QuakeServer.Pmove.Physent (quake_server v0.1.0)

Copy Markdown View Source

Something the player can collide with or stand in: entity number entity at origin, either a brush model (model, as QuakeServer.Models.get/2 gives it, turned by angles) or, with model nil, a box of mins..maxs.

nonsolid ones only add contents. contents are the bits it forces on what it holds, 0 for its own. notouch ones are not touched.

Summary

Types

t()

@type t() :: %QuakeServer.Pmove.Physent{
  angles: Cauldron3D.Vec.t(),
  contents: non_neg_integer(),
  entity: non_neg_integer(),
  maxs: Cauldron3D.Vec.t(),
  mins: Cauldron3D.Vec.t(),
  model: map() | nil,
  nonsolid: boolean(),
  notouch: boolean(),
  origin: Cauldron3D.Vec.t()
}