// 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! #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 #define CONTENTS_MONSTERCLIP 0x00000020 // Physically block bots #define CONTENTS_BOTCLIP 0x00000040 // A hint for bots - do not enter this brush by navigation (if possible) #define CONTENTS_SHOTCLIP 0x00000080 #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 // (SOF2) 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) #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_NOSHOT 0x00200000 // shots pass through me #define CONTENTS_DETAIL 0x08000000 // brushes not used for the bsp #define CONTENTS_TRANSLUCENT 0x80000000 // don't consume surface fragments inside #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 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 */