25 lines
1.2 KiB
C
25 lines
1.2 KiB
C
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// Copyright (C) 2007 Id Software, Inc.
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//
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#ifndef __GAME_CONTENTMASK_H__
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#define __GAME_CONTENTMASK_H__
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// content masks
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const int MASK_ALL = -1;
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const int MASK_SOLID = CONTENTS_SOLID;
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const int MASK_EXPLOSIONSOLID = CONTENTS_SOLID | CONTENTS_EXPLOSIONSOLID | CONTENTS_RENDERMODEL | CONTENTS_FORCEFIELD;
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const int MASK_VEHICLESOLID = CONTENTS_SOLID | CONTENTS_VEHICLECLIP | CONTENTS_BODY | CONTENTS_SLIDEMOVER;
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const int MASK_PLAYERSOLID = CONTENTS_SOLID | CONTENTS_PLAYERCLIP | CONTENTS_BODY | CONTENTS_SLIDEMOVER;
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const int MASK_DEADSOLID = CONTENTS_SOLID | CONTENTS_PLAYERCLIP;
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const int MASK_WATER = CONTENTS_WATER;
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const int MASK_OPAQUE = CONTENTS_OPAQUE;
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const int MASK_SHOT_RENDERMODEL = CONTENTS_SOLID | CONTENTS_RENDERMODEL | CONTENTS_FORCEFIELD;
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const int MASK_SHOT_BOUNDINGBOX = CONTENTS_SOLID | CONTENTS_BODY;
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const int MASK_PROJECTILE = CONTENTS_SOLID | CONTENTS_RENDERMODEL | CONTENTS_PROJECTILE | CONTENTS_FORCEFIELD;
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// mask for just the hurtzones in vehicles - eg the wheels under the main body
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const int MASK_HURTZONE = CONTENTS_PLAYERCLIP | CONTENTS_FLYERHIVECLIP;
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#endif // __GAME_CONTENTMASK_H__
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