hit.v |
D3DVERTEX* pointer with interpolated coordinate values at the contact position. |
hit.x,y,z |
Contact position,
either on the bounding box, or on the hit polygon depending on whether USE_POLYGON was set. |
hit.nx,ny,nz |
Contact surface normal. |
hit.u1,v1 |
First
texture coordinates of the contact position, in pixels. A7.20 |
hit.u2,v2 |
Second texture
(lightmap) coordinates of the contact position, in pixels. A7.20 |
hit.blue,green,red |
Pixel color of the second texture (f.i. a lightmap) at the contact position, for 24-bit textures only. |
hit.vertex |
Vertex number closest to the contact.
Can also be used to determine the hit limb of a bones animated model through the ent_bonename function. |
hit.triangle |
Surface number of the contact. |
hit.chunk |
Mesh number in case of multi-mesh entities, such as level meshes or chunked terrain. |
hit.subset |
Number of the hit skin subset of a model, starting with 0. Can be used to determine which part of the mesh was hit, or for removing the mesh part through the vmask parameter. A7.80 |
hit.flags |
Flags 9 or 10 are set when something was hit; can be evaluated
in lite-C
by if (HIT_TARGET) ...
(see example). |
hit.model |
Internal mesh information. |
hit.entity |
ENTITY* pointer, or NULL when a level surface was hit. |
hit.skin1,skin2 |
BMAP* pointers of the
first and second
texture of the hit surface.
Can be used to determine the pixel color or alpha value at the contact position. |
hit.texname |
char* pointer,
name of the hit texture (skin1 or skin2) for
models, blocks, or sprites.
Terrain has no texture names. |