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authorTim Angus <tim@ngus.net>2003-09-02 04:19:44 +0000
committerTim Angus <tim@ngus.net>2003-09-02 04:19:44 +0000
commit35e6793287a0881333f6018ac2046fc4cd7177d1 (patch)
tree13912cbbb305f09f334ce75356731da717f079eb /src/game/surfaceflags.h
parentc3f60ca5b8c6a76bc32559c3cbd4f4acaf413535 (diff)
* Ladders. Use "surfaceParm ladder" in ladder shaders
Diffstat (limited to 'src/game/surfaceflags.h')
-rw-r--r--src/game/surfaceflags.h88
1 files changed, 44 insertions, 44 deletions
diff --git a/src/game/surfaceflags.h b/src/game/surfaceflags.h
index 455a1054..2a31631e 100644
--- a/src/game/surfaceflags.h
+++ b/src/game/surfaceflags.h
@@ -20,55 +20,55 @@
// 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_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_NOTTEAM1 0x0080
-#define CONTENTS_NOTTEAM2 0x0100
-#define CONTENTS_NOBOTCLIP 0x0200
+#define CONTENTS_NOTTEAM1 0x0080
+#define CONTENTS_NOTTEAM2 0x0100
+#define CONTENTS_NOBOTCLIP 0x0200
-#define CONTENTS_AREAPORTAL 0x8000
+#define CONTENTS_AREAPORTAL 0x8000
-#define CONTENTS_PLAYERCLIP 0x10000
-#define CONTENTS_MONSTERCLIP 0x20000
+#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_BOTCLIP 0x400000
-#define CONTENTS_MOVER 0x800000
+#define CONTENTS_TELEPORTER 0x40000
+#define CONTENTS_JUMPPAD 0x80000
+#define CONTENTS_CLUSTERPORTAL 0x100000
+#define CONTENTS_DONOTENTER 0x200000
+#define CONTENTS_BOTCLIP 0x400000
+#define CONTENTS_MOVER 0x800000
-#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
+#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 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 // don't dlight even if solid (solid lava, skies)
-#define SURF_DUST 0x40000 // leave a dust trail when walking on this surface
+#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 // don't dlight even if solid (solid lava, skies)
+#define SURF_DUST 0x40000 // leave a dust trail when walking on this surface