rpgxef/code/base_game/surfaceflags.h
Walter Julius Hennecke 9cac290629 Make all game code projects compile as cpp code
- 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
2017-09-30 21:49:31 +02:00

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C

// Copyright (C) 1999-2000 Id Software, Inc.
//
// This file must be identical in the quake and utils directories
// contents flags are seperate bits
// a given brush can contribute multiple content bits
// these definitions also need to be in q_shared.h!
#ifndef SURFACEFLAGS_H_
#define SURFACEFLAGS_H_
enum contents_e {
CONTENTS_NONE = 0,
CONTENTS_SOLID = 1, // an eye is never valid in a solid
CONTENTS_LAVA = 8,
CONTENTS_SLIME = 16,
CONTENTS_WATER = 32,
CONTENTS_FOG = 64,
CONTENTS_LADDER = 128,
CONTENTS_AREAPORTAL = 0x8000,
CONTENTS_PLAYERCLIP = 0x10000,
CONTENTS_MONSTERCLIP = 0x20000,
CONTENTS_SHOTCLIP = 0x40000, //!< These are not needed if CONTENTS_SOLID is included
//q3 bot specific contents types
CONTENTS_TELEPORTER = 0x40000,
CONTENTS_JUMPPAD = 0x80000, //!< needed for bspc
CONTENTS_ITEM = 0x80000, //!< Items can be touched but do not block movement (like triggers) but can be hit by the infoString trace
CONTENTS_CLUSTERPORTAL = 0x100000,
CONTENTS_DONOTENTER = 0x200000,
CONTENTS_BOTCLIP = 0x400000,
CONTENTS_ORIGIN = 0x1000000, //!< removed before bsping an entity
CONTENTS_BODY = 0x2000000, //!< should never be on a brush, only in game
CONTENTS_CORPSE = 0x4000000,
CONTENTS_DETAIL = 0x8000000, //!< brushes not used for the bsp
CONTENTS_STRUCTURAL = 0x10000000, //!< brushes used for the bsp
CONTENTS_TRANSLUCENT = 0x20000000, //!< don't consume surface fragments inside
CONTENTS_TRIGGER = 0x40000000,
CONTENTS_NODROP = 0x80000000 //!< don't leave bodies or items (death fog, lava)
};
enum surfaceFlags_e {
SURF_NODAMAGE = 0x1, //!< never give falling damage
SURF_SLICK = 0x2, //!< effects game physics
SURF_SKY = 0x4, //!< lighting from environment map
SURF_NOIMPACT = 0x10, //!< don't make missile explosions
SURF_NOMARKS = 0x20, //!< don't leave missile marks
SURF_FLESH = 0x40, //!< make flesh sounds and effects
SURF_NODRAW = 0x80, //!< don't generate a drawsurface at all
SURF_HINT = 0x100, //!< make a primary bsp splitter
SURF_SKIP = 0x200, //!< completely ignore, allowing non-closed brushes
SURF_NOLIGHTMAP = 0x400, //!< surface doesn't need a lightmap
SURF_POINTLIGHT = 0x800, //!< generate lighting info at vertexes
SURF_METALSTEPS = 0x1000, //!< clanking footsteps
SURF_NOSTEPS = 0x2000, //!< no footstep sounds
SURF_NONSOLID = 0x4000, //!< don't collide against curves with this set
SURF_LIGHTFILTER = 0x8000, //!< act as a light filter during q3map -light
SURF_ALPHASHADOW = 0x10000, //!< do per-pixel light shadow casting in q3map
SURF_NODLIGHT = 0x20000, //!< don't dlight even if solid (solid lava, skies)
SURF_FORCEFIELD = 0x40000, //!< the surface in question is a forcefield
//RPG-X | GSIO01 | 20/05/2009 | START MOD
SURF_GRASS = 0x80000, //!< grass, use grass footsteps etc.
SURF_GRAVEL = 0x100000, //!< gravel, use grass footsteps etc.
SURF_SNOW = 0x200000, //!< snow, use grass footsteps etc.
SURF_WOOD = 0x400000 //!< wood, use grass footsteps etc.
//RPG-X | GSIO01 | 20/05/2009 | END MOD
};
#endif /* SURFACEFLAGS_H_ */