369 lines
8.4 KiB
Text
369 lines
8.4 KiB
Text
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// none of the surfaces in this file generate visible drawing,
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// they are just for modifying the game and utility behavior
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// surfaces without stages will never get marks, so they
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// don't need to explicitly specify noOverlays
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// when gui surfaces are placed on an entity to allow them to be
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// interactive, use this surface for the view screen and place
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// a "gui" key containing the gui file, like "guis/mainmenu.gui"
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// on the entity
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material textures/common/entityGui {
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qer_editorimage textures/editor/entityGui.tga
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discrete
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guiSurf entity
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surfaceType "metal"
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}
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// when gui surfaces are placed on an entity to allow them to be
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// interactive, use this surface for the view screen and place
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// a "gui" key containing the gui file, like "guis/mainmenu.gui"
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// on the entity
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material textures/common/entityGui2 {
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qer_editorimage textures/editor/entityGui2.tga
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discrete
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guiSurf entity2
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surfaceType "metal"
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}
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// when gui surfaces are placed on an entity to allow them to be
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// interactive, use this surface for the view screen and place
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// a "gui" key containing the gui file, like "guis/mainmenu.gui"
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// on the entity
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material textures/common/entityGui3 {
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qer_editorimage textures/editor/entityGui3.tga
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discrete
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guiSurf entity3
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surfaceType "metal"
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}
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// a caulk brush will behave as a normal solid surface
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// for collision detection and utility flood filling, and
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// should be used whenever you know the area isn't going to
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// be visible, but it needs to be closed off for things to
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// work right. Curves and models don't stop the utility
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// flood filling, so you need to have solid brushes behind
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// them. Setting the faces that won't ever be seen to
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// caulk will save some rendering time and data space.
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material textures/common/caulk
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{
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qer_editorimage textures/common/caulk.tga
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noshadows
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forceOpaque // will still seal levels
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noareas // don't create AAS areas on these surfaces
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}
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// nodraw is used for surfaces that don't have any automatic
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// interaction with anything
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material textures/common/nodraw
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{
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qer_editorimage textures/common/nodraw.tga
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nonsolid
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noshadows
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}
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// nodraw solid is used for surfaces that are not visible but are used to collide with
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material textures/common/nodrawsolid
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{
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qer_editorimage textures/common/nodrawsolid.tga
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forceOpaque
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noshadows
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}
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material textures/common/nodrawsolid_metal
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{
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qer_editorimage textures/common/nodrawsolid_metal.tga
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surfacetype "metal"
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forceOpaque
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noshadows
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}
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material textures/common/shadow
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{
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qer_editorimage textures/common/shadow.tga
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nonsolid
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forceshadows
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forceopaque
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vertexPositionOnly
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}
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material textures/common/shadowcollision
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{
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qer_editorimage textures/editor/shadowcollision.tga
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forceshadows
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collision
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vertexPositionOnly
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}
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// Invisible Shadow 2
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material textures/common/shadow2
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{
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qer_editorimage textures/common/shadow.tga
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nonsolid
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forceshadows
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noselfshadow
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vertexPositionOnly
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}
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material textures/common/shadow3
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{
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qer_editorimage textures/common/shadow.tga
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nonsolid
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forceshadows
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vertexPositionOnly
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}
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// Invisible Shadow Player
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material textures/common/shadow_player
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{
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qer_editorimage textures/common/shadow.tga
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//nonsolid
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collision
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forceshadows
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shadowcollision
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noselfshadow
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vertexPositionOnly
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}
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material textures/common/shadow_vehicle
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{
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shadowcollision
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qer_editorimage textures/common/shadow.tga
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nonsolid
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forceshadows
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noselfshadow
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vertexPositionOnly
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}
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// Invisible
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material textures/common/invisible
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{
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qer_editorimage textures/common/shadow.tga
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noshadows
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vertexPositionOnly
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}
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// trigger entities use this material
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material textures/common/trigger
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{
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qer_editorimage textures/common/trigger.tga
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qer_nocarve // don't let an awry CSG operation cut it up
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noshadows
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trigger
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}
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material textures/common/crosshairtrigger
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{
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qer_editorimage textures/common/trigger.tga
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qer_nocarve
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noshadows
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crosshairclip
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}
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// trigger entities use this material
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material textures/common/trigmulti
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{
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qer_editorimage textures/common/trigmulti.tga
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qer_nocarve // don't let an awry CSG operation cut it up
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noshadows
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trigger
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}
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// trigger entities use this material
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material textures/common/trigonce
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{
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qer_editorimage textures/common/trigonce.tga
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qer_nocarve // don't let an awry CSG operation cut it up
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noshadows
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trigger
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}
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// trigger entities use this material
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material textures/common/trigtimer
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{
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qer_editorimage textures/common/trigtimer.tga
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qer_nocarve // don't let an awry CSG operation cut it up
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noshadows
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trigger
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}
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// trigger entities use this material
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material textures/common/trigrelay
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{
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qer_editorimage textures/common/trigrelay.tga
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qer_nocarve // don't let an awry CSG operation cut it up
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noshadows
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trigger
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}
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// trigger entities use this material
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material textures/common/trighurt
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{
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qer_editorimage textures/common/trighurt.tga
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qer_nocarve // don't let an awry CSG operation cut it up
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noshadows
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trigger
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}
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// trigger entities use this material
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material textures/common/trigfade
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{
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qer_editorimage textures/common/trigfade.tga
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qer_nocarve // don't let an awry CSG operation cut it up
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noshadows
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trigger
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}
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// trigger entities use this material
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material textures/common/triggui
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{
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qer_editorimage textures/common/triggui.tga
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qer_nocarve // don't let an awry CSG operation cut it up
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noshadows
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trigger
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}
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// trigger entities use this material
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material textures/common/trigair
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{
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qer_editorimage textures/common/trigair.tga
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qer_nocarve // don't let an awry CSG operation cut it up
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noshadows
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trigger
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}
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// trigger entities use this material
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material textures/common/trigentityname
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{
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qer_editorimage textures/common/trigentityname.tga
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qer_nocarve // don't let an awry CSG operation cut it up
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noshadows
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trigger
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}
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// trigger entities use this material
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material textures/common/trigentityname_once
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{
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qer_editorimage textures/common/trigentityname_once.tga
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qer_nocarve // don't let an awry CSG operation cut it up
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noshadows
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trigger
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}
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// nodrop is a volume modifier that is tested
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// before dropping items, used to keep items
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// from cluttering up death pits
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material textures/common/nodrop
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{
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qer_editorimage textures/common/nodrop.tga
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qer_nocarve
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nodrop
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nonsolid
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noshadows
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}
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// a cushion is an invisible surface that is
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// solid to movement, but will never give falling
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// damage. Put a thin sliver brush over jump pads, etc.
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material textures/common/cushion
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{
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qer_editorimage textures/common/cushion.tga
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nodamage
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noshadows
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}
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// slick is an invisible surface that should be
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// used as a thin sliver brush over floors to cause sliding
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material textures/common/slick
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{
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qer_editorimage textures/common/slick.tga
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slick
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noshadows
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}
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// noimpact can be used as a thin sliver
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// brush over surfaces that you want missiles to
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// just dissapear into, instead of exploding on
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material textures/common/noimpact
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{
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qer_editorimage textures/common/noimpact.tga
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noimpact
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noshadows
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}
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// subviews are for perfect mirrors or portals
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// without any extra surface drawing
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material textures/common/mirror
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{
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discrete // never merge with other surfaces
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qer_editorimage textures/common/qer_mirror.tga
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mirror
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{
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blend add
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map textures/common/qer_mirror.tga
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}
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}
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// this is used during dmap development for some things
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material invisible
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{
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noshadows
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vertexPositionOnly
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}
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// a ladder brush is solid to players and monsters, but not missiles (11/06/01)
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// players can climb ladder brushes
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material textures/common/ladder
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{
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qer_editorimage textures/common/ladder.tga
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nonsolid
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collision
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playerclip
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flyerhiveclip
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noimpact
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ladder
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noshadows
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}
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material textures/common/speaker
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{
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qer_editorimage textures/common/speaker.tga
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qer_nocarve // don't let an awry CSG operation cut it up
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noshadows
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}
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material textures/common/particle
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{
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qer_editorimage textures/common/particle.tga
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qer_nocarve // don't let an awry CSG operation cut it up
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noshadows
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}
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material textures/common/overdrawtest
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{
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noselfShadow
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noshadows
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translucent
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{
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writeDepth
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blend filter
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map textures/common/overdraw.tga
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}
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}
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material textures/common/blockwater
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{
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noselfShadow
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noshadows
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translucent // Don't do a black z-fill
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sort refractable // Render before the water plane
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{
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writeDepth // Write depth so water plane gets z-culled
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maskColor // Invisible otherwise
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map _white
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}
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}
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