%CompilePassBullets
		
		
		
		
		
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 Bug:Does not work correctly in some games (need to use separate %CompileClip brushes instead):
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.
 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.
 Confirm:Seems to act oddly in regards to casting lightmap shadows; see talk page.
 Confirm:Seems to act oddly in regards to casting lightmap shadows; see talk page.
		
	
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.
 Bug:Does not work correctly in some games (need to use separate %CompileClip brushes instead):
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.
 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.
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;
}
 Confirm:Seems to act oddly in regards to casting lightmap shadows; see talk page.
 Confirm:Seems to act oddly in regards to casting lightmap shadows; see talk page.

