mirror of
https://github.com/DrBeef/JKXR.git
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4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
172 lines
7.5 KiB
C
172 lines
7.5 KiB
C
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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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_NONE (0x00000000u)
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#define CONTENTS_SOLID (0x00000001u) // Default setting. An eye is never valid in a solid
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#define CONTENTS_LAVA (0x00000002u) //
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#define CONTENTS_WATER (0x00000004u) //
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#define CONTENTS_FOG (0x00000008u) //
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#define CONTENTS_PLAYERCLIP (0x00000010u) // Player physically blocked
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#define CONTENTS_MONSTERCLIP (0x00000020u) // NPCs cannot physically pass through
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#define CONTENTS_BOTCLIP (0x00000040u) // do not enter - NPCs try not to enter these
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#define CONTENTS_SHOTCLIP (0x00000080u) // shots physically blocked
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#define CONTENTS_BODY (0x00000100u) // should never be on a brush, only in game
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#define CONTENTS_CORPSE (0x00000200u) // should never be on a brush, only in game
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#define CONTENTS_TRIGGER (0x00000400u) //
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#define CONTENTS_NODROP (0x00000800u) // don't leave bodies or items (death fog, lava)
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#define CONTENTS_TERRAIN (0x00001000u) // volume contains terrain data
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#define CONTENTS_LADDER (0x00002000u) //
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#define CONTENTS_ABSEIL (0x00004000u) // used like ladder to define where an NPC can abseil
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#define CONTENTS_OPAQUE (0x00008000u) // defaults to on, when off, solid can be seen through
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#define CONTENTS_OUTSIDE (0x00010000u) // volume is considered to be in the outside (i.e. not indoors)
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#define CONTENTS_SLIME (0x00020000u) // CHC needs this since we use same tools
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#define CONTENTS_LIGHTSABER (0x00040000u) // ""
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#define CONTENTS_TELEPORTER (0x00080000u) // ""
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#define CONTENTS_ITEM (0x00100000u) // ""
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#define CONTENTS_UNUSED00200000 (0x00200000u) //
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#define CONTENTS_UNUSED00400000 (0x00400000u) //
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#define CONTENTS_UNUSED00800000 (0x00800000u) //
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#define CONTENTS_UNUSED01000000 (0x01000000u) //
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#define CONTENTS_UNUSED02000000 (0x02000000u) //
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#define CONTENTS_UNUSED04000000 (0x04000000u) //
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#define CONTENTS_DETAIL (0x08000000u) // brushes not used for the bsp
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#define CONTENTS_INSIDE (0x10000000u) // volume is considered to be inside (i.e. indoors)
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#define CONTENTS_UNUSED20000000 (0x20000000u) //
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#define CONTENTS_UNUSED40000000 (0x40000000u) //
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#define CONTENTS_TRANSLUCENT (0x80000000u) // don't consume surface fragments inside
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#define CONTENTS_ALL (0xFFFFFFFFu)
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#define SURF_NONE (0x00000000u)
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#define SURF_UNUSED00000001 (0x00000001u) //
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#define SURF_UNUSED00000002 (0x00000002u) //
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#define SURF_UNUSED00000004 (0x00000004u) //
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#define SURF_UNUSED00000008 (0x00000008u) //
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#define SURF_UNUSED00000010 (0x00000010u) //
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#define SURF_UNUSED00000020 (0x00000020u) //
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#define SURF_UNUSED00000040 (0x00000040u) //
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#define SURF_UNUSED00000080 (0x00000080u) //
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#define SURF_UNUSED00000100 (0x00000100u) //
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#define SURF_UNUSED00000200 (0x00000200u) //
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#define SURF_UNUSED00000400 (0x00000400u) //
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#define SURF_UNUSED00000800 (0x00000800u) //
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#define SURF_UNUSED00001000 (0x00001000u) //
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#define SURF_SKY (0x00002000u) // lighting from environment map
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#define SURF_SLICK (0x00004000u) // affects game physics
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#define SURF_METALSTEPS (0x00008000u) // CHC needs this since we use same tools (though this flag is temp?)
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#define SURF_FORCEFIELD (0x00010000u) // CHC "" (but not temp)
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#define SURF_UNUSED00020000 (0x00020000u) //
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#define SURF_NODAMAGE (0x00040000u) // never give falling damage
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#define SURF_NOIMPACT (0x00080000u) // don't make missile explosions
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#define SURF_NOMARKS (0x00100000u) // don't leave missile marks
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#define SURF_NODRAW (0x00200000u) // don't generate a drawsurface at all
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#define SURF_NOSTEPS (0x00400000u) // no footstep sounds
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#define SURF_NODLIGHT (0x00800000u) // don't dlight even if solid (solid lava, skies)
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#define SURF_NOMISCENTS (0x01000000u) // no client models allowed on this surface
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#define SURF_FORCESIGHT (0x02000000u) // not visible without Force Sight
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#define SURF_UNUSED04000000 (0x04000000u) //
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#define SURF_UNUSED08000000 (0x08000000u) //
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#define SURF_UNUSED10000000 (0x10000000u) //
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#define SURF_UNUSED20000000 (0x20000000u) //
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#define SURF_UNUSED40000000 (0x40000000u) //
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#define SURF_UNUSED80000000 (0x80000000u) //
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#define MATERIAL_BITS 5
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#define MATERIAL_MASK 0x1f // mask to get the material type
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#define MATERIAL_NONE 0 // for when the artist hasn't set anything up =)
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#define MATERIAL_SOLIDWOOD 1 // freshly cut timber
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#define MATERIAL_HOLLOWWOOD 2 // termite infested creaky wood
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#define MATERIAL_SOLIDMETAL 3 // solid girders
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#define MATERIAL_HOLLOWMETAL 4 // hollow metal machines
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#define MATERIAL_SHORTGRASS 5 // manicured lawn
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#define MATERIAL_LONGGRASS 6 // long jungle grass
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#define MATERIAL_DIRT 7 // hard mud
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#define MATERIAL_SAND 8 // sandy beach
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#define MATERIAL_GRAVEL 9 // lots of small stones
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#define MATERIAL_GLASS 10 //
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#define MATERIAL_CONCRETE 11 // hardened concrete pavement
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#define MATERIAL_MARBLE 12 // marble floors
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#define MATERIAL_WATER 13 // light covering of water on a surface
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#define MATERIAL_SNOW 14 // freshly laid snow
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#define MATERIAL_ICE 15 // packed snow/solid ice
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#define MATERIAL_FLESH 16 // hung meat, corpses in the world
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#define MATERIAL_MUD 17 // wet soil
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#define MATERIAL_BPGLASS 18 // bulletproof glass
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#define MATERIAL_DRYLEAVES 19 // dried up leaves on the floor
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#define MATERIAL_GREENLEAVES 20 // fresh leaves still on a tree
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#define MATERIAL_FABRIC 21 // Cotton sheets
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#define MATERIAL_CANVAS 22 // tent material
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#define MATERIAL_ROCK 23 //
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#define MATERIAL_RUBBER 24 // hard tire like rubber
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#define MATERIAL_PLASTIC 25 //
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#define MATERIAL_TILES 26 // tiled floor
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#define MATERIAL_CARPET 27 // lush carpet
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#define MATERIAL_PLASTER 28 // drywall style plaster
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#define MATERIAL_SHATTERGLASS 29 // glass with the Crisis Zone style shattering
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#define MATERIAL_ARMOR 30 // body armor
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#define MATERIAL_COMPUTER 31 // computers/electronic equipment
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#define MATERIAL_LAST 32 // number of materials
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// Defined as a macro here so one change will affect all the relevant files
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#define MATERIALS \
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"none", \
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"solidwood", \
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"hollowwood", \
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"solidmetal", \
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"hollowmetal", \
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"shortgrass", \
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"longgrass", \
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"dirt", \
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"sand", \
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"gravel", \
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"glass", \
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"concrete", \
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"marble", \
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"water", \
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"snow", \
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"ice", \
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"flesh", \
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"mud", \
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"bpglass", \
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"dryleaves", \
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"greenleaves", \
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"fabric", \
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"canvas", \
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"rock", \
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"rubber", \
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"plastic", \
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"tiles", \
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"carpet", \
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"plaster", \
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"shatterglass", \
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"armor", \
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"computer"/* this was missing, see enums above, plus ShaderEd2 pulldown options */
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