/* =========================================================================== Return to Castle Wolfenstein single player GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”). RTCW SP 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. RTCW SP 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 RTCW SP Source Code. If not, see . In addition, the RTCW SP 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 SP 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 1 // an eye is never valid in a solid #define CONTENTS_LIGHTGRID 4 //----(SA) added #define CONTENTS_LAVA 8 #define CONTENTS_SLIME 16 #define CONTENTS_WATER 32 #define CONTENTS_FOG 64 //----(SA) added #define CONTENTS_MISSILECLIP 128 // 0x80 #define CONTENTS_ITEM 256 // 0x100 //----(SA) end // RF, AI sight/nosight & bullet/nobullet #define CONTENTS_AI_NOSIGHT 0x1000 // AI cannot see through this #define CONTENTS_CLIPSHOT 0x2000 // bullets hit this // RF, end #define CONTENTS_MOVER 0x4000 #define CONTENTS_AREAPORTAL 0x8000 #define CONTENTS_PLAYERCLIP 0x10000 #define CONTENTS_MONSTERCLIP 0x20000 //bot specific contents types #define CONTENTS_TELEPORTER 0x40000 #define CONTENTS_JUMPPAD 0x80000 #define CONTENTS_CLUSTERPORTAL 0x100000 #define CONTENTS_DONOTENTER 0x200000 #define CONTENTS_DONOTENTER_LARGE 0x400000 #define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity #define CONTENTS_BODY 0x2000000 // should never be on a brush, only in game #define CONTENTS_CORPSE 0x4000000 #define CONTENTS_DETAIL 0x8000000 // 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)zz #define SURF_NODAMAGE 0x1 // never give falling damage #define SURF_SLICK 0x2 // effects game physics #define SURF_SKY 0x4 // lighting from environment map #define SURF_LADDER 0x8 #define SURF_NOIMPACT 0x10 // don't make missile explosions #define SURF_NOMARKS 0x20 // don't leave missile marks //#define SURF_FLESH 0x40 // make flesh sounds and effects #define SURF_CERAMIC 0x40 // out of surf's, so replacing unused 'SURF_FLESH' #define SURF_NODRAW 0x80 // don't generate a drawsurface at all #define SURF_HINT 0x100 // make a primary bsp splitter #define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes #define SURF_NOLIGHTMAP 0x400 // surface doesn't need a lightmap #define SURF_POINTLIGHT 0x800 // generate lighting info at vertexes // JOSEPH 9-16-99 #define SURF_METAL 0x1000 // clanking footsteps // END JOSEPH #define SURF_NOSTEPS 0x2000 // no footstep sounds #define SURF_NONSOLID 0x4000 // don't collide against curves with this set #define SURF_LIGHTFILTER 0x8000 // act as a light filter during q3map -light #define SURF_ALPHASHADOW 0x10000 // do per-pixel light shadow casting in q3map #define SURF_NODLIGHT 0x20000 // don't dlight even if solid (solid lava, skies) // JOSEPH 9-16-99 // Ridah, 11-01-99 (Q3 merge) #define SURF_WOOD 0x40000 #define SURF_GRASS 0x80000 #define SURF_GRAVEL 0x100000 // END JOSEPH // (SA) //#define SURF_SMGROUP 0x200000 #define SURF_GLASS 0x200000 // out of surf's, so replacing unused 'SURF_SMGROUP' #define SURF_SNOW 0x400000 #define SURF_ROOF 0x800000 //#define SURF_RUBBLE 0x1000000 // stole 'rubble' for #define SURF_RUBBLE 0x1000000 #define SURF_CARPET 0x2000000 #define SURF_MONSTERSLICK 0x4000000 // slick surf that only affects ai's // #define SURF_DUST 0x8000000 // leave a dust trail when walking on this surface #define SURF_MONSLICK_W 0x8000000 #define SURF_MONSLICK_N 0x10000000 #define SURF_MONSLICK_E 0x20000000 #define SURF_MONSLICK_S 0x40000000