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Surface flags, used by the TraceResult structure.


SURF_LIGHT1Value will hold the light strength
SURF_SKY2D2The surface is a 2D skybox
SURF_SKY4This surface is a skybox, equivalent to HitSky in TraceResult structure
SURF_WARP8This surface is animated water
SURF_TRANS16This surface is translucent
SURF_NOPORTAL32This surface cannot have portals placed on, used by Portal's gun
SURF_TRIGGER64This surface is a trigger
SURF_NODRAW128This surface is an invisible entity, equivalent to HitNoDraw in TraceResult structure
SURF_HINT256Make a primary bsp splitter
SURF_SKIP512This surface can be ignored by impact effects
SURF_NOLIGHT1024This surface has no lights calculated
SURF_BUMPLIGHT2048Calculate three lightmaps for the surface for bumpmapping
SURF_NOSHADOWS4096No shadows are cast on this surface
SURF_NODECALS8192No decals are applied to this surface
SURF_NOCHOP16384Don't subdivide patches on this surface
SURF_HITBOX32768This surface is part of an entity's hitbox