Changed CFuncMonsterClip to be a CFuncWallToggle (to mask it in case any engine level code is looking for FuncWallToggles) and overrode all class methods. Now checks for the SF_MONSTERCLIP_PLAYER spawnflag when TurnOn() is called to determine whether it's SOLID_BSP (thereby blocking player) or just SOLID_TRIGGER (shouldn't block player, but has a Touch event so Monsters should still be blocked). Should always be invisible if the "showtriggers" CVar is 0.
Changed CFuncMonsterClip to be a CFuncWallToggle (to mask it in case any engine level code is looking for FuncWallToggles) and overrode all class methods. Now checks for the SF_MONSTERCLIP_PLAYER spawnflag when TurnOn() is called to determine whether it's SOLID_BSP (thereby blocking player) or just SOLID_TRIGGER (shouldn't block player, but has a Touch event so Monsters should still be blocked). Should always be invisible if the "showtriggers" CVar is 0.
Still needs FGD edited for new spawnflag