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Use correct names for surface flags
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7a7849ae83
commit
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1 changed files with 78 additions and 76 deletions
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@ -58,19 +58,19 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#define CONTENTS_MONSTERCLIP 0x20000
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#define CONTENTS_WEAPONCLIP 0x40000
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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_DONOTENTER 0x200000
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#define CONTENTS_BOTCLIP 0x400000
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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_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_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_TRANSLUCENT 0x20000000 // don't consume surface fragments inside
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@ -89,7 +89,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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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_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_WOOD 0x4000 // wood effects
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#define SURF_METAL 0x8000 // metal effects
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@ -108,7 +108,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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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_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_POINTLIGHT 0x800 // generate lighting info at vertexes
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@ -116,4 +116,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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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 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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