//----------------------------------------------------------------------------- // // $Id$ // //----------------------------------------------------------------------------- // // $Log$ // Revision 1.13 2005/02/15 16:33:39 makro // Tons of updates (entity tree attachment system, UI vectors) // // Revision 1.12 2002/06/16 20:06:14 jbravo // Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap" // // Revision 1.11 2002/04/01 02:56:50 jbravo // Some sourcecode reformatting // // Revision 1.10 2002/01/24 14:20:53 jbravo // Adding func_explosive and a few new surfaceparms // // Revision 1.9 2002/01/11 19:48:30 jbravo // Formatted the source in non DOS format. // // Revision 1.8 2001/12/31 16:28:42 jbravo // I made a Booboo with the Log tag. // // //----------------------------------------------------------------------------- // 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 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_NOTTEAM1 0x0080 #define CONTENTS_NOTTEAM2 0x0100 #define CONTENTS_NOBOTCLIP 0x0200 #define CONTENTS_AREAPORTAL 0x8000 #define CONTENTS_PLAYERCLIP 0x10000 #define CONTENTS_MONSTERCLIP 0x20000 //bot specific contents types #define CONTENTS_TELEPORTER 0x40000 #define CONTENTS_JUMPPAD 0x80000 #define CONTENTS_CLUSTERPORTAL 0x100000 #define CONTENTS_DONOTENTER 0x200000 #define CONTENTS_BOTCLIP 0x400000 #define CONTENTS_MOVER 0x800000 #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_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 //Makro - for the new surfaceparm system #define MAT_DEFAULT 0 #define MAT_METALSTEPS 1 #define MAT_GRAVEL 2 #define MAT_WOOD 3 #define MAT_CARPET 4 #define MAT_METAL2 5 #define MAT_GLASS 6 #define MAT_GRASS 7 #define MAT_SNOW 8 #define MAT_MUD 9 #define MAT_WOOD2 10 #define MAT_HARDMETAL 11 //new #define MAT_LEAVES 12 #define MAT_CEMENT 13 #define MAT_MARBLE 14 #define MAT_SNOW2 15 #define MAT_HARDSTEPS 16 #define MAT_SAND 17 #define MAT_BRICK 18 #define MAT_CERAMIC 19 int GetMaterialFromFlag(int flag); #define IsMetalMat(Mat) ( (Mat)==MAT_METALSTEPS || (Mat)==MAT_METAL2 || (Mat)==MAT_HARDMETAL ) #define IsMetalFlag(Flag) ( IsMetalMat( GetMaterialFromFlag( Flag ) ) ) #define IsWoodMat(Mat) ( (Mat)==MAT_WOOD || (Mat)==MAT_WOOD2 ) #define IsWoodFlag(Flag) ( IsWoodMat( GetMaterialFromFlag( Flag ) ) ) #define IsSnowMat(Mat) ( (Mat)==MAT_SNOW || (Mat)==MAT_SNOW2 ) #define IsSnowFlag(Flag) ( IsSnowMat( GetMaterialFromFlag( Flag ) ) )