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Use correct names for surface flags
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1 changed files with 78 additions and 76 deletions
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@ -28,92 +28,94 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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// these definitions also need to be in q_shared.h!
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// these definitions also need to be in q_shared.h!
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// IneQuation was here
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// IneQuation was here
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#define CONTENTS_SOLID 1 // an eye is never valid in a solid
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#define CONTENTS_SOLID 1 // an eye is never valid in a solid
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#define CONTENTS_LADDER 2
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#define CONTENTS_LADDER 2
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#define CONTENTS_LAVA 0x0008
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#define CONTENTS_LAVA 0x0008
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#define CONTENTS_SLIME 0x0010
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#define CONTENTS_SLIME 0x0010
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#define CONTENTS_WATER 0x0020
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#define CONTENTS_WATER 0x0020
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#define CONTENTS_FLUID (CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA)
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#define CONTENTS_FLUID (CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA)
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#define CONTENTS_FOG 0x0040
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#define CONTENTS_FOG 0x0040
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#define CONTENTS_CLAYPIDGEON 0x0080
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#define CONTENTS_CLAYPIDGEON 0x0080
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#define CONTENTS_NOTTEAM1 0x0080
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#define CONTENTS_NOTTEAM1 0x0080
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#define CONTENTS_NOTTEAM2 0x0100
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#define CONTENTS_NOTTEAM2 0x0100
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#define CONTENTS_BBOX 0x0100
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#define CONTENTS_BBOX 0x0100
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#define CONTENTS_NOBOTCLIP 0x0200
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#define CONTENTS_NOBOTCLIP 0x0200
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#define CONTENTS_UNKNOWN1 0x0400
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#define CONTENTS_UNKNOWN1 0x0400
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#define CONTENTS_UNKNOWN2 0x0800
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#define CONTENTS_UNKNOWN2 0x0800
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#define CONTENTS_UNKNOWN3 0x1000
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#define CONTENTS_UNKNOWN3 0x1000
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#define CONTENTS_FENCE 0x2000
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#define CONTENTS_FENCE 0x2000
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#define CONTENTS_UNKNOWN4 0x4000
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#define CONTENTS_UNKNOWN4 0x4000
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#define CONTENTS_AREAPORTAL 0x8000
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#define CONTENTS_AREAPORTAL 0x8000
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// su44: this is only for bspc .aas file compiler (bot navigation info)
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// su44: this is only for bspc .aas file compiler (bot navigation info)
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// I dont think its correct....
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// I dont think its correct....
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#define CONTENTS_CLUSTERPORTAL CONTENTS_AREAPORTAL
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#define CONTENTS_CLUSTERPORTAL CONTENTS_AREAPORTAL
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#define MASK_WOMBAT5 // su44: wtf is that?
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#define MASK_WOMBAT5 // su44: wtf is that?
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#define CONTENTS_PLAYERCLIP 0x10000
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#define CONTENTS_PLAYERCLIP 0x10000
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#define CONTENTS_MONSTERCLIP 0x20000
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#define CONTENTS_MONSTERCLIP 0x20000
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#define CONTENTS_WEAPONCLIP 0x40000
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#define CONTENTS_WEAPONCLIP 0x40000
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#define CONTENTS_VEHICLECLIP 0x80000
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#define CONTENTS_VEHICLECLIP 0x80000
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#define MASK_CLIP (CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP|CONTENTS_WEAPONCLIP|CONTENTS_VEHICLECLIP)
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#define MASK_CLIP (CONTENTS_PLAYERCLIP | CONTENTS_MONSTERCLIP | CONTENTS_WEAPONCLIP | CONTENTS_VEHICLECLIP)
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#define CONTENTS_SHOOTONLY 0x100000
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#define CONTENTS_SHOOTONLY 0x100000
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#define CONTENTS_DONOTENTER 0x200000
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#define CONTENTS_DONOTENTER 0x200000
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#define CONTENTS_BOTCLIP 0x400000
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#define CONTENTS_BOTCLIP 0x400000
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#define CONTENTS_MOVER 0x800000
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#define CONTENTS_MOVER 0x800000
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#define MASK_WOMBAT1 (CONTENTS_SHOOTONLY|CONTENTS_DONOTENTER|CONTENTS_BOTCLIP|CONTENTS_MOVER)
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#define MASK_WOMBAT1 (CONTENTS_SHOOTONLY | CONTENTS_DONOTENTER | CONTENTS_BOTCLIP | CONTENTS_MOVER)
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#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
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#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
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#define CONTENTS_BODY 0x2000000 // should never be on a brush, only in game
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#define CONTENTS_BODY 0x2000000 // should never be on a brush, only in game
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#define CONTENTS_CORPSE 0x4000000
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#define CONTENTS_CORPSE 0x4000000
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#define CONTENTS_DETAIL 0x8000000 // brushes not used for the bsp
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#define CONTENTS_DETAIL 0x8000000 // brushes not used for the bsp
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#define MASK_WOMBAT2 (CONTENTS_ORIGIN|CONTENTS_BODY|CONTENTS_CORPSE|CONTENTS_DETAIL)
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#define MASK_WOMBAT2 (CONTENTS_ORIGIN | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_DETAIL)
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#define CONTENTS_STRUCTURAL 0x10000000 // brushes used for the bsp
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#define CONTENTS_STRUCTURAL 0x10000000 // brushes used for the bsp
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#define CONTENTS_TRANSLUCENT 0x20000000 // don't consume surface fragments inside
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#define CONTENTS_TRANSLUCENT 0x20000000 // don't consume surface fragments inside
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#define CONTENTS_TRIGGER 0x40000000
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#define CONTENTS_TRIGGER 0x40000000
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#define CONTENTS_NODROP 0x80000000 // don't leave bodies or items (death fog, lava)
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#define CONTENTS_NODROP 0x80000000 // don't leave bodies or items (death fog, lava)
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#define SURF_NODAMAGE 0x1 // never give falling damage
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#define SURF_NODAMAGE 0x1 // never give falling damage
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#define SURF_SLICK 0x2 // effects game physics
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#define SURF_SLICK 0x2 // effects game physics
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#define SURF_SKY 0x4 // lighting from environment map
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#define SURF_SKY 0x4 // lighting from environment map
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#define SURF_LADDER 0x8
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#define SURF_LADDER 0x8
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#define SURF_NOIMPACT 0x10 // don't make missile explosions
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#define SURF_NOIMPACT 0x10 // don't make missile explosions
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#define SURF_NOMARKS 0x20 // don't leave missile marks
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#define SURF_NOMARKS 0x20 // don't leave missile marks
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#define SURF_CASTSHADOW 0x40
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#define SURF_CASTSHADOW 0x40
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#define SURF_NODRAW 0x80 // don't generate a drawsurface at all
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#define SURF_NODRAW 0x80 // don't generate a drawsurface at all
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#define SURF_NOLIGHTMAP 0x100 // surface doesn't need a lightmap
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#define SURF_NOLIGHTMAP 0x100 // surface doesn't need a lightmap
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#define SURF_ALPHASHADOW 0x200 // do per-pixel light shadow casting in q3map
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#define SURF_ALPHASHADOW 0x200 // do per-pixel light shadow casting in q3map
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#define SURF_NOSTEPS 0x400 // no footstep sounds
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#define SURF_NOSTEPS 0x400 // no footstep sounds
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#define SURF_NONSOLID 0x800 // don't collide against curves with this set
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#define SURF_NONSOLID 0x800 // don't collide against curves with this set
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#define SURF_UNKNOWN1 0x1000 // IneQuation: WTF?
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#define SURF_OVERBRIGHT 0x1000
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#define SURF_PAPER 0x2000 // paper effects
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#define SURF_PAPER 0x2000 // paper effects
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#define SURF_WOOD 0x4000 // wood effects
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#define SURF_WOOD 0x4000 // wood effects
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#define SURF_METAL 0x8000 // metal effects
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#define SURF_METAL 0x8000 // metal effects
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#define SURF_ROCK 0x10000 // rock effects
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#define SURF_ROCK 0x10000 // rock effects
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#define SURF_DIRT 0x20000 // dirt effects
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#define SURF_DIRT 0x20000 // dirt effects
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#define SURF_GRILL 0x40000 // metal grill (grate)
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#define SURF_GRILL 0x40000 // metal grill (grate)
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#define SURF_GRASS 0x80000 // grass effects
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#define SURF_GRASS 0x80000 // grass effects
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#define SURF_MUD 0x100000 // mud effects
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#define SURF_MUD 0x100000 // mud effects
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#define SURF_PUDDLE 0x200000 // puddle effects
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#define SURF_PUDDLE 0x200000 // puddle effects
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#define SURF_GLASS 0x400000 // glass effects
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#define SURF_GLASS 0x400000 // glass effects
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#define SURF_GRAVEL 0x800000 // gravel effects
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#define SURF_GRAVEL 0x800000 // gravel effects
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#define SURF_SAND 0x1000000 // sand effects
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#define SURF_SAND 0x1000000 // sand effects
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#define SURF_FOLIAGE 0x2000000 // foliage effects
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#define SURF_FOLIAGE 0x2000000 // foliage effects
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#define SURF_SNOW 0x4000000 // snow effects
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#define SURF_SNOW 0x4000000 // snow effects
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#define SURF_CARPET 0x8000000 // carpet effects
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#define SURF_CARPET 0x8000000 // carpet effects
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#define SURF_BACKSIDE 0x10000000 // su44: backside
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#define SURF_BACKSIDE 0x10000000 // su44: backside
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#define SURF_NODLIGHT 0x20000000 // don't dlight even if solid (solid lava, skies)
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#define SURF_NODLIGHT 0x20000000 // don't dlight even if solid (solid lava, skies)
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#define SURF_HINT 0x40000000 // make a primary bsp splitter
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#define SURF_HINT 0x40000000 // make a primary bsp splitter
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#define SURF_UNKNOWN3 0x80000000 // IneQuation: WTF?
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#define SURF_PATCH 0x80000000
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#define SURF_FLESH 0x40 // make flesh sounds and effects
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#define SURF_FLESH 0x40 // make flesh sounds and effects
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#define SURF_POINTLIGHT 0x800 // generate lighting info at vertexes
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#define SURF_POINTLIGHT 0x800 // generate lighting info at vertexes
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#define SURF_METALSTEPS 0x1000 // clanking footsteps
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#define SURF_METALSTEPS 0x1000 // clanking footsteps
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#define SURF_LIGHTFILTER 0x8000 // act as a light filter during q3map -light
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#define SURF_LIGHTFILTER 0x8000 // act as a light filter during q3map -light
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#define SURF_DUST 0x40000 // leave a dust trail when walking on this surface
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#define SURF_DUST 0x40000 // leave a dust trail when walking on this surface
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#define MASK_SURF_TYPE (SURF_PAPER|SURF_WOOD|SURF_METAL|SURF_ROCK|SURF_DIRT|SURF_GRILL|SURF_GRASS|SURF_MUD|SURF_PUDDLE|SURF_GLASS|SURF_GRAVEL|SURF_SAND|SURF_FOLIAGE|SURF_SNOW|SURF_CARPET)
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#define MASK_SURF_TYPE \
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(SURF_PAPER | SURF_WOOD | SURF_METAL | SURF_ROCK | SURF_DIRT | SURF_GRILL | SURF_GRASS | SURF_MUD | SURF_PUDDLE \
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| SURF_GLASS | SURF_GRAVEL | SURF_SAND | SURF_FOLIAGE | SURF_SNOW | SURF_CARPET)
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