/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // // 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 // an eye is never valid in a solid #define CONTENTS_ENVBIT_0 0x00000002 #define CONTENTS_ENVBIT_1 0x00000004 #define CONTENTS_LAVA 0x00000008 #define CONTENTS_SLIME 0x00000010 #define CONTENTS_WATER 0x00000020 #define CONTENTS_FOG 0x00000040 #define CONTENTS_NOTTEAM1 0x00000080 #define CONTENTS_NOTTEAM2 0x00000100 #define CONTENTS_NOBOTCLIP 0x00000200 #define CONTENTS_ENVBIT_2 0x00000400 #define CONTENTS_ENVBIT_3 0x00000800 #define CONTENTS_ENVBIT_4 0x00001000 #define CONTENTS_ENVBIT_5 0x00002000 #define CONTENTS_ENVBIT_6 0x00004000 #define CONTENTS_ENVIRONMENT_MASK (CONTENTS_ENVBIT_0|CONTENTS_ENVBIT_1|CONTENTS_ENVBIT_2|CONTENTS_ENVBIT_3|CONTENTS_ENVBIT_4|CONTENTS_ENVBIT_5|CONTENTS_ENVBIT_6) #define CONTENTS_LIQUID_MASK (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER) #define CONTENTS_AREAPORTAL 0x00008000 #define CONTENTS_PLAYERCLIP 0x00010000 #define CONTENTS_MONSTERCLIP 0x00020000 //bot specific contents types #define CONTENTS_TELEPORTER 0x00040000 #define CONTENTS_JUMPPAD 0x00080000 #define CONTENTS_CLUSTERPORTAL 0x00100000 #define CONTENTS_DONOTENTER 0x00200000 #define CONTENTS_BOTCLIP 0x00400000 #define CONTENTS_MOVER 0x00800000 #define CONTENTS_ORIGIN 0x01000000 // removed before bsping an entity #define CONTENTS_BODY 0x02000000 // should never be on a brush, only in game #define CONTENTS_CORPSE 0x04000000 #define CONTENTS_DETAIL 0x08000000 // 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_LADDER 0x8 #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_DUST 0x40000 // leave a dust trail when walking on this surface //Elder: new surfaces #define SURF_GRAVEL 0x80000 #define SURF_WOOD 0x100000 #define SURF_CARPET 0x200000 #define SURF_METAL2 0x400000 #define SURF_GLASS 0x800000 #define SURF_GRASS 0x1000000 // JBravo: new sounds #define SURF_SNOW 0x2000000 #define SURF_MUD 0x4000000 #define SURF_WOOD2 0x8000000 #define SURF_HARDMETAL 0x10000000