93 lines
3.1 KiB
C
93 lines
3.1 KiB
C
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/* -------------------------------------------------------------------------------
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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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 GtkRadiant; 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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This code has been altered significantly from its original form, to support
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several games based on the Quake III Arena engine, in the form of "Q3Map2."
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------------------------------------------------------------------------------- */
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/* marker */
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#ifndef GAME__NULL_H
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#define GAME__NULL_H
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/* -------------------------------------------------------------------------------
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content and surface flags
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are in game_quake3.h
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------------------------------------------------------------------------------- */
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/* -------------------------------------------------------------------------------
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game_t struct
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------------------------------------------------------------------------------- */
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{
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NULL, /* -game x */
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NULL, /* default base game data dir */
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NULL, /* unix home sub-dir */
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NULL, /* magic path word */
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NULL, /* shader directory */
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0, /* max lightmapped surface verts */
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0, /* max surface verts */
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0, /* max surface indexes */
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qfalse, /* wolf lighting model? */
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0, /* lightmap width/height */
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0, /* lightmap gamma */
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qfalse, /* lightmap sRGB */
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qfalse, /* texture sRGB */
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qfalse, /* color sRGB */
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0, /* lightmap exposure */
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0, /* lightmap compensate */
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0, /* lightgrid scale */
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0, /* lightgrid ambient scale */
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qfalse, /* light angle attenuation uses half-lambert curve */
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qfalse, /* disable shader lightstyles hack */
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qfalse, /* keep light entities on bsp */
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0, /* default patchMeta subdivisions tolerance */
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qfalse, /* patch casting enabled */
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qfalse, /* compile deluxemaps */
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0, /* deluxemaps default mode */
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NULL, /* bsp file prefix */
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0, /* bsp file version */
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qfalse, /* cod-style lump len/ofs order */
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NULL, /* bsp load function */
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NULL, /* bsp write function */
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{
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{ NULL, 0, 0, 0, 0, 0, 0 }
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}
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}
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/* end marker */
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#endif
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