X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=tools%2Fquake3%2Fq3map2%2Fgame_etut.h;h=de7fad75952fef6ed0675be2706b82b6956f5b1a;hb=38056549ede3da5736686243a1242a2e67a35ec1;hp=4b12631f5d583f9ba67cd356fd966ecd950c1163;hpb=6bc28ad466df5fef38e607a2bde2da83c3e2c029;p=xonotic%2Fnetradiant.git diff --git a/tools/quake3/q3map2/game_etut.h b/tools/quake3/q3map2/game_etut.h index 4b12631f..de7fad75 100644 --- a/tools/quake3/q3map2/game_etut.h +++ b/tools/quake3/q3map2/game_etut.h @@ -1,30 +1,30 @@ /* ------------------------------------------------------------------------------- -Copyright (C) 1999-2007 id Software, Inc. and contributors. -For a list of contributors, see the accompanying CONTRIBUTORS file. + Copyright (C) 1999-2007 id Software, Inc. and contributors. + For a list of contributors, see the accompanying CONTRIBUTORS file. -This file is part of GtkRadiant. + This file is part of GtkRadiant. -GtkRadiant 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 2 of the License, or -(at your option) any later version. + GtkRadiant 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 2 of the License, or + (at your option) any later version. -GtkRadiant 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. + GtkRadiant 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 GtkRadiant; if not, write to the Free Software -Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA + You should have received a copy of the GNU General Public License + along with GtkRadiant; if not, write to the Free Software + Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA ----------------------------------------------------------------------------------- + ---------------------------------------------------------------------------------- -This code has been altered significantly from its original form, to support -several games based on the Quake III Arena engine, in the form of "Q3Map2." + This code has been altered significantly from its original form, to support + several games based on the Quake III Arena engine, in the form of "Q3Map2." -------------------------------------------------------------------------------- */ + ------------------------------------------------------------------------------- */ @@ -36,241 +36,242 @@ several games based on the Quake III Arena engine, in the form of "Q3Map2." /* ------------------------------------------------------------------------------- -content and surface flags + content and surface flags -------------------------------------------------------------------------------- */ + ------------------------------------------------------------------------------- */ /* game flags */ -#define U_CONT_SOLID 1 /* an eye is never valid in a solid */ -#define U_CONT_LAVA 8 -#define U_CONT_SLIME 16 -#define U_CONT_WATER 32 -#define U_CONT_FOG 64 - -#define U_CONT_AREAPORTAL 0x8000 - -#define U_CONT_PLAYERCLIP 0x10000 -#define U_CONT_MONSTERCLIP 0x20000 -#define U_CONT_TELEPORTER 0x40000 -#define U_CONT_JUMPPAD 0x80000 -#define U_CONT_CLUSTERPORTAL 0x100000 -#define U_CONT_DONOTENTER 0x200000 -#define U_CONT_BOTCLIP 0x400000 - -#define U_CONT_ORIGIN 0x1000000 /* removed before bsping an entity */ - -#define U_CONT_BODY 0x2000000 /* should never be on a brush, only in game */ -#define U_CONT_CORPSE 0x4000000 -#define U_CONT_DETAIL 0x8000000 /* brushes not used for the bsp */ -#define U_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */ -#define U_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */ -#define U_CONT_TRIGGER 0x40000000 -#define U_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */ - -#define U_SURF_NODAMAGE 0x1 /* never give falling damage */ -#define U_SURF_SLICK 0x2 /* effects game physics */ -#define U_SURF_SKY 0x4 /* lighting from environment map */ -#define U_SURF_LADDER 0x8 -#define U_SURF_NOIMPACT 0x10 /* don't make missile explosions */ -#define U_SURF_NOMARKS 0x20 /* don't leave missile marks */ -#define U_SURF_FLESH 0x40 /* make flesh sounds and effects */ -#define U_SURF_NODRAW 0x80 /* don't generate a drawsurface at all */ -#define U_SURF_HINT 0x100 /* make a primary bsp splitter */ -#define U_SURF_SKIP 0x200 /* completely ignore, allowing non-closed brushes */ -#define U_SURF_NOLIGHTMAP 0x400 /* surface doesn't need a lightmap */ -#define U_SURF_POINTLIGHT 0x800 /* generate lighting info at vertexes */ -#define U_SURF_METALSTEPS 0x1000 /* clanking footsteps */ -#define U_SURF_NOSTEPS 0x2000 /* no footstep sounds */ -#define U_SURF_NONSOLID 0x4000 /* don't collide against curves with this set */ -#define U_SURF_LIGHTFILTER 0x8000 /* act as a light filter during q3map -light */ -#define U_SURF_ALPHASHADOW 0x10000 /* do per-pixel light shadow casting in q3map */ -#define U_SURF_NODLIGHT 0x20000 /* don't dlight even if solid (solid lava, skies) */ -#define U_SURF_DUST 0x40000 /* leave a dust trail when walking on this surface */ +#define U_CONT_SOLID 1 /* an eye is never valid in a solid */ +#define U_CONT_LAVA 8 +#define U_CONT_SLIME 16 +#define U_CONT_WATER 32 +#define U_CONT_FOG 64 + +#define U_CONT_AREAPORTAL 0x8000 + +#define U_CONT_PLAYERCLIP 0x10000 +#define U_CONT_MONSTERCLIP 0x20000 +#define U_CONT_TELEPORTER 0x40000 +#define U_CONT_JUMPPAD 0x80000 +#define U_CONT_CLUSTERPORTAL 0x100000 +#define U_CONT_DONOTENTER 0x200000 +#define U_CONT_BOTCLIP 0x400000 + +#define U_CONT_ORIGIN 0x1000000 /* removed before bsping an entity */ + +#define U_CONT_BODY 0x2000000 /* should never be on a brush, only in game */ +#define U_CONT_CORPSE 0x4000000 +#define U_CONT_DETAIL 0x8000000 /* brushes not used for the bsp */ +#define U_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */ +#define U_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */ +#define U_CONT_TRIGGER 0x40000000 +#define U_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */ + +#define U_SURF_NODAMAGE 0x1 /* never give falling damage */ +#define U_SURF_SLICK 0x2 /* effects game physics */ +#define U_SURF_SKY 0x4 /* lighting from environment map */ +#define U_SURF_LADDER 0x8 +#define U_SURF_NOIMPACT 0x10 /* don't make missile explosions */ +#define U_SURF_NOMARKS 0x20 /* don't leave missile marks */ +#define U_SURF_FLESH 0x40 /* make flesh sounds and effects */ +#define U_SURF_NODRAW 0x80 /* don't generate a drawsurface at all */ +#define U_SURF_HINT 0x100 /* make a primary bsp splitter */ +#define U_SURF_SKIP 0x200 /* completely ignore, allowing non-closed brushes */ +#define U_SURF_NOLIGHTMAP 0x400 /* surface doesn't need a lightmap */ +#define U_SURF_POINTLIGHT 0x800 /* generate lighting info at vertexes */ +#define U_SURF_METALSTEPS 0x1000 /* clanking footsteps */ +#define U_SURF_NOSTEPS 0x2000 /* no footstep sounds */ +#define U_SURF_NONSOLID 0x4000 /* don't collide against curves with this set */ +#define U_SURF_LIGHTFILTER 0x8000 /* act as a light filter during q3map -light */ +#define U_SURF_ALPHASHADOW 0x10000 /* do per-pixel light shadow casting in q3map */ +#define U_SURF_NODLIGHT 0x20000 /* don't dlight even if solid (solid lava, skies) */ +#define U_SURF_DUST 0x40000 /* leave a dust trail when walking on this surface */ /* ydnar flags */ -#define U_SURF_VERTEXLIT (U_SURF_POINTLIGHT | U_SURF_NOLIGHTMAP) +#define U_SURF_VERTEXLIT ( U_SURF_POINTLIGHT | U_SURF_NOLIGHTMAP ) /* materials */ -#define U_MAT_MASK 0xFFF00000 /* mask to get the material type */ - -#define U_MAT_NONE 0x00000000 -#define U_MAT_TIN 0x00100000 -#define U_MAT_ALUMINUM 0x00200000 -#define U_MAT_IRON 0x00300000 -#define U_MAT_TITANIUM 0x00400000 -#define U_MAT_STEEL 0x00500000 -#define U_MAT_BRASS 0x00600000 -#define U_MAT_COPPER 0x00700000 -#define U_MAT_CEMENT 0x00800000 -#define U_MAT_ROCK 0x00900000 -#define U_MAT_GRAVEL 0x00A00000 -#define U_MAT_PAVEMENT 0x00B00000 -#define U_MAT_BRICK 0x00C00000 -#define U_MAT_CLAY 0x00D00000 -#define U_MAT_GRASS 0x00E00000 -#define U_MAT_DIRT 0x00F00000 -#define U_MAT_MUD 0x01000000 -#define U_MAT_SNOW 0x01100000 -#define U_MAT_ICE 0x01200000 -#define U_MAT_SAND 0x01300000 -#define U_MAT_CERAMICTILE 0x01400000 -#define U_MAT_LINOLEUM 0x01500000 -#define U_MAT_RUG 0x01600000 -#define U_MAT_PLASTER 0x01700000 -#define U_MAT_PLASTIC 0x01800000 -#define U_MAT_CARDBOARD 0x01900000 -#define U_MAT_HARDWOOD 0x01A00000 -#define U_MAT_SOFTWOOD 0x01B00000 -#define U_MAT_PLANK 0x01C00000 -#define U_MAT_GLASS 0x01D00000 -#define U_MAT_WATER 0x01E00000 -#define U_MAT_STUCCO 0x01F00000 +#define U_MAT_MASK 0xFFF00000 /* mask to get the material type */ + +#define U_MAT_NONE 0x00000000 +#define U_MAT_TIN 0x00100000 +#define U_MAT_ALUMINUM 0x00200000 +#define U_MAT_IRON 0x00300000 +#define U_MAT_TITANIUM 0x00400000 +#define U_MAT_STEEL 0x00500000 +#define U_MAT_BRASS 0x00600000 +#define U_MAT_COPPER 0x00700000 +#define U_MAT_CEMENT 0x00800000 +#define U_MAT_ROCK 0x00900000 +#define U_MAT_GRAVEL 0x00A00000 +#define U_MAT_PAVEMENT 0x00B00000 +#define U_MAT_BRICK 0x00C00000 +#define U_MAT_CLAY 0x00D00000 +#define U_MAT_GRASS 0x00E00000 +#define U_MAT_DIRT 0x00F00000 +#define U_MAT_MUD 0x01000000 +#define U_MAT_SNOW 0x01100000 +#define U_MAT_ICE 0x01200000 +#define U_MAT_SAND 0x01300000 +#define U_MAT_CERAMICTILE 0x01400000 +#define U_MAT_LINOLEUM 0x01500000 +#define U_MAT_RUG 0x01600000 +#define U_MAT_PLASTER 0x01700000 +#define U_MAT_PLASTIC 0x01800000 +#define U_MAT_CARDBOARD 0x01900000 +#define U_MAT_HARDWOOD 0x01A00000 +#define U_MAT_SOFTWOOD 0x01B00000 +#define U_MAT_PLANK 0x01C00000 +#define U_MAT_GLASS 0x01D00000 +#define U_MAT_WATER 0x01E00000 +#define U_MAT_STUCCO 0x01F00000 /* ------------------------------------------------------------------------------- -game_t struct + game_t struct -------------------------------------------------------------------------------- */ + ------------------------------------------------------------------------------- */ { - "etut", /* -game x */ - "etut", /* default base game data dir */ - ".etwolf", /* unix home sub-dir */ - "et", /* magic path word */ - "scripts", /* shader directory */ - 1024, /* max lightmapped surface verts */ - 1024, /* max surface verts */ - 6144, /* max surface indexes */ - qfalse, /* flares */ - "flareshader", /* default flare shader */ - qfalse, /* wolf lighting model? */ - 128, /* lightmap width/height */ - 1.0f, /* lightmap gamma */ - qtrue, /* lightmap sRGB */ - qfalse, /* texture sRGB (yes, this is incorrect, but we better match ET:UT) */ - qfalse, /* color sRGB */ - 0.0f, /* lightmap exposure */ - 1.0f, /* lightmap compensate */ - 1.0f, /* lightgrid scale */ - 1.0f, /* lightgrid ambient scale */ - qfalse, /* light angle attenuation uses half-lambert curve */ - qfalse, /* disable shader lightstyles hack */ - qfalse, /* keep light entities on bsp */ - 8, /* default patchMeta subdivisions tolerance */ - qfalse, /* patch casting enabled */ - qfalse, /* compile deluxemaps */ - 0, /* deluxemaps default mode */ + "etut", /* -game x */ + "etut", /* default base game data dir */ + ".etwolf", /* unix home sub-dir */ + "et", /* magic path word */ + "scripts", /* shader directory */ + 1024, /* max lightmapped surface verts */ + 1024, /* max surface verts */ + 6144, /* max surface indexes */ + qfalse, /* enable per shader prefix surface flags and .tex file */ + qfalse, /* flares */ + "flareshader", /* default flare shader */ + qfalse, /* wolf lighting model? */ + 128, /* lightmap width/height */ + 2.2f, /* lightmap gamma */ + qtrue, /* lightmap sRGB */ + qfalse, /* texture sRGB (yes, this is incorrect, but we better match ET:UT) */ + qfalse, /* color sRGB */ + 0.0f, /* lightmap exposure */ + 1.0f, /* lightmap compensate */ + 1.0f, /* lightgrid scale */ + 1.0f, /* lightgrid ambient scale */ + qfalse, /* light angle attenuation uses half-lambert curve */ + qfalse, /* disable shader lightstyles hack */ + qfalse, /* keep light entities on bsp */ + 8, /* default patchMeta subdivisions tolerance */ + qfalse, /* patch casting enabled */ + qfalse, /* compile deluxemaps */ + 0, /* deluxemaps default mode */ 512, /* minimap size */ 1.0f, /* minimap sharpener */ 0.0f, /* minimap border */ qtrue, /* minimap keep aspect */ MINIMAP_MODE_GRAY, /* minimap mode */ "%s.tga", /* minimap name format */ - "IBSP", /* bsp file prefix */ - 47, /* bsp file version */ - qfalse, /* cod-style lump len/ofs order */ - LoadIBSPFile, /* bsp load function */ - WriteIBSPFile, /* bsp write function */ + "IBSP", /* bsp file prefix */ + 47, /* bsp file version */ + qfalse, /* cod-style lump len/ofs order */ + LoadIBSPFile, /* bsp load function */ + WriteIBSPFile, /* bsp write function */ { /* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */ - + /* default */ - { "default", U_CONT_SOLID, -1, 0, -1, C_SOLID, -1 }, - - + { "default", U_CONT_SOLID, -1, 0, -1, C_SOLID, -1 }, + + /* ydnar */ - { "lightgrid", 0, 0, 0, 0, C_LIGHTGRID, 0 }, - { "antiportal", 0, 0, 0, 0, C_ANTIPORTAL, 0 }, - { "skip", 0, 0, 0, 0, C_SKIP, 0 }, - - + { "lightgrid", 0, 0, 0, 0, C_LIGHTGRID, 0 }, + { "antiportal", 0, 0, 0, 0, C_ANTIPORTAL, 0 }, + { "skip", 0, 0, 0, 0, C_SKIP, 0 }, + + /* compiler */ - { "origin", U_CONT_ORIGIN, U_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID }, - { "areaportal", U_CONT_AREAPORTAL, U_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID }, - { "trans", U_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 }, - { "detail", U_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 }, - { "structural", U_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 }, - { "hint", 0, 0, U_SURF_HINT, 0, C_HINT, 0 }, - { "nodraw", 0, 0, U_SURF_NODRAW, 0, C_NODRAW, 0 }, - - { "alphashadow", 0, 0, U_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 }, - { "lightfilter", 0, 0, U_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 }, - { "nolightmap", 0, 0, U_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 }, - { "pointlight", 0, 0, U_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 }, - - + { "origin", U_CONT_ORIGIN, U_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID }, + { "areaportal", U_CONT_AREAPORTAL, U_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID }, + { "trans", U_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 }, + { "detail", U_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 }, + { "structural", U_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 }, + { "hint", 0, 0, U_SURF_HINT, 0, C_HINT, 0 }, + { "nodraw", 0, 0, U_SURF_NODRAW, 0, C_NODRAW, 0 }, + + { "alphashadow", 0, 0, U_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 }, + { "lightfilter", 0, 0, U_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 }, + { "nolightmap", 0, 0, U_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 }, + { "pointlight", 0, 0, U_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 }, + + /* game */ - { "nonsolid", 0, U_CONT_SOLID, U_SURF_NONSOLID, 0, 0, C_SOLID }, - - { "trigger", U_CONT_TRIGGER, U_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, - - { "water", U_CONT_WATER, U_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, - { "slime", U_CONT_SLIME, U_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, - { "lava", U_CONT_LAVA, U_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, - - { "playerclip", U_CONT_PLAYERCLIP, U_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, - { "monsterclip", U_CONT_MONSTERCLIP, U_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, - { "nodrop", U_CONT_NODROP, U_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, - - { "clusterportal", U_CONT_CLUSTERPORTAL, U_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, - { "donotenter", U_CONT_DONOTENTER, U_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, - { "botclip", U_CONT_BOTCLIP, U_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, - - { "fog", U_CONT_FOG, U_CONT_SOLID, 0, 0, C_FOG, C_SOLID }, - { "sky", 0, 0, U_SURF_SKY, 0, C_SKY, 0 }, - - { "slick", 0, 0, U_SURF_SLICK, 0, 0, 0 }, - - { "noimpact", 0, 0, U_SURF_NOIMPACT, 0, 0, 0 }, - { "nomarks", 0, 0, U_SURF_NOMARKS, 0, C_NOMARKS, 0 }, - { "ladder", 0, 0, U_SURF_LADDER, 0, 0, 0 }, - { "nodamage", 0, 0, U_SURF_NODAMAGE, 0, 0, 0 }, - { "metalsteps", 0, 0, U_SURF_METALSTEPS, 0, 0, 0 }, - { "flesh", 0, 0, U_SURF_FLESH, 0, 0, 0 }, - { "nosteps", 0, 0, U_SURF_NOSTEPS, 0, 0, 0 }, - { "nodlight", 0, 0, U_SURF_NODLIGHT, 0, 0, 0 }, - { "dust", 0, 0, U_SURF_DUST, 0, 0, 0 }, - - + { "nonsolid", 0, U_CONT_SOLID, U_SURF_NONSOLID, 0, 0, C_SOLID }, + + { "trigger", U_CONT_TRIGGER, U_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, + + { "water", U_CONT_WATER, U_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, + { "slime", U_CONT_SLIME, U_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, + { "lava", U_CONT_LAVA, U_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, + + { "playerclip", U_CONT_PLAYERCLIP, U_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, + { "monsterclip", U_CONT_MONSTERCLIP, U_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, + { "nodrop", U_CONT_NODROP, U_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, + + { "clusterportal", U_CONT_CLUSTERPORTAL, U_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, + { "donotenter", U_CONT_DONOTENTER, U_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, + { "botclip", U_CONT_BOTCLIP, U_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, + + { "fog", U_CONT_FOG, U_CONT_SOLID, 0, 0, C_FOG, C_SOLID }, + { "sky", 0, 0, U_SURF_SKY, 0, C_SKY, 0 }, + + { "slick", 0, 0, U_SURF_SLICK, 0, 0, 0 }, + + { "noimpact", 0, 0, U_SURF_NOIMPACT, 0, 0, 0 }, + { "nomarks", 0, 0, U_SURF_NOMARKS, 0, C_NOMARKS, 0 }, + { "ladder", 0, 0, U_SURF_LADDER, 0, 0, 0 }, + { "nodamage", 0, 0, U_SURF_NODAMAGE, 0, 0, 0 }, + { "metalsteps", 0, 0, U_SURF_METALSTEPS, 0, 0, 0 }, + { "flesh", 0, 0, U_SURF_FLESH, 0, 0, 0 }, + { "nosteps", 0, 0, U_SURF_NOSTEPS, 0, 0, 0 }, + { "nodlight", 0, 0, U_SURF_NODLIGHT, 0, 0, 0 }, + { "dust", 0, 0, U_SURF_DUST, 0, 0, 0 }, + + /* materials */ - { "*mat_none", 0, 0, U_MAT_NONE, U_MAT_MASK, 0, 0 }, - { "*mat_tin", 0, 0, U_MAT_TIN, U_MAT_MASK, 0, 0 }, - { "*mat_aluminum", 0, 0, U_MAT_ALUMINUM, U_MAT_MASK, 0, 0 }, - { "*mat_iron", 0, 0, U_MAT_IRON, U_MAT_MASK, 0, 0 }, - { "*mat_titanium", 0, 0, U_MAT_TITANIUM, U_MAT_MASK, 0, 0 }, - { "*mat_steel", 0, 0, U_MAT_STEEL, U_MAT_MASK, 0, 0 }, - { "*mat_brass", 0, 0, U_MAT_BRASS, U_MAT_MASK, 0, 0 }, - { "*mat_copper", 0, 0, U_MAT_COPPER, U_MAT_MASK, 0, 0 }, - { "*mat_cement", 0, 0, U_MAT_CEMENT, U_MAT_MASK, 0, 0 }, - { "*mat_rock", 0, 0, U_MAT_ROCK, U_MAT_MASK, 0, 0 }, - { "*mat_gravel", 0, 0, U_MAT_GRAVEL, U_MAT_MASK, 0, 0 }, - { "*mat_pavement", 0, 0, U_MAT_PAVEMENT, U_MAT_MASK, 0, 0 }, - { "*mat_brick", 0, 0, U_MAT_BRICK, U_MAT_MASK, 0, 0 }, - { "*mat_clay", 0, 0, U_MAT_CLAY, U_MAT_MASK, 0, 0 }, - { "*mat_grass", 0, 0, U_MAT_GRASS, U_MAT_MASK, 0, 0 }, - { "*mat_dirt", 0, 0, U_MAT_DIRT, U_MAT_MASK, 0, 0 }, - { "*mat_mud", 0, 0, U_MAT_MUD, U_MAT_MASK, 0, 0 }, - { "*mat_snow", 0, 0, U_MAT_SNOW, U_MAT_MASK, 0, 0 }, - { "*mat_ice", 0, 0, U_MAT_ICE, U_MAT_MASK, 0, 0 }, - { "*mat_sand", 0, 0, U_MAT_SAND, U_MAT_MASK, 0, 0 }, - { "*mat_ceramic", 0, 0, U_MAT_CERAMICTILE, U_MAT_MASK, 0, 0 }, - { "*mat_ceramictile", 0, 0, U_MAT_CERAMICTILE, U_MAT_MASK, 0, 0 }, - { "*mat_linoleum", 0, 0, U_MAT_LINOLEUM, U_MAT_MASK, 0, 0 }, - { "*mat_rug", 0, 0, U_MAT_RUG, U_MAT_MASK, 0, 0 }, - { "*mat_plaster", 0, 0, U_MAT_PLASTER, U_MAT_MASK, 0, 0 }, - { "*mat_plastic", 0, 0, U_MAT_PLASTIC, U_MAT_MASK, 0, 0 }, - { "*mat_cardboard", 0, 0, U_MAT_CARDBOARD, U_MAT_MASK, 0, 0 }, - { "*mat_hardwood", 0, 0, U_MAT_HARDWOOD, U_MAT_MASK, 0, 0 }, - { "*mat_softwood", 0, 0, U_MAT_SOFTWOOD, U_MAT_MASK, 0, 0 }, - { "*mat_plank", 0, 0, U_MAT_PLANK, U_MAT_MASK, 0, 0 }, - { "*mat_glass", 0, 0, U_MAT_GLASS, U_MAT_MASK, 0, 0 }, - { "*mat_water", 0, 0, U_MAT_WATER, U_MAT_MASK, 0, 0 }, - { "*mat_stucco", 0, 0, U_MAT_STUCCO, U_MAT_MASK, 0, 0 }, - - + { "*mat_none", 0, 0, U_MAT_NONE, U_MAT_MASK, 0, 0 }, + { "*mat_tin", 0, 0, U_MAT_TIN, U_MAT_MASK, 0, 0 }, + { "*mat_aluminum", 0, 0, U_MAT_ALUMINUM, U_MAT_MASK, 0, 0 }, + { "*mat_iron", 0, 0, U_MAT_IRON, U_MAT_MASK, 0, 0 }, + { "*mat_titanium", 0, 0, U_MAT_TITANIUM, U_MAT_MASK, 0, 0 }, + { "*mat_steel", 0, 0, U_MAT_STEEL, U_MAT_MASK, 0, 0 }, + { "*mat_brass", 0, 0, U_MAT_BRASS, U_MAT_MASK, 0, 0 }, + { "*mat_copper", 0, 0, U_MAT_COPPER, U_MAT_MASK, 0, 0 }, + { "*mat_cement", 0, 0, U_MAT_CEMENT, U_MAT_MASK, 0, 0 }, + { "*mat_rock", 0, 0, U_MAT_ROCK, U_MAT_MASK, 0, 0 }, + { "*mat_gravel", 0, 0, U_MAT_GRAVEL, U_MAT_MASK, 0, 0 }, + { "*mat_pavement", 0, 0, U_MAT_PAVEMENT, U_MAT_MASK, 0, 0 }, + { "*mat_brick", 0, 0, U_MAT_BRICK, U_MAT_MASK, 0, 0 }, + { "*mat_clay", 0, 0, U_MAT_CLAY, U_MAT_MASK, 0, 0 }, + { "*mat_grass", 0, 0, U_MAT_GRASS, U_MAT_MASK, 0, 0 }, + { "*mat_dirt", 0, 0, U_MAT_DIRT, U_MAT_MASK, 0, 0 }, + { "*mat_mud", 0, 0, U_MAT_MUD, U_MAT_MASK, 0, 0 }, + { "*mat_snow", 0, 0, U_MAT_SNOW, U_MAT_MASK, 0, 0 }, + { "*mat_ice", 0, 0, U_MAT_ICE, U_MAT_MASK, 0, 0 }, + { "*mat_sand", 0, 0, U_MAT_SAND, U_MAT_MASK, 0, 0 }, + { "*mat_ceramic", 0, 0, U_MAT_CERAMICTILE, U_MAT_MASK, 0, 0 }, + { "*mat_ceramictile", 0, 0, U_MAT_CERAMICTILE, U_MAT_MASK, 0, 0 }, + { "*mat_linoleum", 0, 0, U_MAT_LINOLEUM, U_MAT_MASK, 0, 0 }, + { "*mat_rug", 0, 0, U_MAT_RUG, U_MAT_MASK, 0, 0 }, + { "*mat_plaster", 0, 0, U_MAT_PLASTER, U_MAT_MASK, 0, 0 }, + { "*mat_plastic", 0, 0, U_MAT_PLASTIC, U_MAT_MASK, 0, 0 }, + { "*mat_cardboard", 0, 0, U_MAT_CARDBOARD, U_MAT_MASK, 0, 0 }, + { "*mat_hardwood", 0, 0, U_MAT_HARDWOOD, U_MAT_MASK, 0, 0 }, + { "*mat_softwood", 0, 0, U_MAT_SOFTWOOD, U_MAT_MASK, 0, 0 }, + { "*mat_plank", 0, 0, U_MAT_PLANK, U_MAT_MASK, 0, 0 }, + { "*mat_glass", 0, 0, U_MAT_GLASS, U_MAT_MASK, 0, 0 }, + { "*mat_water", 0, 0, U_MAT_WATER, U_MAT_MASK, 0, 0 }, + { "*mat_stucco", 0, 0, U_MAT_STUCCO, U_MAT_MASK, 0, 0 }, + + /* null */ { NULL, 0, 0, 0, 0, 0, 0 } } @@ -280,4 +281,3 @@ game_t struct /* end marker */ #endif -