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