sof2-sdk/code/game/surfaceflags.h
2002-05-24 00:00:00 +00:00

118 lines
4.9 KiB
C

// Copyright (C) 2001-2002 Raven Software.
//
// 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
#define CONTENTS_BOTCLIP 0x00000040
#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_MISSILECLIP 0x00020000 // missile clip
#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
#define SURF_HINT 0x00000100 // make a primary bsp splitter
#define SURF_SKIP 0x00000200 // completely ignore, allowing non-clused brushes
#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"