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05e8ab9538
* Updated TODO * Moved ChangeLog to root * Updated ChangeLog * s/Foobar/Quake III Arena Source Code/ * Biggest patch EVAR. I wonder how many mail boxes this will fill...
80 lines
3.5 KiB
C
80 lines
3.5 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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 Quake III Arena source code; 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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*/
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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_SOLID 1 // an eye is never valid in a solid
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#define CONTENTS_LAVA 8
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#define CONTENTS_SLIME 16
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#define CONTENTS_WATER 32
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#define CONTENTS_FOG 64
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#define CONTENTS_NOTTEAM1 0x0080
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#define CONTENTS_NOTTEAM2 0x0100
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#define CONTENTS_NOBOTCLIP 0x0200
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#define CONTENTS_AREAPORTAL 0x8000
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#define CONTENTS_PLAYERCLIP 0x10000
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#define CONTENTS_MONSTERCLIP 0x20000
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//bot specific contents types
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#define CONTENTS_TELEPORTER 0x40000
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#define CONTENTS_JUMPPAD 0x80000
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#define CONTENTS_CLUSTERPORTAL 0x100000
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#define CONTENTS_DONOTENTER 0x200000
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#define CONTENTS_BOTCLIP 0x400000
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#define CONTENTS_MOVER 0x800000
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#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
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#define CONTENTS_BODY 0x2000000 // should never be on a brush, only in game
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#define CONTENTS_CORPSE 0x4000000
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#define CONTENTS_DETAIL 0x8000000 // brushes not used for the bsp
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#define CONTENTS_STRUCTURAL 0x10000000 // brushes used for the bsp
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#define CONTENTS_TRANSLUCENT 0x20000000 // don't consume surface fragments inside
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#define CONTENTS_TRIGGER 0x40000000
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#define CONTENTS_NODROP 0x80000000 // don't leave bodies or items (death fog, lava)
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#define SURF_NODAMAGE 0x1 // never give falling damage
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#define SURF_SLICK 0x2 // effects game physics
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#define SURF_SKY 0x4 // lighting from environment map
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#define SURF_LADDER 0x8
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#define SURF_NOIMPACT 0x10 // don't make missile explosions
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#define SURF_NOMARKS 0x20 // don't leave missile marks
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#define SURF_FLESH 0x40 // make flesh sounds and effects
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#define SURF_NODRAW 0x80 // don't generate a drawsurface at all
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#define SURF_HINT 0x100 // make a primary bsp splitter
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#define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes
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#define SURF_NOLIGHTMAP 0x400 // surface doesn't need a lightmap
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#define SURF_POINTLIGHT 0x800 // generate lighting info at vertexes
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#define SURF_METALSTEPS 0x1000 // clanking footsteps
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#define SURF_NOSTEPS 0x2000 // no footstep sounds
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#define SURF_NONSOLID 0x4000 // don't collide against curves with this set
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#define SURF_LIGHTFILTER 0x8000 // act as a light filter during q3map -light
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#define SURF_ALPHASHADOW 0x10000 // do per-pixel light shadow casting in q3map
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#define SURF_NODLIGHT 0x20000 // don't dlight even if solid (solid lava, skies)
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#define SURF_DUST 0x40000 // leave a dust trail when walking on this surface
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