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
@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() }