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
► latest
version online