File: surfaceflags.h

package info (click to toggle)
iortcw 1.51.c%2Bdfsg1-7
  • links: PTS, VCS
  • area: contrib
  • in suites: forky, sid, trixie
  • size: 25,304 kB
  • sloc: ansic: 457,326; cpp: 6,507; makefile: 4,737; sh: 1,292; asm: 1,176; xml: 31
file content (130 lines) | stat: -rw-r--r-- 5,673 bytes parent folder | download | duplicates (5)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
/*
===========================================================================

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