surfaceflags.h (3270B)
1 /* 2 =========================================================================== 3 Copyright (C) 1999-2005 Id Software, Inc. 4 5 This file is part of Quake III Arena source code. 6 7 Quake III Arena source code is free software; you can redistribute it 8 and/or modify it under the terms of the GNU General Public License as 9 published by the Free Software Foundation; either version 2 of the License, 10 or (at your option) any later version. 11 12 Quake III Arena source code is distributed in the hope that it will be 13 useful, but WITHOUT ANY WARRANTY; without even the implied warranty of 14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 GNU General Public License for more details. 16 17 You should have received a copy of the GNU General Public License 18 along with Foobar; if not, write to the Free Software 19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA 20 =========================================================================== 21 */ 22 // This file must be identical in the quake and utils directories 23 24 // contents flags are seperate bits 25 // a given brush can contribute multiple content bits 26 27 // these definitions also need to be in q_shared.h! 28 29 #define CONTENTS_SOLID 1 // an eye is never valid in a solid 30 #define CONTENTS_LAVA 8 31 #define CONTENTS_SLIME 16 32 #define CONTENTS_WATER 32 33 #define CONTENTS_FOG 64 34 35 #define CONTENTS_AREAPORTAL 0x8000 36 37 #define CONTENTS_PLAYERCLIP 0x10000 38 #define CONTENTS_MONSTERCLIP 0x20000 39 //bot specific contents types 40 #define CONTENTS_TELEPORTER 0x40000 41 #define CONTENTS_JUMPPAD 0x80000 42 #define CONTENTS_CLUSTERPORTAL 0x100000 43 #define CONTENTS_DONOTENTER 0x200000 44 45 #define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity 46 47 #define CONTENTS_BODY 0x2000000 // should never be on a brush, only in game 48 #define CONTENTS_CORPSE 0x4000000 49 #define CONTENTS_DETAIL 0x8000000 // brushes not used for the bsp 50 #define CONTENTS_STRUCTURAL 0x10000000 // brushes used for the bsp 51 #define CONTENTS_TRANSLUCENT 0x20000000 // don't consume surface fragments inside 52 #define CONTENTS_TRIGGER 0x40000000 53 #define CONTENTS_NODROP 0x80000000 // don't leave bodies or items (death fog, lava) 54 55 #define SURF_NODAMAGE 0x1 // never give falling damage 56 #define SURF_SLICK 0x2 // effects game physics 57 #define SURF_SKY 0x4 // lighting from environment map 58 #define SURF_LADDER 0x8 59 #define SURF_NOIMPACT 0x10 // don't make missile explosions 60 #define SURF_NOMARKS 0x20 // don't leave missile marks 61 #define SURF_FLESH 0x40 // make flesh sounds and effects 62 #define SURF_NODRAW 0x80 // don't generate a drawsurface at all 63 #define SURF_HINT 0x100 // make a primary bsp splitter 64 #define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes 65 #define SURF_NOLIGHTMAP 0x400 // surface doesn't need a lightmap 66 #define SURF_POINTLIGHT 0x800 // generate lighting info at vertexes 67 #define SURF_METALSTEPS 0x1000 // clanking footsteps 68 #define SURF_NOSTEPS 0x2000 // no footstep sounds 69 #define SURF_NONSOLID 0x4000 // don't collide against curves with this set 70 #define SURF_LIGHTFILTER 0x8000 // act as a light filter during q3map -light 71 #define SURF_ALPHASHADOW 0x10000 // do per-pixel light shadow casting in q3map 72 #define SURF_NODLIGHT 0x20000 // never add dynamic lights