34 lines
1.4 KiB
Plaintext
34 lines
1.4 KiB
Plaintext
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*!QUAKED func_detail_illusionary (0 .5 .8) ?
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# OVERVIEW
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A "fake" entity for level editors.
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It is almost identical to func_detail except that it has no collision.
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Think of it as an alternative to func_illusionary and nonsolid surfaceparms,
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except that it does not use an entity slot or require custom materials.
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# KEYS
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- "_rs" : Specifies if the geometry will recieve shadows (RAD lighting).
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- "_cs" : Specifies if the geometry will cast shadows (RAD lighting).
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# NOTES
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If you want this entity to have collision, consider using func_detail.
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# TRIVIA
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This entity was introduced in Quake II (1997).
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*/
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