4 | | * 1: integer type, selecting the type of rangefinder to use. A "solid" as used below means a wall, floor, ceiling, etc. |
5 | | * 0 = an infinitely narrow beam that passes through entities such as other quagents but is stopped by solids. |
6 | | * 1 = an infinitely narrow beam that is blocked by entities and solids. |
7 | | * 2 = a wide beam the size of a quagent that is blocked if any part of it is blocked by solids, but passes through entities. |
8 | | * 3 = a wide beam the size of a quagent that is blocked if any part of it is blocked by solids or entities. |
| 6 | * 1: integer type, selecting the type of rangefinder to use. |
| 7 | * 0 = an infinitely narrow beam that is only stopped by permanent surfaces that will stop the player (usually just walls, floors, ceilings, and moving platforms, never other quagents or rockets or powerups). |
| 8 | * 1 = an infinitely narrow beam that is blocked by anything that would block player movement (like mode-0, but plus other things like quagents). |
| 9 | * 2 = an infinitely narrow beam that is blocked by anything that would block a shot (often equivalent to mode 1, but on some levels (like [[Built-In Maps|suspended]]), there are walls/floors that can be shot through but not walked through). |
| 10 | * 3 = an infinitely narrow beam that is blocked by anything in the environment (like mode-1, but plus powerups or other things that can be walked through). |
| 11 | * 4 = a wide beam the size of a quagent that is blocked if any part of it is blocked by something that would block a mode-0 rangefinder. |
| 12 | * 5 = a wide beam the size of a quagent that is blocked if any part of it is blocked by something that would block a mode-1 rangefinder. |
| 13 | * 6 = a wide beam the size of a quagent that is blocked if any part of it is blocked by something that would block a mode-2 rangefinder. |
| 14 | * 7 = a wide beam the size of a quagent that is blocked if any part of it is blocked by something that would block a mode-3 rangefinder. |