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Clipping through displacements
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The old version of the Source engine allowed going through displacements. This means you can clip through a texture without getting permanently stuck in it. Some of the games that allowed this include: Half-Life 2, Half-Life 2: Episode Two (up to version 4104), Day of Defeat: Source, and Counter-Strike: Source.
This trick is especially useful in:
- ep2_outland_01 - going back to bounds by doing a Gravity Jump into a displacement and clipping through it.
- d2_coast_11 - falling back to the tunnel after walking on top of the map.
To clip through a displacement, you'll either have to wait until the game pushes you out (only if falling from the above) or spam crouch in order to get out of it.
Checking if a certain texture is a displacement
To check whether a texture is a displacement - simply open up the debug menu (Shift+F1), go to the Renderer tab and check the Displacements box.
You should see displacements disappear, indicating that a texture is a displacement.