Quake3 surface properties

This commit is contained in:
cholleme 2003-02-03 14:10:09 +00:00
parent c7ca8a7bd4
commit ccf4b4bdff

52
surfaceflags.h Normal file
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#define CONTENTS_EMPTY 0 //PENTA: some legacy support should remove this
#define CONTENTS_SOLID 1 // an eye is never valid in a solid
#define CONTENTS_LAVA 8
#define CONTENTS_SLIME 16
#define CONTENTS_WATER 32
#define CONTENTS_FOG 64
#define CONTENTS_LIQUID (CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER) //If those bits are set we can swim...
#define CONTENTS_LEAF 0x4000 //PENTA: if this bit is set we are in a leaf node
#define CONTENTS_AREAPORTAL 0x8000
#define CONTENTS_PLAYERCLIP 0x10000
#define CONTENTS_MONSTERCLIP 0x20000
//bot specific contents types
#define CONTENTS_TELEPORTER 0x40000
#define CONTENTS_JUMPPAD 0x80000
#define CONTENTS_CLUSTERPORTAL 0x100000
#define CONTENTS_DONOTENTER 0x200000
#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
#define CONTENTS_BODY 0x2000000 // should never be on a brush, only in game
#define CONTENTS_CORPSE 0x4000000
#define CONTENTS_DETAIL 0x8000000 // brushes not used for the bsp
#define CONTENTS_STRUCTURAL 0x10000000 // brushes used for the bsp
#define CONTENTS_TRANSLUCENT 0x20000000 // don't consume surface fragments inside
#define CONTENTS_TRIGGER 0x40000000
#define CONTENTS_NODROP 0x80000000 // don't leave bodies or items (death fog, lava)
#define SURF_NODAMAGE 0x1 // never give falling damage
#define SURF_SLICK 0x2 // effects game physics
#define SURF_SKY 0x4 // lighting from environment map
#define SURF_LADDER 0x8
#define SURF_NOIMPACT 0x10 // don't make missile explosions
#define SURF_NOMARKS 0x20 // don't leave missile marks
#define SURF_FLESH 0x40 // make flesh sounds and effects
#define SURF_NODRAW 0x80 // don't generate a drawsurface at all
#define SURF_HINT 0x100 // make a primary bsp splitter
#define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes
#define SURF_NOLIGHTMAP 0x400 // surface doesn't need a lightmap
#define SURF_POINTLIGHT 0x800 // generate lighting info at vertexes
#define SURF_METALSTEPS 0x1000 // clanking footsteps
#define SURF_NOSTEPS 0x2000 // no footstep sounds
#define SURF_NONSOLID 0x4000 // don't collide against curves with this set
#define SURF_LIGHTFILTER 0x8000 // act as a light filter during q3map -light
#define SURF_ALPHASHADOW 0x10000 // do per-pixel light shadow casting in q3map
#define SURF_NODLIGHT 0x20000 // never add dynamic lights