mirror of
https://github.com/UberGames/GtkRadiant.git
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26d3246edf
snowsteps woodsteps The below params have been added but have not been implemented yet in ql (been told it probably will be re-purposed at a later date) dmgthrough <-- Missile dmg through surface(?)
157 lines
10 KiB
C
157 lines
10 KiB
C
/* -------------------------------------------------------------------------------
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant 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 GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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----------------------------------------------------------------------------------
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This code has been altered significantly from its original form, to support
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several games based on the Quake III Arena engine, in the form of "Q3Map2."
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------------------------------------------------------------------------------- */
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/* marker */
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#ifndef GAME_QUAKELIVE_H
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#define GAME_QUAKELIVE_H
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/* -------------------------------------------------------------------------------
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no content and surface flags here
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they are the same as Quake 3's
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(this file must be included AFTER game_quake3.h)
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------------------------------------------------------------------------------- */
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/* -------------------------------------------------------------------------------
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Additional surface flags for Quake Live
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------------------------------------------------------------------------------- */
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#define Q_SURF_SNOWSTEPS 0x80000 // snow footsteps
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#define Q_SURF_WOODSTEPS 0x100000 // wood footsteps
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#define Q_SURF_DMGTHROUGH 0x200000 // Missile dmg through surface(?)
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// (This is not in use atm, will
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// probably be re-purposed some day.)
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/* -------------------------------------------------------------------------------
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game_t struct
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------------------------------------------------------------------------------- */
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{
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"quakelive", /* -game x */
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"baseq3", /* default base game data dir */
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".q3a", /* unix home sub-dir */
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"quake", /* magic path word */
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"scripts", /* shader directory */
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64, /* max lightmapped surface verts */
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999, /* max surface verts */
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6000, /* max surface indexes */
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qfalse, /* flares */
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"flareshader", /* default flare shader */
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qfalse, /* wolf lighting model? */
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128, /* lightmap width/height */
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1.0f, /* lightmap gamma */
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1.0f, /* lightmap compensate */
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"IBSP", /* bsp file prefix */
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47, /* bsp file version */
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qfalse, /* cod-style lump len/ofs order */
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LoadIBSPFile, /* bsp load function */
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WriteIBSPFile, /* bsp write function */
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{
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/* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */
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/* default */
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{ "default", Q_CONT_SOLID, -1, 0, -1, C_SOLID, -1 },
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/* ydnar */
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{ "lightgrid", 0, 0, 0, 0, C_LIGHTGRID, 0 },
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{ "antiportal", 0, 0, 0, 0, C_ANTIPORTAL, 0 },
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{ "skip", 0, 0, 0, 0, C_SKIP, 0 },
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/* compiler */
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{ "origin", Q_CONT_ORIGIN, Q_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
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{ "areaportal", Q_CONT_AREAPORTAL, Q_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
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{ "trans", Q_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
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{ "detail", Q_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
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{ "structural", Q_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 },
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{ "hint", 0, 0, Q_SURF_HINT, 0, C_HINT, 0 },
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{ "nodraw", 0, 0, Q_SURF_NODRAW, 0, C_NODRAW, 0 },
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{ "alphashadow", 0, 0, Q_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
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{ "lightfilter", 0, 0, Q_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
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{ "nolightmap", 0, 0, Q_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
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{ "pointlight", 0, 0, Q_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
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/* game */
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{ "nonsolid", 0, Q_CONT_SOLID, Q_SURF_NONSOLID, 0, 0, C_SOLID },
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{ "trigger", Q_CONT_TRIGGER, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "water", Q_CONT_WATER, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
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{ "slime", Q_CONT_SLIME, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
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{ "lava", Q_CONT_LAVA, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
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{ "playerclip", Q_CONT_PLAYERCLIP, Q_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
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{ "monsterclip", Q_CONT_MONSTERCLIP, Q_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
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{ "nodrop", Q_CONT_NODROP, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "clusterportal", Q_CONT_CLUSTERPORTAL, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "donotenter", Q_CONT_DONOTENTER, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "botclip", Q_CONT_BOTCLIP, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "fog", Q_CONT_FOG, Q_CONT_SOLID, 0, 0, C_FOG, C_SOLID },
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{ "sky", 0, 0, Q_SURF_SKY, 0, C_SKY, 0 },
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{ "slick", 0, 0, Q_SURF_SLICK, 0, 0, 0 },
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{ "noimpact", 0, 0, Q_SURF_NOIMPACT, 0, 0, 0 },
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{ "nomarks", 0, 0, Q_SURF_NOMARKS, 0, C_NOMARKS, 0 },
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{ "ladder", 0, 0, Q_SURF_LADDER, 0, 0, 0 },
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{ "nodamage", 0, 0, Q_SURF_NODAMAGE, 0, 0, 0 },
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{ "metalsteps", 0, 0, Q_SURF_METALSTEPS, 0, 0, 0 },
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{ "snowsteps", 0, 0, Q_SURF_SNOWSTEPS, 0, 0, 0 },
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{ "woodsteps", 0, 0, Q_SURF_WOODSTEPS, 0, 0, 0 },
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{ "dmgthrough", 0, 0, Q_SURF_DMGTHROUGH, 0, 0, 0 },
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{ "flesh", 0, 0, Q_SURF_FLESH, 0, 0, 0 },
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{ "nosteps", 0, 0, Q_SURF_NOSTEPS, 0, 0, 0 },
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{ "nodlight", 0, 0, Q_SURF_NODLIGHT, 0, 0, 0 },
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{ "dust", 0, 0, Q_SURF_DUST, 0, 0, 0 },
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/* null */
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{ NULL, 0, 0, 0, 0, 0, 0 }
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}
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}
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/* end marker */
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#endif
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