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/*
===========================================================================
Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein single player GPL Source Code (RTCW SP Source Code).
RTCW SP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
RTCW SP Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with RTCW SP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
// 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_SOLID 1 // an eye is never valid in a solid
#define CONTENTS_LIGHTGRID 4 //----(SA) added
#define CONTENTS_LAVA 8
#define CONTENTS_SLIME 16
#define CONTENTS_WATER 32
#define CONTENTS_FOG 64
//----(SA) added
#define CONTENTS_MISSILECLIP 128 // 0x80
#define CONTENTS_ITEM 256 // 0x100
//----(SA) end
// RF, AI sight/nosight & bullet/nobullet
#define CONTENTS_AI_NOSIGHT 0x1000 // AI cannot see through this
#define CONTENTS_CLIPSHOT 0x2000 // bullets hit this
// RF, end
#define CONTENTS_MOVER 0x4000
#define CONTENTS_AREAPORTAL 0x8000
#define CONTENTS_PLAYERCLIP 0x10000
#define CONTENTS_MONSTERCLIP 0x20000
//bot specific contents types
#define CONTENTS_TELEPORTER 0x40000
#define CONTENTS_JUMPPAD 0x80000
#define CONTENTS_CLUSTERPORTAL 0x100000
#define CONTENTS_DONOTENTER 0x200000
#define CONTENTS_DONOTENTER_LARGE 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)zz
#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_LADDER 0x8
#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_CERAMIC 0x40 // out of surf's, so replacing unused 'SURF_FLESH'
#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
// JOSEPH 9-16-99
#define SURF_METAL 0x1000 // clanking footsteps
// END JOSEPH
#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)
// JOSEPH 9-16-99
// Ridah, 11-01-99 (Q3 merge)
#define SURF_WOOD 0x40000
#define SURF_GRASS 0x80000
#define SURF_GRAVEL 0x100000
// END JOSEPH
// (SA)
//#define SURF_SMGROUP 0x200000
#define SURF_GLASS 0x200000 // out of surf's, so replacing unused 'SURF_SMGROUP'
#define SURF_SNOW 0x400000
#define SURF_ROOF 0x800000
//#define SURF_RUBBLE 0x1000000 // stole 'rubble' for
#define SURF_RUBBLE 0x1000000
#define SURF_CARPET 0x2000000
#define SURF_MONSTERSLICK 0x4000000 // slick surf that only affects ai's
// #define SURF_DUST 0x8000000 // leave a dust trail when walking on this surface
#define SURF_MONSLICK_W 0x8000000
#define SURF_MONSLICK_N 0x10000000
#define SURF_MONSLICK_E 0x20000000
#define SURF_MONSLICK_S 0x40000000
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