int allsolid;
// if true, the initial point was in solid (see hitsupercontentsmask)
int startsolid;
+ // this is set to true in world.c if startsolid was set in a trace against world
+ int worldstartsolid;
// this is set to true in world.c if startsolid was set in a trace against a SOLID_BSP entity, in other words this is true if the entity is stuck in a door or wall, but not if stuck in another normal entity
int bmodelstartsolid;
// if true, the trace passed through empty somewhere