190 lines
No EOL
8.4 KiB
C
190 lines
No EOL
8.4 KiB
C
// 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 |