x00 00 '''08''' 00 - vertical collision: slope < 70° | :0x00 00 '''08''' 00 - vertical collision: slope < 70° | ||
:0x00 00 '''10''' 00 - horizontal collision: slope > 70° | :0x00 00 '''10''' 00 - horizontal collision: slope > 70° | ||
:0x00 00 '''40''' 00 - ignore | :0x00 00 '''40''' 00 - grid ignore | ||
:0x00 00 '''80''' 00 - no decal | :0x00 00 '''80''' 00 - no decal | ||
:0x00 00 00 '''01''' - furniture | :0x00 00 00 '''01''' - furniture | ||
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:*3 - Project quad on YZ plane. | :*3 - Project quad on YZ plane. | ||
:The projection plane is used to determine if a point is in a quad (this point is usually the result of an intersection between a ray and the quad plane). | :The projection plane is used to determine if a point is in a quad (this point is usually the result of an intersection between a ray and the quad plane). | ||
;Grid ignore | |||
Appears to be unused. It's likely purpose is to mark quads that don't count as obstacles in the pathfinding grid. | |||
;Danger | |||
Appears to be unused. It's likely purpose is to create danger areas in the pathfinding grids. Usually there's a trigger volume nearby that hurts/kills the character. This quads are always invisible. | |||
;Invisible | |||
Invisible quads have a couple of different uses: | |||
:* block player access to some parts of the environment | |||
:* stairs ramp | |||
:* collision geometry (used by some "complex" furniture) | |||
:* danger quads (see above) | |||
:* some other apparently useless quads | |||
;Runtime flags | ;Runtime flags |
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