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