Showing results for

player

movement

on quakewiki.org
quakewiki.org › wiki › DP SOLIDCORPSE
DP SOLIDCORPSE - Quake Wiki
...want dead bodies that are shootable but do not obstruct movement by players and monsters, note that if you traceline with a SOLID_SLIDEBOX entity...
quakewiki.org › wiki › Fields:Movetype
Fields:Movetype - Quake Wiki
...MOVETYPE_WALK
- Only for use with players. Designates that the player should use standard movement physics. Does not apply angular velocity.
MOVETYPE_STEP
- This entity is...
quakewiki.org › wiki › Map metrics
Map metrics - Quake Wiki
...Finally, player movement is severely limited further by network protocol and it's position/movement packets framing: in vanilla Quake the network layer is...
quakewiki.org › wiki › Fields:Flags
Fields:Flags - Quake Wiki
...This flag is automatically handled by the entity's movement.
FL_WATERJUMP
- Engine flag that denotes the player is currently jumping out of a liquid...
quakewiki.org › wiki › func door
func_door - Quake Wiki
...As the name implies it is commonly used for doors, however its movement is also useful in implementing simple moving objects such as lifts...
quakewiki.org › wiki › QuakeC Fields
QuakeC Fields - Quake Wiki
...Also stores how much drowning damage to deal to the player.
- void() think1
- The function to call when an entity reaches its movement or...
quakewiki.org › wiki › Fields:Solid
Fields:Solid - Quake Wiki
...Fields:Solid
From Quake Wiki
The solid field determines how an entity can be interacted with and in certain cases how its movement is...
quakewiki.org › wiki › Gib
Gib - Quake Wiki
...Technical[edit]
Main gib code resides in player.qc. The spawning of gibs is done using the ThrowGib function, citing various model files, typical...
quakewiki.org › wiki › Textures
Textures - Quake Wiki
...Clip[edit]
Clip is a special texture, named "clip", which is invisible, yet blocks player and monster movement. Brushes must be fully textured with...
quakewiki.org › wiki › func detail
func_detail - Quake Wiki
...Similar to func_detail_fence, but with no collision (players / monsters / gunfire), and doesn’t cast shadows unless enabled with "_shadow" "1"
. Useful for creating hanging...