MASK Types
Jump to navigation
Jump to search
This article has no links to other VDC articles. Please help improve this article by adding links that are relevant to the context within the existing text.
January 2024
January 2024
From public/bspflags.h
// -----------------------------------------------------
// spatial content masks - used for spatial queries (traceline,etc.)
// -----------------------------------------------------
#define MASK_ALL (0xFFFFFFFF)
// everything that is normally solid
#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)
// everything that blocks player movement
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)
// blocks npc movement
#define MASK_NPCSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)
// water physics in these contents
#define MASK_WATER (CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME)
// everything that blocks lighting
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE)
// everything that blocks lighting, but with monsters added.
#define MASK_OPAQUE_AND_NPCS (MASK_OPAQUE|CONTENTS_MONSTER)
// everything that blocks line of sight for AI
#define MASK_BLOCKLOS (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_BLOCKLOS)
// everything that blocks line of sight for AI plus NPCs
#define MASK_BLOCKLOS_AND_NPCS (MASK_BLOCKLOS|CONTENTS_MONSTER)
// everything that blocks line of sight for players
#define MASK_VISIBLE (MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE)
// everything that blocks line of sight for players, but with monsters added.
#define MASK_VISIBLE_AND_NPCS (MASK_OPAQUE_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE)
// bullets see these as solid
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX)
// non-raycasted weapons see this as solid (includes grates)
#define MASK_SHOT_HULL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_GRATE)
// hits solids (not grates) and passes through everything else
#define MASK_SHOT_PORTAL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER)
// everything normally solid, except monsters (world+brush only)
#define MASK_SOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE)
// everything normally solid for player movement, except monsters (world+brush only)
#define MASK_PLAYERSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_PLAYERCLIP|CONTENTS_GRATE)
// everything normally solid for npc movement, except monsters (world+brush only)
#define MASK_NPCSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE)
// just the world, used for route rebuilding
#define MASK_NPCWORLDSTATIC (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE)
// These are things that can split areaportals
#define MASK_SPLITAREAPORTAL (CONTENTS_WATER|CONTENTS_SLIME)
// UNDONE: This is untested, any moving water
#define MASK_CURRENT (CONTENTS_CURRENT_0|CONTENTS_CURRENT_90|CONTENTS_CURRENT_180|CONTENTS_CURRENT_270|CONTENTS_CURRENT_UP|CONTENTS_CURRENT_DOWN)
// everything that blocks corpse movement
// UNDONE: Not used yet / may be deleted
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_GRATE)
This article has not been added to any content categories. Please help out by adding categories.
January 2024
January 2024