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