1 /*
2 ===========================================================================
3 
4 Return to Castle Wolfenstein multiplayer GPL Source Code
5 Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
6 
7 This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”).
8 
9 RTCW MP Source Code is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version.
13 
14 RTCW MP Source Code is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
17 GNU General Public License for more details.
18 
19 You should have received a copy of the GNU General Public License
20 along with RTCW MP Source Code.  If not, see <http://www.gnu.org/licenses/>.
21 
22 In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code.  If not, please request a copy in writing from id Software at the address below.
23 
24 If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
25 
26 ===========================================================================
27 */
28 
29 // This file must be identical in the quake and utils directories
30 
31 
32 
33 
34 
35 
36 // contents flags are seperate bits
37 // a given brush can contribute multiple content bits
38 
39 // these definitions also need to be in q_shared.h!
40 
41 #define CONTENTS_SOLID          1       // an eye is never valid in a solid
42 
43 #define CONTENTS_LIGHTGRID      4   //----(SA)	added
44 
45 #define CONTENTS_LAVA           8
46 #define CONTENTS_SLIME          16
47 #define CONTENTS_WATER          32
48 #define CONTENTS_FOG            64
49 
50 
51 //----(SA) added
52 #define CONTENTS_MISSILECLIP    128 // 0x80
53 #define CONTENTS_ITEM           256 // 0x100
54 //----(SA) end
55 #define CONTENTS_MOVER          0x4000
56 #define CONTENTS_AREAPORTAL     0x8000
57 
58 #define CONTENTS_PLAYERCLIP     0x10000
59 #define CONTENTS_MONSTERCLIP    0x20000
60 
61 //bot specific contents types
62 #define CONTENTS_TELEPORTER     0x40000
63 #define CONTENTS_JUMPPAD        0x80000
64 #define CONTENTS_CLUSTERPORTAL  0x100000
65 #define CONTENTS_DONOTENTER     0x200000
66 #define CONTENTS_DONOTENTER_LARGE       0x400000
67 
68 
69 #define CONTENTS_ORIGIN         0x1000000   // removed before bsping an entity
70 
71 #define CONTENTS_BODY           0x2000000   // should never be on a brush, only in game
72 #define CONTENTS_CORPSE         0x4000000
73 #define CONTENTS_DETAIL         0x8000000   // brushes not used for the bsp
74 
75 #define CONTENTS_STRUCTURAL     0x10000000  // brushes used for the bsp
76 #define CONTENTS_TRANSLUCENT    0x20000000  // don't consume surface fragments inside
77 #define CONTENTS_TRIGGER        0x40000000
78 #define CONTENTS_NODROP         0x80000000  // don't leave bodies or items (death fog, lava)
79 
80 #define SURF_NODAMAGE           0x1     // never give falling damage
81 #define SURF_SLICK              0x2     // effects game physics
82 #define SURF_SKY                0x4     // lighting from environment map
83 #define SURF_LADDER             0x8
84 #define SURF_NOIMPACT           0x10    // don't make missile explosions
85 #define SURF_NOMARKS            0x20    // don't leave missile marks
86 //#define	SURF_FLESH			0x40	// make flesh sounds and effects
87 #define SURF_CERAMIC            0x40    // out of surf's, so replacing unused 'SURF_FLESH'
88 #define SURF_NODRAW             0x80    // don't generate a drawsurface at all
89 #define SURF_HINT               0x100   // make a primary bsp splitter
90 #define SURF_SKIP               0x200   // completely ignore, allowing non-closed brushes
91 #define SURF_NOLIGHTMAP         0x400   // surface doesn't need a lightmap
92 #define SURF_POINTLIGHT         0x800   // generate lighting info at vertexes
93 // JOSEPH 9-16-99
94 #define SURF_METAL              0x1000  // clanking footsteps
95 // END JOSEPH
96 #define SURF_NOSTEPS            0x2000  // no footstep sounds
97 #define SURF_NONSOLID           0x4000  // don't collide against curves with this set
98 #define SURF_LIGHTFILTER        0x8000  // act as a light filter during q3map -light
99 #define SURF_ALPHASHADOW        0x10000 // do per-pixel light shadow casting in q3map
100 #define SURF_NODLIGHT           0x20000 // don't dlight even if solid (solid lava, skies)
101 // JOSEPH 9-16-99
102 // Ridah, 11-01-99 (Q3 merge)
103 #define SURF_WOOD               0x40000
104 #define SURF_GRASS              0x80000
105 #define SURF_GRAVEL             0x100000
106 // END JOSEPH
107 
108 // (SA)
109 //#define SURF_SMGROUP			0x200000
110 #define SURF_GLASS              0x200000    // out of surf's, so replacing unused 'SURF_SMGROUP'
111 #define SURF_SNOW               0x400000
112 #define SURF_ROOF               0x800000
113 
114 //#define	SURF_RUBBLE				0x1000000	// stole 'rubble' for
115 #define SURF_RUBBLE             0x1000000
116 #define SURF_CARPET             0x2000000
117 
118 #define SURF_MONSTERSLICK       0x4000000   // slick surf that only affects ai's
119 // #define SURF_DUST				0x8000000 // leave a dust trail when walking on this surface
120 #define SURF_MONSLICK_W         0x8000000
121 
122 #define SURF_MONSLICK_N         0x10000000
123 #define SURF_MONSLICK_E         0x20000000
124 #define SURF_MONSLICK_S         0x40000000
125 
126