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// Copyright (C) 1999-2000 Id Software, Inc.
//
// This file must be identical in the quake and utils directories

/*
 *  Portions Copyright (C) 2000-2001 Tim Angus
 *
 *  This program is free software; you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation; either version 2, or (at your option)
 *  any later version.
 *
 *  This program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with this program; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
 */

/*  To assertain which portions are licensed under the GPL and which are
 *  licensed by Id Software, Inc. please run a diff between the equivalent
 *  versions of the "Tremulous" modification and the unmodified "Quake3"
 *  game source code.
 */

// contents flags are seperate bits
// a given brush can contribute multiple content bits

// 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_AREAPORTAL		0x8000

#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_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_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