mirror of
https://github.com/ioquake/jedi-academy.git
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190 lines
No EOL
8.2 KiB
C
190 lines
No EOL
8.2 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// This file must be identical in the quake and utils directories
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// contents flags are seperate bits
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// a given brush can contribute multiple content bits
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// these definitions also need to be in q_shared.h!
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#if 1
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// flags pasted from SOF2, be VERY CAREFUL when adding new ones since we share their tools!!!
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#define CONTENTS_NONE 0x00000000
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#define CONTENTS_SOLID 0x00000001 // Default setting. An eye is never valid in a solid
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#define CONTENTS_LAVA 0x00000002
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#define CONTENTS_WATER 0x00000004
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#define CONTENTS_FOG 0x00000008
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#define CONTENTS_PLAYERCLIP 0x00000010 // Player physically blocked
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#define CONTENTS_MONSTERCLIP 0x00000020 // NPCs cannot physically pass through
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#define CONTENTS_BOTCLIP 0x00000040 // do not enter - NPCs try not to enter these
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#define CONTENTS_SHOTCLIP 0x00000080 // shots physically blocked
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#define CONTENTS_BODY 0x00000100 // should never be on a brush, only in game
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#define CONTENTS_CORPSE 0x00000200 // should never be on a brush, only in game
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#define CONTENTS_TRIGGER 0x00000400
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#define CONTENTS_NODROP 0x00000800 // don't leave bodies or items (death fog, lava)
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#define CONTENTS_TERRAIN 0x00001000 // volume contains terrain data
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#define CONTENTS_LADDER 0x00002000
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#define CONTENTS_ABSEIL 0x00004000 // used like ladder to define where an NPC can abseil
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#define CONTENTS_OPAQUE 0x00008000 // defaults to on, when off, solid can be seen through
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#define CONTENTS_OUTSIDE 0x00010000 // volume is considered to be in the outside (i.e. not indoors)
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// CONTENTS_INSIDE added 10/31/02 by Aurelio.
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#define CONTENTS_INSIDE 0x10000000 // volume is considered to be inside (i.e. indoors)
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#define CONTENTS_SLIME 0x00020000 // CHC needs this since we use same tools
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#define CONTENTS_LIGHTSABER 0x00040000 // ""
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#define CONTENTS_TELEPORTER 0x00080000 // ""
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#define CONTENTS_ITEM 0x00100000 // ""
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#define CONTENTS_DETAIL 0x08000000 // brushes not used for the bsp
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#define CONTENTS_TRANSLUCENT 0x80000000 // don't consume surface fragments inside
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// flags pasted from SOF2, be VERY CAREFUL when adding new ones since we share their tools!!!
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#define SURF_SKY 0x00002000 // lighting from environment map
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#define SURF_SLICK 0x00004000 // affects game physics
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#define SURF_METALSTEPS 0x00008000 // CHC needs this since we use same tools (though this flag is temp?)
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#define SURF_FORCEFIELD 0x00010000 // CHC "" (but not temp)
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#define SURF_NODAMAGE 0x00040000 // never give falling damage
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#define SURF_NOIMPACT 0x00080000 // don't make missile explosions
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#define SURF_NOMARKS 0x00100000 // don't leave missile marks
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#define SURF_NODRAW 0x00200000 // don't generate a drawsurface at all
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#define SURF_NOSTEPS 0x00400000 // no footstep sounds
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#define SURF_NODLIGHT 0x00800000 // don't dlight even if solid (solid lava, skies)
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#define SURF_NOMISCENTS 0x01000000 // no client models allowed on this surface
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#define SURF_FORCESIGHT 0x02000000 // not visible without Force Sight
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#define SURF_PATCH 0x80000000 // Mark this face as a patch(editor only)
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#define MATERIAL_BITS 5
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#define MATERIAL_MASK 0x1f // mask to get the material type
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#define MATERIAL_NONE 0 // for when the artist hasn't set anything up =)
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#define MATERIAL_SOLIDWOOD 1 // freshly cut timber
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#define MATERIAL_HOLLOWWOOD 2 // termite infested creaky wood
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#define MATERIAL_SOLIDMETAL 3 // solid girders
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#define MATERIAL_HOLLOWMETAL 4 // hollow metal machines
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#define MATERIAL_SHORTGRASS 5 // manicured lawn
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#define MATERIAL_LONGGRASS 6 // long jungle grass
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#define MATERIAL_DIRT 7 // hard mud
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#define MATERIAL_SAND 8 // sandy beach
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#define MATERIAL_GRAVEL 9 // lots of small stones
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#define MATERIAL_GLASS 10 //
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#define MATERIAL_CONCRETE 11 // hardened concrete pavement
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#define MATERIAL_MARBLE 12 // marble floors
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#define MATERIAL_WATER 13 // light covering of water on a surface
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#define MATERIAL_SNOW 14 // freshly laid snow
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#define MATERIAL_ICE 15 // packed snow/solid ice
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#define MATERIAL_FLESH 16 // hung meat, corpses in the world
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#define MATERIAL_MUD 17 // wet soil
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#define MATERIAL_BPGLASS 18 // bulletproof glass
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#define MATERIAL_DRYLEAVES 19 // dried up leaves on the floor
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#define MATERIAL_GREENLEAVES 20 // fresh leaves still on a tree
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#define MATERIAL_FABRIC 21 // Cotton sheets
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#define MATERIAL_CANVAS 22 // tent material
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#define MATERIAL_ROCK 23 //
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#define MATERIAL_RUBBER 24 // hard tire like rubber
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#define MATERIAL_PLASTIC 25 //
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#define MATERIAL_TILES 26 // tiled floor
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#define MATERIAL_CARPET 27 // lush carpet
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#define MATERIAL_PLASTER 28 // drywall style plaster
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#define MATERIAL_SHATTERGLASS 29 // glass with the Crisis Zone style shattering
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#define MATERIAL_ARMOR 30 // body armor
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#define MATERIAL_COMPUTER 31 // computers/electronic equipment
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#define MATERIAL_LAST 32 // number of materials
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// Defined as a macro here so one change will affect all the relevant files
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#define MATERIALS \
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"none", \
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"solidwood", \
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"hollowwood", \
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"solidmetal", \
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"hollowmetal", \
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"shortgrass", \
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"longgrass", \
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"dirt", \
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"sand", \
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"gravel", \
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"glass", \
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"concrete", \
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"marble", \
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"water", \
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"snow", \
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"ice", \
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"flesh", \
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"mud", \
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"bpglass", \
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"dryleaves", \
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"greenleaves", \
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"fabric", \
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"canvas", \
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"rock", \
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"rubber", \
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"plastic", \
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"tiles", \
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"carpet", \
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"plaster", \
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"shatterglass", \
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"armor", \
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"computer"/* this was missing, see enums above, plus ShaderEd2 pulldown options */
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#else
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/*
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#define CONTENTS_NONE 0
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#define CONTENTS_SOLID 1 // an eye is never valid in a solid
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#define CONTENTS_LAVA 8
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#define CONTENTS_SLIME 16
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#define CONTENTS_WATER 32
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#define CONTENTS_FOG 64
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#define CONTENTS_LADDER 128
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#define CONTENTS_LIGHTSABER 0x1000 // Used for lightsaber buddies, blocking, deflecting.
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#define CONTENTS_AREAPORTAL 0x8000
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Ghoul2 Insert Start
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#define CONTENTS_GHOUL2 0x4000 // used to set trace to do point to poly ghoul2 checks. Never set as a contents of an object/surface
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Ghoul2 Insert End
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#define CONTENTS_PLAYERCLIP 0x10000
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#define CONTENTS_MONSTERCLIP 0x20000
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#define CONTENTS_SHOTCLIP 0x40000 //These are not needed if CONTENTS_SOLID is included
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//q3 bot specific contents types
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#define CONTENTS_TELEPORTER 0x40000
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#define CONTENTS_JUMPPAD 0x80000 //needed for bspc
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#define CONTENTS_ITEM 0x80000 //Items can be touched but do not block movement (like triggers) but can be hit by the infoString trace
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#define CONTENTS_CLUSTERPORTAL 0x100000
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#define CONTENTS_DONOTENTER 0x200000
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#define CONTENTS_BOTCLIP 0x400000
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#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
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#define CONTENTS_BODY 0x2000000 // should never be on a brush, only in game
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#define CONTENTS_CORPSE 0x4000000
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#define CONTENTS_DETAIL 0x8000000 // brushes not used for the bsp
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#define CONTENTS_STRUCTURAL 0x10000000 // brushes used for the bsp
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#define CONTENTS_TRANSLUCENT 0x20000000 // don't consume surface fragments inside
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#define CONTENTS_TRIGGER 0x40000000
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#define CONTENTS_NODROP 0x80000000 // don't leave bodies or items (death fog, lava)
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#define SURF_NODAMAGE 0x1 // never give falling damage
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#define SURF_SLICK 0x2 // effects game physics
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#define SURF_SKY 0x4 // lighting from environment map
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#define SURF_NOIMPACT 0x10 // don't make missile explosions
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#define SURF_NOMARKS 0x20 // don't leave missile marks
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#define SURF_FLESH 0x40 // make flesh sounds and effects
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#define SURF_NODRAW 0x80 // don't generate a drawsurface at all
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#define SURF_HINT 0x100 // make a primary bsp splitter
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#define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes
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#define SURF_NOLIGHTMAP 0x400 // surface doesn't need a lightmap
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#define SURF_POINTLIGHT 0x800 // generate lighting info at vertexes
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#define SURF_METALSTEPS 0x1000 // clanking footsteps
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#define SURF_NOSTEPS 0x2000 // no footstep sounds
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#define SURF_NONSOLID 0x4000 // don't collide against curves with this set
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#define SURF_LIGHTFILTER 0x8000 // act as a light filter during q3map -light
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#define SURF_ALPHASHADOW 0x10000 // do per-pixel light shadow casting in q3map
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#define SURF_NODLIGHT 0x20000 // don't dlight even if solid (solid lava, skies)
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#define SURF_FORCEFIELD 0x40000 // the surface in question is a forcefield
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*/
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#endif |