# `QuakeServer.Pmove.Physent`
[🔗](https://github.com/jaman/quake_server/blob/v0.1.0/lib/quake_server/pmove.ex#L36)

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.

# `t`

```elixir
@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()
}
```

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*Consult [api-reference.md](api-reference.md) for complete listing*
