$contents: Difference between revisions
		
		
		
		
		
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: {{bug|[[npc_barnacle|Barnacle]]'s tongue will ignore props with this parameter, but will not be able to pull objects, will grab and drop them immediately (with {{ent|player}} it will do this endless until player go away).}}  | : {{bug|[[npc_barnacle|Barnacle]]'s tongue will ignore props with this parameter, but will not be able to pull objects, will grab and drop them immediately (with {{ent|player}} it will do this endless until player go away).}}  | ||
; {{code|monster}}  | ; {{code|monster}}  | ||
: Marks it as a [[monster]]  | : Marks it as a [[monster]], better known in Source as an [[NPC]].  | ||
:{{confirm|Is there any reason to do this? This flag is usually applied via game code.}}  | |||
; {{code|notsolid}}  | ; {{code|notsolid}}  | ||
: Makes it not solid to anything.  | : Makes it not solid to anything.  | ||
Revision as of 08:54, 10 March 2025
$contents  is a   QC command  available in all 
 Source games. It specifies a list of the contents types to use for SolidMask tests during non-hitbox traces. 
- This feature was specifically added to allow us to make things like fences out of props instead of brush models.
 - See also $jointcontents.
 
Example
$contents "monster" "grate"
Available contents types are:
grate- Makes it a grate.
 - Grates are not solid to bullets or line of sight, but solid to everything else.
 
Bug:Does not function correctly in 

; see %CompilePassBullets for specifics.  [todo tested in ?]monster- Marks it as a monster, better known in Source as an NPC.
 
 Confirm:Is there any reason to do this? This flag is usually applied via game code.notsolid- Makes it not solid to anything.
 - Nonsolid cannot be combined with any other contents flags.
 solid- Makes it solid.
 - Solid is the default value, so this parameter is usually used only for the $jointcontents command, to make a solid child of a non-solid parent.
 ladder- Makes it a ladder.
 - Whether a prop ladder is actually climbable is dependent upon the game; see Working Ladders.
 debris(only in NekoMDL)- Marks it as debris.
 - Debris is solid to brushes, hitscan weapons, and non-debris physics objects, but is nonsolid to everything else, including players.
 
Additional contents from ![]()
bspflags.h can be set via 
 Source Model Skin Editor, although results may vary. For example, set the contents to 67108864 (debris) to make it block bullets without blocking players.