X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=tools%2Fquake3%2Fq3map2%2Fgame_reaction.h;h=c81e72455563f8694f840abf072c5ccf0643f954;hb=dbaf1a8f003a2c48a8c0ccc2a89fccb4a96be054;hp=d713d77c649affdd474abfe238700f2d6407e8e8;hpb=857d05d90f821c9611841f0d30d72969b47a86c3;p=xonotic%2Fnetradiant.git diff --git a/tools/quake3/q3map2/game_reaction.h b/tools/quake3/q3map2/game_reaction.h index d713d77c..c81e7245 100644 --- a/tools/quake3/q3map2/game_reaction.h +++ b/tools/quake3/q3map2/game_reaction.h @@ -36,12 +36,32 @@ several games based on the Quake III Arena engine, in the form of "Q3Map2." /* ------------------------------------------------------------------------------- -no content and surface flags here -they are the same as Quake 3's +inherit content and surface flags from game_quake3.h (this file must be included AFTER game_quake3.h) +Additional surface flags follow. These were given to me (Rambetter) by TTI from the Reaction team. +Note that some of these values have more than one bit set. I'm not sure how Reaction is using these +bits, but this is what I got from TTI. + ------------------------------------------------------------------------------- */ +#define REACTION_SURF_GRAVEL 0x80000 +#define REACTION_SURF_WOOD 0x81000 +#define REACTION_SURF_CARPET 0x100000 +#define REACTION_SURF_METAL2 0x101000 +#define REACTION_SURF_GLASS 0x180000 +#define REACTION_SURF_GRASS 0x181000 +#define REACTION_SURF_SNOW 0x200000 +#define REACTION_SURF_MUD 0x201000 +#define REACTION_SURF_WOOD2 0x280000 +#define REACTION_SURF_HARDMETAL 0x281000 +#define REACTION_SURF_LEAVES 0x300000 +#define REACTION_SURF_CEMENT 0x301000 +#define REACTION_SURF_MARBLE 0x380000 +#define REACTION_SURF_SNOW2 0x381000 +#define REACTION_SURF_HARDSTEPS 0x400000 +#define REACTION_SURF_SAND 0x401000 + /* ------------------------------------------------------------------------------- @@ -64,7 +84,23 @@ game_t struct qfalse, /* wolf lighting model? */ 128, /* lightmap width/height */ 1.0f, /* lightmap gamma */ + 1.0f, /* 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 */ 46, /* bsp file version */ qfalse, /* cod-style lump len/ofs order */ @@ -130,6 +166,22 @@ game_t struct { "nosteps", 0, 0, Q_SURF_NOSTEPS, 0, 0, 0 }, { "nodlight", 0, 0, Q_SURF_NODLIGHT, 0, 0, 0 }, { "dust", 0, 0, Q_SURF_DUST, 0, 0, 0 }, + { "rq3_gravel", 0, 0, REACTION_SURF_GRAVEL, 0, 0, 0 }, + { "rq3_wood", 0, 0, REACTION_SURF_WOOD, 0, 0, 0 }, + { "rq3_carpet", 0, 0, REACTION_SURF_CARPET, 0, 0, 0 }, + { "rq3_metal2", 0, 0, REACTION_SURF_METAL2, 0, 0, 0 }, + { "rq3_glass", 0, 0, REACTION_SURF_GLASS, 0, 0, 0 }, + { "rq3_grass", 0, 0, REACTION_SURF_GRASS, 0, 0, 0 }, + { "rq3_snow", 0, 0, REACTION_SURF_SNOW, 0, 0, 0 }, + { "rq3_mud", 0, 0, REACTION_SURF_MUD, 0, 0, 0 }, + { "rq3_wood2", 0, 0, REACTION_SURF_WOOD2, 0, 0, 0 }, + { "rq3_hardmetal", 0, 0, REACTION_SURF_HARDMETAL, 0, 0, 0 }, + { "rq3_leaves", 0, 0, REACTION_SURF_LEAVES, 0, 0, 0 }, + { "rq3_cement", 0, 0, REACTION_SURF_CEMENT, 0, 0, 0 }, + { "rq3_marble", 0, 0, REACTION_SURF_MARBLE, 0, 0, 0 }, + { "rq3_snow2", 0, 0, REACTION_SURF_SNOW2, 0, 0, 0 }, + { "rq3_hardsteps", 0, 0, REACTION_SURF_HARDSTEPS, 0, 0, 0 }, + { "rq3_sand", 0, 0, REACTION_SURF_SAND, 0, 0, 0 }, /* null */ { NULL, 0, 0, 0, 0, 0, 0 }