home *** CD-ROM | disk | FTP | other *** search
- // Copyright (C) 2001-2002 Raven Software.
- //
- // This file must be identical in the quake and utils directories
-
- // 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 0x00000001 // Default setting. An eye is never valid in a solid
- #define CONTENTS_LAVA 0x00000002
- #define CONTENTS_WATER 0x00000004
- #define CONTENTS_FOG 0x00000008
- #define CONTENTS_PLAYERCLIP 0x00000010
- #define CONTENTS_MONSTERCLIP 0x00000020
- #define CONTENTS_BOTCLIP 0x00000040
- #define CONTENTS_SHOTCLIP 0x00000080
- #define CONTENTS_BODY 0x00000100 // should never be on a brush, only in game
- #define CONTENTS_CORPSE 0x00000200 // should never be on a brush, only in game
- #define CONTENTS_TRIGGER 0x00000400
- #define CONTENTS_NODROP 0x00000800 // don't leave bodies or items (death fog, lava)
- #define CONTENTS_TERRAIN 0x00001000 // volume contains terrain data
- #define CONTENTS_LADDER 0x00002000
- #define CONTENTS_ABSEIL 0x00004000 // (SOF2) used like ladder to define where an NPC can abseil
- #define CONTENTS_OPAQUE 0x00008000 // defaults to on, when off, solid can be seen through
- #define CONTENTS_OUTSIDE 0x00010000 // volume is considered to be in the outside (i.e. not indoors)
- #define CONTENTS_MISSILECLIP 0x00020000 // missile clip
- #define CONTENTS_TELEPORTER 0x00080000 // ""
- #define CONTENTS_ITEM 0x00100000 // ""
- #define CONTENTS_DETAIL 0x08000000 // brushes not used for the bsp
- #define CONTENTS_TRANSLUCENT 0x80000000 // don't consume surface fragments inside
-
- #define SURF_HINT 0x00000100 // make a primary bsp splitter
- #define SURF_SKIP 0x00000200 // completely ignore, allowing non-clused brushes
- #define SURF_SKY 0x00002000 // lighting from environment map
- #define SURF_SLICK 0x00004000 // affects game physics
- #define SURF_METALSTEPS 0x00008000 // CHC needs this since we use same tools (though this flag is temp?)
- #define SURF_FORCEFIELD 0x00010000 // CHC "" (but not temp)
- #define SURF_NODAMAGE 0x00040000 // never give falling damage
- #define SURF_NOIMPACT 0x00080000 // don't make missile explosions
- #define SURF_NOMARKS 0x00100000 // don't leave missile marks
- #define SURF_NODRAW 0x00200000 // don't generate a drawsurface at all
- #define SURF_NOSTEPS 0x00400000 // no footstep sounds
- #define SURF_NODLIGHT 0x00800000 // don't dlight even if solid (solid lava, skies)
- #define SURF_NOMISCENTS 0x01000000 // no client models allowed on this surface
-
- #define MATERIAL_BITS 5
- #define MATERIAL_MASK 0x1f // mask to get the material type
-
- #define MATERIAL_NONE 0 // for when the artist hasn't set anything up =)
- #define MATERIAL_SOLIDWOOD 1 // freshly cut timber
- #define MATERIAL_HOLLOWWOOD 2 // termite infested creaky wood
- #define MATERIAL_SOLIDMETAL 3 // solid girders
- #define MATERIAL_HOLLOWMETAL 4 // hollow metal machines
- #define MATERIAL_SHORTGRASS 5 // manicured lawn
- #define MATERIAL_LONGGRASS 6 // long jungle grass
- #define MATERIAL_DIRT 7 // hard mud
- #define MATERIAL_SAND 8 // sandy beach
- #define MATERIAL_GRAVEL 9 // lots of small stones
- #define MATERIAL_GLASS 10 //
- #define MATERIAL_CONCRETE 11 // hardened concrete pavement
- #define MATERIAL_MARBLE 12 // marble floors
- #define MATERIAL_WATER 13 // light covering of water on a surface
- #define MATERIAL_SNOW 14 // freshly laid snow
- #define MATERIAL_ICE 15 // packed snow/solid ice
- #define MATERIAL_FLESH 16 // hung meat, corpses in the world
- #define MATERIAL_MUD 17 // wet soil
- #define MATERIAL_BPGLASS 18 // bulletproof glass
- #define MATERIAL_DRYLEAVES 19 // dried up leaves on the floor
- #define MATERIAL_GREENLEAVES 20 // fresh leaves still on a tree
- #define MATERIAL_FABRIC 21 // Cotton sheets
- #define MATERIAL_CANVAS 22 // tent material
- #define MATERIAL_ROCK 23 //
- #define MATERIAL_RUBBER 24 // hard tire like rubber
- #define MATERIAL_PLASTIC 25 //
- #define MATERIAL_TILES 26 // tiled floor
- #define MATERIAL_CARPET 27 // lush carpet
- #define MATERIAL_PLASTER 28 // drywall style plaster
- #define MATERIAL_SHATTERGLASS 29 // glass with the Crisis Zone style shattering
- #define MATERIAL_ARMOR 30 // body armor
- #define MATERIAL_COMPUTER 31 // computers/electronic equipment
- #define MATERIAL_LAST 32 // number of materials
-
- // Defined as a macro here so one change will affect all the relevant files
-
- #define MATERIALS \
- "none", \
- "solidwood", \
- "hollowwood", \
- "solidmetal", \
- "hollowmetal", \
- "shortgrass", \
- "longgrass", \
- "dirt", \
- "sand", \
- "gravel", \
- "glass", \
- "concrete", \
- "marble", \
- "water", \
- "snow", \
- "ice", \
- "flesh", \
- "mud", \
- "bpglass", \
- "dryleaves", \
- "greenleaves", \
- "fabric", \
- "canvas", \
- "rock", \
- "rubber", \
- "plastic", \
- "tiles", \
- "carpet", \
- "plaster", \
- "shatterglass", \
- "armor", \
- "computer"
-