| 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. |