trace_floor

Determines the method for the internal entity PRV light and decal shadow calculation.

Range:

0 - don't calculate PRV and decal shadows (faster).
1 - use the AABB collision detection for finding the floor plane.
2 - use the OBB collision detection for finding the floor plane (default).

Type:

var

Remarks:

AABB is only supported in A6-style BSP levels that don't contain concave blocks and are compiled without the Create Meshes and Merge Across Leafs options.

Example:

var floor_trace = 2;

See also:

lighting, UNLIT

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