CompilePassBullets: Difference between revisions
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Bug:Does not work correctly in some games (need to use separate %CompileClip brushes instead):
Confirm:A custom VBSP which applies CONTENTS_PLAYERCLIP and CONTENTS_MONSTERCLIP instead of CONTENTS_GRATE (without applying SURF_NODRAW and SURF_NOLIGHT, unlike %CompileClip) would probably function as intended in these games.
[todo tested in ?]
Confirm:Seems to act oddly in regards to casting lightmap shadows; see talk page.
SirYodaJedi (talk | contribs) No edit summary |
SirYodaJedi (talk | contribs) No edit summary |
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{{confirm|Seems to act oddly | {{confirm|Seems to act oddly in regards to casting lightmap shadows; see [[Talk:%CompilePassBullets|talk page]].}} | ||
[[Category:Shader parameters]] | [[Category:Shader parameters]] |
Revision as of 17:02, 16 September 2024
For models, see $contents grate.
Adding this VMT parameter to a material to make VBSP flag the brush contents as CONTENTS_GRATE, causing the brush to be non-solid to hitscan traces, such as bullets. Useful for foliage or metal grates.


Example code:
if ( ( propVal = GetMaterialVar( matID, "%compileClipYesDraw" ) ) && StringIsTrue( propVal ) )
{
// like %compilePassBullets, but works in CS:S and TF2
// NOTE: This has effects on visibility too!
textureref[i].contents &= ~CONTENTS_SOLID;
textureref[i].contents |= CONTENTS_PLAYERCLIP | CONTENTS_MONSTERCLIP;
}
