/* =========================================================================== Wolfenstein: Enemy Territory GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Wolfenstein: Enemy Territory GPL Source Code (“Wolf ET Source Code”). Wolf ET Source Code 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 3 of the License, or (at your option) any later version. Wolf ET Source Code 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 Wolf ET Source Code. If not, see . In addition, the Wolf: ET 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 Wolf ET Source Code. If not, please request a copy in writing from id Software at the address below. 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. =========================================================================== */ // 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 #define CONTENTS_LIGHTGRID 0x00000004 #define CONTENTS_LAVA 0x00000008 #define CONTENTS_SLIME 0x00000010 #define CONTENTS_WATER 0x00000020 #define CONTENTS_FOG 0x00000040 #define CONTENTS_MISSILECLIP 0x00000080 #define CONTENTS_ITEM 0x00000100 #define CONTENTS_MOVER 0x00004000 #define CONTENTS_AREAPORTAL 0x00008000 #define CONTENTS_PLAYERCLIP 0x00010000 #define CONTENTS_MONSTERCLIP 0x00020000 #define CONTENTS_TELEPORTER 0x00040000 #define CONTENTS_JUMPPAD 0x00080000 #define CONTENTS_CLUSTERPORTAL 0x00100000 #define CONTENTS_DONOTENTER 0x00200000 #define CONTENTS_DONOTENTER_LARGE 0x00400000 #define CONTENTS_ORIGIN 0x01000000 // removed before bsping an entity #define CONTENTS_BODY 0x02000000 // should never be on a brush, only in game #define CONTENTS_CORPSE 0x04000000 #define CONTENTS_DETAIL 0x08000000 // 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 0x00000001 // never give falling damage #define SURF_SLICK 0x00000002 // effects game physics #define SURF_SKY 0x00000004 // lighting from environment map #define SURF_LADDER 0x00000008 #define SURF_NOIMPACT 0x00000010 // don't make missile explosions #define SURF_NOMARKS 0x00000020 // don't leave missile marks #define SURF_SPLASH 0x00000040 // out of surf's, so replacing unused 'SURF_FLESH' - and as SURF_CERAMIC wasn't used, it's now SURF_SPLASH #define SURF_NODRAW 0x00000080 // don't generate a drawsurface at all #define SURF_HINT 0x00000100 // make a primary bsp splitter #define SURF_SKIP 0x00000200 // completely ignore, allowing non-closed brushes #define SURF_NOLIGHTMAP 0x00000400 // surface doesn't need a lightmap #define SURF_POINTLIGHT 0x00000800 // generate lighting info at vertexes #define SURF_METAL 0x00001000 // clanking footsteps #define SURF_NOSTEPS 0x00002000 // no footstep sounds #define SURF_NONSOLID 0x00004000 // don't collide against curves with this set #define SURF_LIGHTFILTER 0x00008000 // act as a light filter during q3map -light #define SURF_ALPHASHADOW 0x00010000 // do per-pixel light shadow casting in q3map #define SURF_NODLIGHT 0x00020000 // don't dlight even if solid (solid lava, skies) #define SURF_WOOD 0x00040000 #define SURF_GRASS 0x00080000 #define SURF_GRAVEL 0x00100000 #define SURF_GLASS 0x00200000 // out of surf's, so replacing unused 'SURF_SMGROUP' #define SURF_SNOW 0x00400000 #define SURF_ROOF 0x00800000 #define SURF_RUBBLE 0x01000000 #define SURF_CARPET 0x02000000 #define SURF_MONSTERSLICK 0x04000000 // slick surf that only affects ai's #define SURF_MONSLICK_W 0x08000000 #define SURF_MONSLICK_N 0x10000000 #define SURF_MONSLICK_E 0x20000000 #define SURF_MONSLICK_S 0x40000000 #define SURF_LANDMINE 0x80000000 // ydnar: ok to place landmines on this surface