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- /*
- ===========================================================================
- Copyright (C) 1999-2005 Id Software, Inc.
- This file is part of Quake III Arena source code.
- Quake III Arena 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 2 of the License,
- or (at your option) any later version.
- Quake III Arena 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 Foobar; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 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_LAVA 8
- #define CONTENTS_SLIME 16
- #define CONTENTS_WATER 32
- #define CONTENTS_FOG 64
- #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_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_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_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 // never add dynamic lights
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