mirror of
https://github.com/UberGames/rpgxEF.git
synced 2024-11-10 15:21:34 +00:00
a39565b783
... not quite content with where the project files lie but it is ok for now. ... compiling works fine so far (only tested mingw32 right now)
66 lines
3.1 KiB
C
66 lines
3.1 KiB
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!
|
|
|
|
#define CONTENTS_NONE 0
|
|
#define CONTENTS_SOLID 1 // an eye is never valid in a solid
|
|
#define CONTENTS_LAVA 8
|
|
#define CONTENTS_SLIME 16
|
|
#define CONTENTS_WATER 32
|
|
#define CONTENTS_FOG 64
|
|
#define CONTENTS_LADDER 128
|
|
|
|
#define CONTENTS_AREAPORTAL 0x8000
|
|
|
|
#define CONTENTS_PLAYERCLIP 0x10000
|
|
#define CONTENTS_MONSTERCLIP 0x20000
|
|
#define CONTENTS_SHOTCLIP 0x40000 //!< These are not needed if CONTENTS_SOLID is included
|
|
|
|
//q3 bot specific contents types
|
|
#define CONTENTS_TELEPORTER 0x40000
|
|
#define CONTENTS_JUMPPAD 0x80000 //!< needed for bspc
|
|
#define CONTENTS_ITEM 0x80000 //!< Items can be touched but do not block movement (like triggers) but can be hit by the infoString trace
|
|
#define CONTENTS_CLUSTERPORTAL 0x100000
|
|
#define CONTENTS_DONOTENTER 0x200000
|
|
#define CONTENTS_BOTCLIP 0x400000
|
|
|
|
#define CONTENTS_ORIGIN 0x1000000 //!< removed before bsping an entity
|
|
|
|
#define CONTENTS_BODY 0x2000000 //!< should never be on a brush, only in game
|
|
#define CONTENTS_CORPSE 0x4000000
|
|
#define CONTENTS_DETAIL 0x8000000 //!< brushes not used for the bsp
|
|
#define CONTENTS_STRUCTURAL 0x10000000 //!< brushes used for the bsp
|
|
#define CONTENTS_TRANSLUCENT 0x20000000 //!< don't consume surface fragments inside
|
|
#define CONTENTS_TRIGGER 0x40000000
|
|
#define CONTENTS_NODROP 0x80000000 //!< don't leave bodies or items (death fog, lava)
|
|
|
|
#define SURF_NODAMAGE 0x1 //!< never give falling damage
|
|
#define SURF_SLICK 0x2 //!< effects game physics
|
|
#define SURF_SKY 0x4 //!< lighting from environment map
|
|
#define SURF_NOIMPACT 0x10 //!< don't make missile explosions
|
|
#define SURF_NOMARKS 0x20 //!< don't leave missile marks
|
|
#define SURF_FLESH 0x40 //!< make flesh sounds and effects
|
|
#define SURF_NODRAW 0x80 //!< don't generate a drawsurface at all
|
|
#define SURF_HINT 0x100 //!< make a primary bsp splitter
|
|
#define SURF_SKIP 0x200 //!< completely ignore, allowing non-closed brushes
|
|
#define SURF_NOLIGHTMAP 0x400 //!< surface doesn't need a lightmap
|
|
#define SURF_POINTLIGHT 0x800 //!< generate lighting info at vertexes
|
|
#define SURF_METALSTEPS 0x1000 //!< clanking footsteps
|
|
#define SURF_NOSTEPS 0x2000 //!< no footstep sounds
|
|
#define SURF_NONSOLID 0x4000 //!< don't collide against curves with this set
|
|
#define SURF_LIGHTFILTER 0x8000 //!< act as a light filter during q3map -light
|
|
#define SURF_ALPHASHADOW 0x10000 //!< do per-pixel light shadow casting in q3map
|
|
#define SURF_NODLIGHT 0x20000 //!< don't dlight even if solid (solid lava, skies)
|
|
#define SURF_FORCEFIELD 0x40000 //!< the surface in question is a forcefield
|
|
//RPG-X | GSIO01 | 20/05/2009 | START MOD
|
|
#define SURF_GRASS 0x80000 //!< grass, use grass footsteps etc.
|
|
#define SURF_GRAVEL 0x100000 //!< gravel, use grass footsteps etc.
|
|
#define SURF_SNOW 0x200000 //!< snow, use grass footsteps etc.
|
|
#define SURF_WOOD 0x400000 //!< wood, use grass footsteps etc.
|
|
//RPG-X | GSIO01 | 20/05/2009 | END MOD
|
|
|