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- // 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!
- #if 1
- // flags pasted from SOF2, be VERY CAREFUL when adding new ones since we share their tools!!!
- #define CONTENTS_NONE 0x00000000
- #define CONTENTS_SOLID 0x00000001 // Default setting. An eye is never valid in a solid
- #define CONTENTS_LAVA 0x00000002
- #define CONTENTS_WATER 0x00000004
- #define CONTENTS_FOG 0x00000008
- #define CONTENTS_PLAYERCLIP 0x00000010 // Player physically blocked
- #define CONTENTS_MONSTERCLIP 0x00000020 // NPCs cannot physically pass through
- #define CONTENTS_BOTCLIP 0x00000040 // do not enter - NPCs try not to enter these
- #define CONTENTS_SHOTCLIP 0x00000080 // shots physically blocked
- #define CONTENTS_BODY 0x00000100 // should never be on a brush, only in game
- #define CONTENTS_CORPSE 0x00000200 // should never be on a brush, only in game
- #define CONTENTS_TRIGGER 0x00000400
- #define CONTENTS_NODROP 0x00000800 // don't leave bodies or items (death fog, lava)
- #define CONTENTS_TERRAIN 0x00001000 // volume contains terrain data
- #define CONTENTS_LADDER 0x00002000
- #define CONTENTS_ABSEIL 0x00004000 // used like ladder to define where an NPC can abseil
- #define CONTENTS_OPAQUE 0x00008000 // defaults to on, when off, solid can be seen through
- #define CONTENTS_OUTSIDE 0x00010000 // volume is considered to be in the outside (i.e. not indoors)
- // CONTENTS_INSIDE added 10/31/02 by Aurelio.
- #define CONTENTS_INSIDE 0x10000000 // volume is considered to be inside (i.e. indoors)
- #define CONTENTS_SLIME 0x00020000 // CHC needs this since we use same tools
- #define CONTENTS_LIGHTSABER 0x00040000 // ""
- #define CONTENTS_TELEPORTER 0x00080000 // ""
- #define CONTENTS_ITEM 0x00100000 // ""
- #define CONTENTS_DETAIL 0x08000000 // brushes not used for the bsp
- #define CONTENTS_TRANSLUCENT 0x80000000 // don't consume surface fragments inside
- // flags pasted from SOF2, be VERY CAREFUL when adding new ones since we share their tools!!!
- #define SURF_SKY 0x00002000 // lighting from environment map
- #define SURF_SLICK 0x00004000 // affects game physics
- #define SURF_METALSTEPS 0x00008000 // CHC needs this since we use same tools (though this flag is temp?)
- #define SURF_FORCEFIELD 0x00010000 // CHC "" (but not temp)
- #define SURF_NODAMAGE 0x00040000 // never give falling damage
- #define SURF_NOIMPACT 0x00080000 // don't make missile explosions
- #define SURF_NOMARKS 0x00100000 // don't leave missile marks
- #define SURF_NODRAW 0x00200000 // don't generate a drawsurface at all
- #define SURF_NOSTEPS 0x00400000 // no footstep sounds
- #define SURF_NODLIGHT 0x00800000 // don't dlight even if solid (solid lava, skies)
- #define SURF_NOMISCENTS 0x01000000 // no client models allowed on this surface
- #define SURF_FORCESIGHT 0x02000000 // not visible without Force Sight
- #define SURF_PATCH 0x80000000 // Mark this face as a patch(editor only)
- #define MATERIAL_BITS 5
- #define MATERIAL_MASK 0x1f // mask to get the material type
- #define MATERIAL_NONE 0 // for when the artist hasn't set anything up =)
- #define MATERIAL_SOLIDWOOD 1 // freshly cut timber
- #define MATERIAL_HOLLOWWOOD 2 // termite infested creaky wood
- #define MATERIAL_SOLIDMETAL 3 // solid girders
- #define MATERIAL_HOLLOWMETAL 4 // hollow metal machines
- #define MATERIAL_SHORTGRASS 5 // manicured lawn
- #define MATERIAL_LONGGRASS 6 // long jungle grass
- #define MATERIAL_DIRT 7 // hard mud
- #define MATERIAL_SAND 8 // sandy beach
- #define MATERIAL_GRAVEL 9 // lots of small stones
- #define MATERIAL_GLASS 10 //
- #define MATERIAL_CONCRETE 11 // hardened concrete pavement
- #define MATERIAL_MARBLE 12 // marble floors
- #define MATERIAL_WATER 13 // light covering of water on a surface
- #define MATERIAL_SNOW 14 // freshly laid snow
- #define MATERIAL_ICE 15 // packed snow/solid ice
- #define MATERIAL_FLESH 16 // hung meat, corpses in the world
- #define MATERIAL_MUD 17 // wet soil
- #define MATERIAL_BPGLASS 18 // bulletproof glass
- #define MATERIAL_DRYLEAVES 19 // dried up leaves on the floor
- #define MATERIAL_GREENLEAVES 20 // fresh leaves still on a tree
- #define MATERIAL_FABRIC 21 // Cotton sheets
- #define MATERIAL_CANVAS 22 // tent material
- #define MATERIAL_ROCK 23 //
- #define MATERIAL_RUBBER 24 // hard tire like rubber
- #define MATERIAL_PLASTIC 25 //
- #define MATERIAL_TILES 26 // tiled floor
- #define MATERIAL_CARPET 27 // lush carpet
- #define MATERIAL_PLASTER 28 // drywall style plaster
- #define MATERIAL_SHATTERGLASS 29 // glass with the Crisis Zone style shattering
- #define MATERIAL_ARMOR 30 // body armor
- #define MATERIAL_COMPUTER 31 // computers/electronic equipment
- #define MATERIAL_LAST 32 // number of materials
- // Defined as a macro here so one change will affect all the relevant files
- #define MATERIALS \
- "none", \
- "solidwood", \
- "hollowwood", \
- "solidmetal", \
- "hollowmetal", \
- "shortgrass", \
- "longgrass", \
- "dirt", \
- "sand", \
- "gravel", \
- "glass", \
- "concrete", \
- "marble", \
- "water", \
- "snow", \
- "ice", \
- "flesh", \
- "mud", \
- "bpglass", \
- "dryleaves", \
- "greenleaves", \
- "fabric", \
- "canvas", \
- "rock", \
- "rubber", \
- "plastic", \
- "tiles", \
- "carpet", \
- "plaster", \
- "shatterglass", \
- "armor", \
- "computer"/* this was missing, see enums above, plus ShaderEd2 pulldown options */
- #else
- /*
- #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_LIGHTSABER 0x1000 // Used for lightsaber buddies, blocking, deflecting.
- #define CONTENTS_AREAPORTAL 0x8000
- Ghoul2 Insert Start
- #define CONTENTS_GHOUL2 0x4000 // used to set trace to do point to poly ghoul2 checks. Never set as a contents of an object/surface
- Ghoul2 Insert End
- #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
- */
- #endif
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