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https://github.com/UberGames/rpgxEF.git
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Merge remote-tracking branch 'origin/splint' into splint
Conflicts: code/cgame/cg_public.h
This commit is contained in:
commit
2176c18d4e
3 changed files with 67 additions and 61 deletions
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@ -34,8 +34,8 @@ Can be used as a LIFO stack of FIFO queue. */
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#include <stdint.h>
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#include <stdint.h>
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#endif
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#endif
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#define LIST_FRONT 0
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static const char LIST_FRONT = 0;
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#define LIST_BACK 1
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static const char LIST_BACK = 1;
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/**
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/**
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* Possible type the data in a container may have.
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* Possible type the data in a container may have.
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@ -13,15 +13,17 @@ void trap_FS_FCloseFile( fileHandle_t f );
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void trap_FS_Read( void *buffer, int len, fileHandle_t f );
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void trap_FS_Read( void *buffer, int len, fileHandle_t f );
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/* If you change these: PLEASE CHANGE THE COMMENTS ON THE AMMO PICKUPS, WHICH DETAIL THE QUANTITY IN THE CLIP*/
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/* If you change these: PLEASE CHANGE THE COMMENTS ON THE AMMO PICKUPS, WHICH DETAIL THE QUANTITY IN THE CLIP*/
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#define AMMO_PHASER_CLIP 50
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enum ammoCount_e {
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#define AMMO_COMPRESSION_CLIP 32
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AMMO_PHASER_CLIP = 50,
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#define AMMO_IMOD_CLIP 15
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AMMO_COMPRESSION_CLIP = 32,
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#define AMMO_SCAVENGER_CLIP 30
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AMMO_IMOD_CLIP = 15,
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#define AMMO_STASIS_CLIP 15
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AMMO_SCAVENGER_CLIP = 30,
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#define AMMO_GRENADE_CLIP 10
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AMMO_STASIS_CLIP = 15,
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#define AMMO_TETRION_CLIP 40
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AMMO_GRENADE_CLIP = 10,
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#define AMMO_QUANTUM_CLIP 6
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AMMO_TETRION_CLIP = 40,
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#define AMMO_DREADNOUGHT_CLIP 40
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AMMO_QUANTUM_CLIP = 6,
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AMMO_DREADNOUGHT_CLIP = 40
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};
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char races[256];
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char races[256];
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@ -10,62 +10,66 @@
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#ifndef SURFACEFLAGS_H_
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#ifndef SURFACEFLAGS_H_
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#define SURFACEFLAGS_H_
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#define SURFACEFLAGS_H_
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#define CONTENTS_NONE 0
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enum contents_e {
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#define CONTENTS_SOLID 1 // an eye is never valid in a solid
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CONTENTS_NONE = 0,
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#define CONTENTS_LAVA 8
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CONTENTS_SOLID = 1, // an eye is never valid in a solid
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#define CONTENTS_SLIME 16
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CONTENTS_LAVA = 8,
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#define CONTENTS_WATER 32
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CONTENTS_SLIME = 16,
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#define CONTENTS_FOG 64
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CONTENTS_WATER = 32,
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#define CONTENTS_LADDER 128
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CONTENTS_FOG = 64,
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CONTENTS_LADDER = 128,
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#define CONTENTS_AREAPORTAL 0x8000
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CONTENTS_AREAPORTAL = 0x8000,
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#define CONTENTS_PLAYERCLIP 0x10000
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CONTENTS_PLAYERCLIP = 0x10000,
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#define CONTENTS_MONSTERCLIP 0x20000
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CONTENTS_MONSTERCLIP = 0x20000,
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#define CONTENTS_SHOTCLIP 0x40000 //!< These are not needed if CONTENTS_SOLID is included
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CONTENTS_SHOTCLIP = 0x40000, //!< These are not needed if CONTENTS_SOLID is included
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//q3 bot specific contents types
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//q3 bot specific contents types
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#define CONTENTS_TELEPORTER 0x40000
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CONTENTS_TELEPORTER = 0x40000,
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#define CONTENTS_JUMPPAD 0x80000 //!< needed for bspc
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CONTENTS_JUMPPAD = 0x80000, //!< needed for bspc
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#define CONTENTS_ITEM 0x80000 //!< Items can be touched but do not block movement (like triggers) but can be hit by the infoString trace
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CONTENTS_ITEM = 0x80000, //!< Items can be touched but do not block movement (like triggers) but can be hit by the infoString trace
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#define CONTENTS_CLUSTERPORTAL 0x100000
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CONTENTS_CLUSTERPORTAL = 0x100000,
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#define CONTENTS_DONOTENTER 0x200000
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CONTENTS_DONOTENTER = 0x200000,
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#define CONTENTS_BOTCLIP 0x400000
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CONTENTS_BOTCLIP = 0x400000,
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#define CONTENTS_ORIGIN 0x1000000 //!< removed before bsping an entity
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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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CONTENTS_BODY = 0x2000000, //!< should never be on a brush, only in game
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#define CONTENTS_CORPSE 0x4000000
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CONTENTS_CORPSE = 0x4000000,
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#define CONTENTS_DETAIL 0x8000000 //!< brushes not used for the bsp
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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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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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CONTENTS_TRANSLUCENT = 0x20000000, //!< don't consume surface fragments inside
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#define CONTENTS_TRIGGER 0x40000000
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CONTENTS_TRIGGER = 0x40000000,
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#define CONTENTS_NODROP 0x80000000 //!< don't leave bodies or items (death fog, lava)
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CONTENTS_NODROP = 0x80000000 //!< don't leave bodies or items (death fog, lava)
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};
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#define SURF_NODAMAGE 0x1 //!< never give falling damage
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enum surfaceFlags_e {
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#define SURF_SLICK 0x2 //!< effects game physics
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SURF_NODAMAGE = 0x1, //!< never give falling damage
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#define SURF_SKY 0x4 //!< lighting from environment map
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SURF_SLICK = 0x2, //!< effects game physics
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#define SURF_NOIMPACT 0x10 //!< don't make missile explosions
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SURF_SKY = 0x4, //!< lighting from environment map
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#define SURF_NOMARKS 0x20 //!< don't leave missile marks
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SURF_NOIMPACT = 0x10, //!< don't make missile explosions
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#define SURF_FLESH 0x40 //!< make flesh sounds and effects
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SURF_NOMARKS = 0x20, //!< don't leave missile marks
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#define SURF_NODRAW 0x80 //!< don't generate a drawsurface at all
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SURF_FLESH = 0x40, //!< make flesh sounds and effects
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#define SURF_HINT 0x100 //!< make a primary bsp splitter
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SURF_NODRAW = 0x80, //!< don't generate a drawsurface at all
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#define SURF_SKIP 0x200 //!< completely ignore, allowing non-closed brushes
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SURF_HINT = 0x100, //!< make a primary bsp splitter
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#define SURF_NOLIGHTMAP 0x400 //!< surface doesn't need a lightmap
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SURF_SKIP = 0x200, //!< completely ignore, allowing non-closed brushes
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#define SURF_POINTLIGHT 0x800 //!< generate lighting info at vertexes
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SURF_NOLIGHTMAP = 0x400, //!< surface doesn't need a lightmap
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#define SURF_METALSTEPS 0x1000 //!< clanking footsteps
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SURF_POINTLIGHT = 0x800, //!< generate lighting info at vertexes
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#define SURF_NOSTEPS 0x2000 //!< no footstep sounds
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SURF_METALSTEPS = 0x1000, //!< clanking footsteps
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#define SURF_NONSOLID 0x4000 //!< don't collide against curves with this set
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SURF_NOSTEPS = 0x2000, //!< no footstep sounds
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#define SURF_LIGHTFILTER 0x8000 //!< act as a light filter during q3map -light
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SURF_NONSOLID = 0x4000, //!< don't collide against curves with this set
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#define SURF_ALPHASHADOW 0x10000 //!< do per-pixel light shadow casting in q3map
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SURF_LIGHTFILTER = 0x8000, //!< act as a light filter during q3map -light
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#define SURF_NODLIGHT 0x20000 //!< don't dlight even if solid (solid lava, skies)
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SURF_ALPHASHADOW = 0x10000, //!< do per-pixel light shadow casting in q3map
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#define SURF_FORCEFIELD 0x40000 //!< the surface in question is a forcefield
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SURF_NODLIGHT = 0x20000, //!< don't dlight even if solid (solid lava, skies)
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SURF_FORCEFIELD = 0x40000, //!< the surface in question is a forcefield
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//RPG-X | GSIO01 | 20/05/2009 | START MOD
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//RPG-X | GSIO01 | 20/05/2009 | START MOD
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#define SURF_GRASS 0x80000 //!< grass, use grass footsteps etc.
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SURF_GRASS = 0x80000, //!< grass, use grass footsteps etc.
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#define SURF_GRAVEL 0x100000 //!< gravel, use grass footsteps etc.
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SURF_GRAVEL = 0x100000, //!< gravel, use grass footsteps etc.
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#define SURF_SNOW 0x200000 //!< snow, use grass footsteps etc.
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SURF_SNOW = 0x200000, //!< snow, use grass footsteps etc.
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#define SURF_WOOD 0x400000 //!< wood, use grass footsteps etc.
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SURF_WOOD = 0x400000 //!< wood, use grass footsteps etc.
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//RPG-X | GSIO01 | 20/05/2009 | END MOD
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//RPG-X | GSIO01 | 20/05/2009 | END MOD
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};
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#endif /* SURFACEFLAGS_H_ */
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#endif /* SURFACEFLAGS_H_ */
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