mirror of
https://github.com/UberGames/rpgxEF.git
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9cac290629
- Fixed all errors that occured due to using c++ compiler - changed c++ standart to c++17 - removed lua, added library instead - made all bg_* and q_* file into a shared item project
77 lines
3 KiB
C
77 lines
3 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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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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#ifndef SURFACEFLAGS_H_
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#define SURFACEFLAGS_H_
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enum contents_e {
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CONTENTS_NONE = 0,
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CONTENTS_SOLID = 1, // an eye is never valid in a solid
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CONTENTS_LAVA = 8,
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CONTENTS_SLIME = 16,
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CONTENTS_WATER = 32,
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CONTENTS_FOG = 64,
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CONTENTS_LADDER = 128,
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CONTENTS_AREAPORTAL = 0x8000,
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CONTENTS_PLAYERCLIP = 0x10000,
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CONTENTS_MONSTERCLIP = 0x20000,
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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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CONTENTS_TELEPORTER = 0x40000,
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CONTENTS_JUMPPAD = 0x80000, //!< needed for bspc
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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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CONTENTS_CLUSTERPORTAL = 0x100000,
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CONTENTS_DONOTENTER = 0x200000,
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CONTENTS_BOTCLIP = 0x400000,
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CONTENTS_ORIGIN = 0x1000000, //!< removed before bsping an entity
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CONTENTS_BODY = 0x2000000, //!< should never be on a brush, only in game
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CONTENTS_CORPSE = 0x4000000,
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CONTENTS_DETAIL = 0x8000000, //!< brushes not used for the bsp
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CONTENTS_STRUCTURAL = 0x10000000, //!< brushes used for the bsp
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CONTENTS_TRANSLUCENT = 0x20000000, //!< don't consume surface fragments inside
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CONTENTS_TRIGGER = 0x40000000,
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CONTENTS_NODROP = 0x80000000 //!< don't leave bodies or items (death fog, lava)
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};
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enum surfaceFlags_e {
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SURF_NODAMAGE = 0x1, //!< never give falling damage
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SURF_SLICK = 0x2, //!< effects game physics
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SURF_SKY = 0x4, //!< lighting from environment map
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SURF_NOIMPACT = 0x10, //!< don't make missile explosions
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SURF_NOMARKS = 0x20, //!< don't leave missile marks
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SURF_FLESH = 0x40, //!< make flesh sounds and effects
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SURF_NODRAW = 0x80, //!< don't generate a drawsurface at all
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SURF_HINT = 0x100, //!< make a primary bsp splitter
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SURF_SKIP = 0x200, //!< completely ignore, allowing non-closed brushes
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SURF_NOLIGHTMAP = 0x400, //!< surface doesn't need a lightmap
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SURF_POINTLIGHT = 0x800, //!< generate lighting info at vertexes
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SURF_METALSTEPS = 0x1000, //!< clanking footsteps
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SURF_NOSTEPS = 0x2000, //!< no footstep sounds
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SURF_NONSOLID = 0x4000, //!< don't collide against curves with this set
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SURF_LIGHTFILTER = 0x8000, //!< act as a light filter during q3map -light
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SURF_ALPHASHADOW = 0x10000, //!< do per-pixel light shadow casting in q3map
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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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SURF_GRASS = 0x80000, //!< grass, use grass footsteps etc.
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SURF_GRAVEL = 0x100000, //!< gravel, use grass footsteps etc.
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SURF_SNOW = 0x200000, //!< snow, 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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};
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#endif /* SURFACEFLAGS_H_ */
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