mirror of
https://github.com/ReactionQuake3/reaction.git
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132 lines
4.8 KiB
C
132 lines
4.8 KiB
C
//-----------------------------------------------------------------------------
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//
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// $Id$
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//
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.13 2005/02/15 16:33:39 makro
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// Tons of updates (entity tree attachment system, UI vectors)
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//
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// Revision 1.12 2002/06/16 20:06:14 jbravo
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// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
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//
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// Revision 1.11 2002/04/01 02:56:50 jbravo
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// Some sourcecode reformatting
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//
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// Revision 1.10 2002/01/24 14:20:53 jbravo
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// Adding func_explosive and a few new surfaceparms
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//
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// Revision 1.9 2002/01/11 19:48:30 jbravo
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// Formatted the source in non DOS format.
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//
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// Revision 1.8 2001/12/31 16:28:42 jbravo
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// I made a Booboo with the Log tag.
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//
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//
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//-----------------------------------------------------------------------------
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// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// This file must be identical in the quake and utils directories
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// contents flags are seperate bits
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// a given brush can contribute multiple content bits
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// these definitions also need to be in q_shared.h!
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#define CONTENTS_SOLID 1 // an eye is never valid in a solid
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#define CONTENTS_LAVA 8
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#define CONTENTS_SLIME 16
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#define CONTENTS_WATER 32
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#define CONTENTS_FOG 64
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#define CONTENTS_NOTTEAM1 0x0080
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#define CONTENTS_NOTTEAM2 0x0100
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#define CONTENTS_NOBOTCLIP 0x0200
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#define CONTENTS_AREAPORTAL 0x8000
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#define CONTENTS_PLAYERCLIP 0x10000
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#define CONTENTS_MONSTERCLIP 0x20000
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//bot specific contents types
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#define CONTENTS_TELEPORTER 0x40000
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#define CONTENTS_JUMPPAD 0x80000
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#define CONTENTS_CLUSTERPORTAL 0x100000
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#define CONTENTS_DONOTENTER 0x200000
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#define CONTENTS_BOTCLIP 0x400000
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#define CONTENTS_MOVER 0x800000
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#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
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#define CONTENTS_BODY 0x2000000 // should never be on a brush, only in game
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#define CONTENTS_CORPSE 0x4000000
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#define CONTENTS_DETAIL 0x8000000 // brushes not used for the bsp
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#define CONTENTS_STRUCTURAL 0x10000000 // brushes used for the bsp
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#define CONTENTS_TRANSLUCENT 0x20000000 // don't consume surface fragments inside
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#define CONTENTS_TRIGGER 0x40000000
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#define CONTENTS_NODROP 0x80000000 // don't leave bodies or items (death fog, lava)
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#define SURF_NODAMAGE 0x1 // never give falling damage
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#define SURF_SLICK 0x2 // effects game physics
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#define SURF_SKY 0x4 // lighting from environment map
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#define SURF_LADDER 0x8
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#define SURF_NOIMPACT 0x10 // don't make missile explosions
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#define SURF_NOMARKS 0x20 // don't leave missile marks
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#define SURF_FLESH 0x40 // make flesh sounds and effects
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#define SURF_NODRAW 0x80 // don't generate a drawsurface at all
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#define SURF_HINT 0x100 // make a primary bsp splitter
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#define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes
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#define SURF_NOLIGHTMAP 0x400 // surface doesn't need a lightmap
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#define SURF_POINTLIGHT 0x800 // generate lighting info at vertexes
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#define SURF_METALSTEPS 0x1000 // clanking footsteps
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#define SURF_NOSTEPS 0x2000 // no footstep sounds
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#define SURF_NONSOLID 0x4000 // don't collide against curves with this set
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#define SURF_LIGHTFILTER 0x8000 // act as a light filter during q3map -light
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#define SURF_ALPHASHADOW 0x10000 // do per-pixel light shadow casting in q3map
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#define SURF_NODLIGHT 0x20000 // don't dlight even if solid (solid lava, skies)
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#define SURF_DUST 0x40000 // leave a dust trail when walking on this surface
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//Elder: new surfaces
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#define SURF_GRAVEL 0x80000
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#define SURF_WOOD 0x100000
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#define SURF_CARPET 0x200000
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#define SURF_METAL2 0x400000
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#define SURF_GLASS 0x800000
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#define SURF_GRASS 0x1000000
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// JBravo: new sounds
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#define SURF_SNOW 0x2000000
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#define SURF_MUD 0x4000000
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#define SURF_WOOD2 0x8000000
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#define SURF_HARDMETAL 0x10000000
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//Makro - for the new surfaceparm system
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#define MAT_DEFAULT 0
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#define MAT_METALSTEPS 1
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#define MAT_GRAVEL 2
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#define MAT_WOOD 3
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#define MAT_CARPET 4
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#define MAT_METAL2 5
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#define MAT_GLASS 6
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#define MAT_GRASS 7
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#define MAT_SNOW 8
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#define MAT_MUD 9
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#define MAT_WOOD2 10
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#define MAT_HARDMETAL 11
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//new
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#define MAT_LEAVES 12
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#define MAT_CEMENT 13
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#define MAT_MARBLE 14
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#define MAT_SNOW2 15
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#define MAT_HARDSTEPS 16
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#define MAT_SAND 17
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#define MAT_BRICK 18
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#define MAT_CERAMIC 19
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int GetMaterialFromFlag(int flag);
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#define IsMetalMat(Mat) ( (Mat)==MAT_METALSTEPS || (Mat)==MAT_METAL2 || (Mat)==MAT_HARDMETAL )
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#define IsMetalFlag(Flag) ( IsMetalMat( GetMaterialFromFlag( Flag ) ) )
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#define IsWoodMat(Mat) ( (Mat)==MAT_WOOD || (Mat)==MAT_WOOD2 )
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#define IsWoodFlag(Flag) ( IsWoodMat( GetMaterialFromFlag( Flag ) ) )
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#define IsSnowMat(Mat) ( (Mat)==MAT_SNOW || (Mat)==MAT_SNOW2 )
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#define IsSnowFlag(Flag) ( IsSnowMat( GetMaterialFromFlag( Flag ) ) )
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