FTE's contents as bits (bspfile.h), and the translation from the codes Quake and
Half-Life maps store (Q1BSP_TranslateContents, and the contents a brush entity's
negative skin forces on all of its brushes).
QuakeServer.Contents.of_code(-16)
#=> QuakeServer.Contents.bit(:ladder)Half-Life's currents are water with a current bit; its translucent contents are empty; its clip brushes are player and monster clip.
Summary
Functions
The bit of contents name.
Water, slime, lava and sky: what Quake's code counts as a fluid.
Whether bits hold a fluid.
Quake's code for fluid bits: lava, slime, water, or sky for any other fluid.
The bits a brush entity's negative skin forces on every brush of its model; 0 for a
skin that forces nothing.
Darkplaces contents bits (dphitcontentsmask) as FTE's.
Whether bits hold contents name.
The bits of contents code code a map's hull stores (Q1BSP_TranslateContents).
The bits a hull trace gives the leaf contents code code (q1toftecontents): clip is
player clip alone, Half-Life's translucent contents are window, its currents are the
current bits without water. A code below -16 counts as solid.
Quake's code for bits as the pointcontents builtin gives it: solid, sky, lava, slime, water, ladder or empty, the first held.
FTE contents bits as Darkplaces'.
Quake's code for bits as a program's watertype reads it: lava, slime, water or empty.
Functions
@spec bit(atom()) :: non_neg_integer()
The bit of contents name.
@spec fluid() :: non_neg_integer()
Water, slime, lava and sky: what Quake's code counts as a fluid.
@spec fluid?(non_neg_integer()) :: boolean()
Whether bits hold a fluid.
@spec fluid_code(non_neg_integer()) :: integer()
Quake's code for fluid bits: lava, slime, water, or sky for any other fluid.
@spec forced(integer()) :: non_neg_integer()
The bits a brush entity's negative skin forces on every brush of its model; 0 for a
skin that forces nothing.
@spec from_dp(non_neg_integer()) :: non_neg_integer()
Darkplaces contents bits (dphitcontentsmask) as FTE's.
@spec has?(non_neg_integer(), atom()) :: boolean()
Whether bits hold contents name.
@spec of_code(integer()) :: non_neg_integer()
The bits of contents code code a map's hull stores (Q1BSP_TranslateContents).
@spec of_leaf(integer()) :: non_neg_integer()
The bits a hull trace gives the leaf contents code code (q1toftecontents): clip is
player clip alone, Half-Life's translucent contents are window, its currents are the
current bits without water. A code below -16 counts as solid.
@spec point_code(non_neg_integer()) :: integer()
Quake's code for bits as the pointcontents builtin gives it: solid, sky, lava, slime, water, ladder or empty, the first held.
@spec to_dp(non_neg_integer()) :: non_neg_integer()
FTE contents bits as Darkplaces'.
@spec water_code(non_neg_integer()) :: integer()
Quake's code for bits as a program's watertype reads it: lava, slime, water or empty.