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Update trace masks
Changed trace masks to reflect that of the engine.
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@ -97,56 +97,46 @@
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// -----------------------------------------------------
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// spatial content masks - used for spatial queries (traceline,etc.)
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// -----------------------------------------------------
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#define MASK_ALL (0xFFFFFFFF)
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#define TRACE_MASK_ALL (0xFFFFFFFF)
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// everything that is normally solid
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#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)
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#define TRACE_MASK_SOLID (CONTENTS_MONSTER|CONTENTS_MOVEABLE|CONTENTS_PHYSICSCLIP|CONTENTS_GRATE|CONTENTS_WINDOW|CONTENTS_SOLID)
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// everything that blocks player movement
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#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)
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#define TRACE_MASK_PLAYERSOLID (CONTENTS_MONSTER|CONTENTS_PLAYERCLIP|CONTENTS_MOVEABLE|CONTENTS_GRATE|CONTENTS_WINDOW|CONTENTS_SOLID)
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// blocks titan movement
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#define TRACE_MASK_TITANSOLID (CONTENTS_MONSTER|CONTENTS_TITANCLIP|CONTENTS_MOVEABLE|CONTENTS_GRATE|CONTENTS_WINDOW|CONTENTS_SOLID)
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// blocks npc movement
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#define MASK_NPCSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)
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#define TRACE_MASK_NPCSOLID (CONTENTS_MONSTER|CONTENTS_MONSTERCLIP|CONTENTS_MOVEABLE|CONTENTS_GRATE|CONTENTS_WINDOW|CONTENTS_SOLID)
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// blocks fluid movement
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#define MASK_NPCFLUID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER)
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// water physics in these contents
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#define MASK_WATER (CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME)
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// everything that blocks lighting
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#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE)
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// everything that blocks lighting, but with monsters added.
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#define MASK_OPAQUE_AND_NPCS (MASK_OPAQUE|CONTENTS_MONSTER)
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// everything that blocks line of sight for AI
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#define MASK_BLOCKLOS (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_BLOCKLOS)
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// everything that blocks line of sight for AI plus NPCs
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#define MASK_BLOCKLOS_AND_NPCS (MASK_BLOCKLOS|CONTENTS_MONSTER)
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// everything that blocks line of sight for players
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#define MASK_VISIBLE (MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE)
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// everything that blocks line of sight for players, but with monsters added.
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#define MASK_VISIBLE_AND_NPCS (MASK_OPAQUE_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE)
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// bullets see these as solid
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#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX)
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// for finding floor height
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#define MASK_FLOORTRACE (CONTENTS_SOLID|CONTENTS_MOVEABLE| CONTENTS_WINDOW|CONTENTS_DEBRIS)
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// for csgo weapon clipping
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#define MASK_WEAPONCLIPPING (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS)
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// bullets see these as solid, except monsters (world+brush only)
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#define MASK_SHOT_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_DEBRIS)
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// non-raycasted weapons see this as solid (includes grates)
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#define MASK_SHOT_HULL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_GRATE)
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// hits solids (not grates) and passes through everything else
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#define MASK_SHOT_PORTAL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER)
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#define TRACE_MASK_NPCFLUID (CONTENTS_MONSTER|CONTENTS_MONSTERCLIP|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_SOLID)
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// everything normally solid, except monsters (world+brush only)
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#define MASK_SOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE)
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#define TRACE_MASK_SOLID_BRUSHONLY (CONTENTS_MOVEABLE|CONTENTS_PHYSICSCLIP|CONTENTS_GRATE|CONTENTS_WINDOW|CONTENTS_SOLID)
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// everything normally solid for player movement, except monsters (world+brush only)
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#define MASK_PLAYERSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_PLAYERCLIP|CONTENTS_GRATE)
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#define TRACE_MASK_PLAYERSOLID_BRUSHONLY (CONTENTS_PLAYERCLIP|CONTENTS_MOVEABLE|CONTENTS_GRATE|CONTENTS_WINDOW|CONTENTS_SOLID)
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// everything normally solid for npc movement, except monsters (world+brush only)
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#define MASK_NPCSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE)
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#define TRACE_MASK_NPCSOLID_BRUSHONLY (CONTENTS_MONSTERCLIP|CONTENTS_MOVEABLE|CONTENTS_GRATE|CONTENTS_WINDOW|CONTENTS_SOLID)
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// water physics in these contents
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#define TRACE_MASK_WATER (CONTENTS_WATER|CONTENTS_SLIME)
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// everything that blocks lighting
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#define TRACE_MASK_OPAQUE (CONTENTS_MOVEABLE|CONTENTS_OPAQUE|CONTENTS_SOLID)
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// everything that blocks lighting, but with monsters added.
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#define TRACE_MASK_OPAQUE_AND_NPCS (TRACE_MASK_OPAQUE|CONTENTS_MONSTER)
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// everything that blocks line of sight for AI
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#define TRACE_MASK_BLOCKLOS (CONTENTS_BLOCKLOS|CONTENTS_MOVEABLE|CONTENTS_OPAQUE|CONTENTS_SOLID)
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// everything that blocks line of sight for AI plus NPCs
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#define MASK_BLOCKLOS_AND_NPCS (TRACE_MASK_BLOCKLOS|CONTENTS_MONSTER)
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// everything that blocks line of sight for players
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#define TRACE_MASK_VISIBLE (TRACE_MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE)
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// everything that blocks line of sight for players, but with monsters added.
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#define TRACE_MASK_VISIBLE_AND_NPCS (TRACE_MASK_OPAQUE_AND_NPCS|CONTENTS_MONSTER)
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// bullets see these as solid, except monsters (world+brush only)
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#define TRACE_MASK_SHOT_BRUSHONLY (CONTENTS_DEBRIS|CONTENTS_BULLETCLIP|CONTENTS_MOVEABLE|CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_WINDOW|CONTENTS_SOLID)
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// bullets see these as solid
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#define TRACE_MASK_SHOT (CONTENTS_HITBOX|CONTENTS_MONSTER|TRACE_MASK_SHOT_BRUSHONLY)
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// bullets see these as solid, except monsters (world+brush only)
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#define TRACE_MASK_SHOT_HULL (CONTENTS_DEBRIS|CONTENTS_MONSTER|CONTENTS_BULLETCLIP|CONTENTS_MOVEABLE|CONTENTS_GRATE|CONTENTS_WINDOW|CONTENTS_SOLID)
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// grenades see these as solid
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#define TRACE_MASK_GRENADE (CONTENTS_HITBOX|TRACE_MASK_SHOT_HULL)
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// just the world, used for route rebuilding
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#define MASK_NPCWORLDSTATIC (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE)
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// just the world, used for route rebuilding
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#define MASK_NPCWORLDSTATIC_FLUID (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP)
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// These are things that can split areaportals
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#define MASK_SPLITAREAPORTAL (CONTENTS_WATER|CONTENTS_SLIME)
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// everything that blocks corpse movement
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// UNDONE: Not used yet / may be deleted
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#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_GRATE)
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#define TRACE_MASK_NPCWORLDSTATIC (CONTENTS_MONSTERCLIP|CONTENTS_GRATE|CONTENTS_WINDOW|CONTENTS_SOLID)
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#endif // BSPFLAGS_H
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