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00010 #define CONTENTS_SOLID 0x00000001 // Default setting. An eye is never valid in a solid
00011 #define CONTENTS_LAVA 0x00000002
00012 #define CONTENTS_WATER 0x00000004
00013 #define CONTENTS_FOG 0x00000008
00014 #define CONTENTS_PLAYERCLIP 0x00000010
00015 #define CONTENTS_MONSTERCLIP 0x00000020 // Physically block bots
00016 #define CONTENTS_BOTCLIP 0x00000040 // A hint for bots - do not enter this brush by navigation (if possible)
00017 #define CONTENTS_SHOTCLIP 0x00000080
00018 #define CONTENTS_BODY 0x00000100 // should never be on a brush, only in game
00019 #define CONTENTS_CORPSE 0x00000200 // should never be on a brush, only in game
00020 #define CONTENTS_TRIGGER 0x00000400
00021 #define CONTENTS_NODROP 0x00000800 // don't leave bodies or items (death fog, lava)
00022 #define CONTENTS_TERRAIN 0x00001000 // volume contains terrain data
00023 #define CONTENTS_LADDER 0x00002000
00024 #define CONTENTS_ABSEIL 0x00004000 // (SOF2) used like ladder to define where an NPC can abseil
00025 #define CONTENTS_OPAQUE 0x00008000 // defaults to on, when off, solid can be seen through
00026 #define CONTENTS_OUTSIDE 0x00010000 // volume is considered to be in the outside (i.e. not indoors)
00027
00028 #define CONTENTS_INSIDE 0x10000000 // volume is considered to be inside (i.e. indoors)
00029
00030 #define CONTENTS_SLIME 0x00020000 // CHC needs this since we use same tools
00031 #define CONTENTS_LIGHTSABER 0x00040000 // ""
00032 #define CONTENTS_TELEPORTER 0x00080000 // ""
00033 #define CONTENTS_ITEM 0x00100000 // ""
00034 #define CONTENTS_NOSHOT 0x00200000 // shots pass through me
00035 #define CONTENTS_DETAIL 0x08000000 // brushes not used for the bsp
00036 #define CONTENTS_TRANSLUCENT 0x80000000 // don't consume surface fragments inside
00037
00038 #define SURF_SKY 0x00002000 // lighting from environment map
00039 #define SURF_SLICK 0x00004000 // affects game physics
00040 #define SURF_METALSTEPS 0x00008000 // CHC needs this since we use same tools (though this flag is temp?)
00041 #define SURF_FORCEFIELD 0x00010000 // CHC "" (but not temp)
00042 #define SURF_NODAMAGE 0x00040000 // never give falling damage
00043 #define SURF_NOIMPACT 0x00080000 // don't make missile explosions
00044 #define SURF_NOMARKS 0x00100000 // don't leave missile marks
00045 #define SURF_NODRAW 0x00200000 // don't generate a drawsurface at all
00046 #define SURF_NOSTEPS 0x00400000 // no footstep sounds
00047 #define SURF_NODLIGHT 0x00800000 // don't dlight even if solid (solid lava, skies)
00048 #define SURF_NOMISCENTS 0x01000000 // no client models allowed on this surface
00049
00050
00051 #define MATERIAL_BITS 5
00052 #define MATERIAL_MASK 0x1f // mask to get the material type
00053
00054 #define MATERIAL_NONE 0 // for when the artist hasn't set anything up =)
00055 #define MATERIAL_SOLIDWOOD 1 // freshly cut timber
00056 #define MATERIAL_HOLLOWWOOD 2 // termite infested creaky wood
00057 #define MATERIAL_SOLIDMETAL 3 // solid girders
00058 #define MATERIAL_HOLLOWMETAL 4 // hollow metal machines
00059 #define MATERIAL_SHORTGRASS 5 // manicured lawn
00060 #define MATERIAL_LONGGRASS 6 // long jungle grass
00061 #define MATERIAL_DIRT 7 // hard mud
00062 #define MATERIAL_SAND 8 // sandy beach
00063 #define MATERIAL_GRAVEL 9 // lots of small stones
00064 #define MATERIAL_GLASS 10 //
00065 #define MATERIAL_CONCRETE 11 // hardened concrete pavement
00066 #define MATERIAL_MARBLE 12 // marble floors
00067 #define MATERIAL_WATER 13 // light covering of water on a surface
00068 #define MATERIAL_SNOW 14 // freshly laid snow
00069 #define MATERIAL_ICE 15 // packed snow/solid ice
00070 #define MATERIAL_FLESH 16 // hung meat, corpses in the world
00071 #define MATERIAL_MUD 17 // wet soil
00072 #define MATERIAL_BPGLASS 18 // bulletproof glass
00073 #define MATERIAL_DRYLEAVES 19 // dried up leaves on the floor
00074 #define MATERIAL_GREENLEAVES 20 // fresh leaves still on a tree
00075 #define MATERIAL_FABRIC 21 // Cotton sheets
00076 #define MATERIAL_CANVAS 22 // tent material
00077 #define MATERIAL_ROCK 23 //
00078 #define MATERIAL_RUBBER 24 // hard tire like rubber
00079 #define MATERIAL_PLASTIC 25 //
00080 #define MATERIAL_TILES 26 // tiled floor
00081 #define MATERIAL_CARPET 27 // lush carpet
00082 #define MATERIAL_PLASTER 28 // drywall style plaster
00083 #define MATERIAL_SHATTERGLASS 29 // glass with the Crisis Zone style shattering
00084 #define MATERIAL_ARMOR 30 // body armor
00085 #define MATERIAL_COMPUTER 31 // computers/electronic equipment
00086 #define MATERIAL_LAST 32 // number of materials
00087
00088
00089
00090 #define MATERIALS \
00091 "none", \
00092 "solidwood", \
00093 "hollowwood", \
00094 "solidmetal", \
00095 "hollowmetal", \
00096 "shortgrass", \
00097 "longgrass", \
00098 "dirt", \
00099 "sand", \
00100 "gravel", \
00101 "glass", \
00102 "concrete", \
00103 "marble", \
00104 "water", \
00105 "snow", \
00106 "ice", \
00107 "flesh", \
00108 "mud", \
00109 "bpglass", \
00110 "dryleaves", \
00111 "greenleaves", \
00112 "fabric", \
00113 "canvas", \
00114 "rock", \
00115 "rubber", \
00116 "plastic", \
00117 "tiles", \
00118 "carpet", \
00119 "plaster", \
00120 "shatterglass", \
00121 "armor", \
00122 "computer"