]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/game_sof2.h
fix warning: unused variable 'foo'
[xonotic/netradiant.git] / tools / quake3 / q3map2 / game_sof2.h
index cd3c7a38b6a7c3af5f866fd6eebf5b2e1e0dfa72..4c95771497ca19f236f76709015150c3cf8d7d6f 100644 (file)
-/*\r
-Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
-For a list of contributors, see the accompanying CONTRIBUTORS file.\r
-\r
-This file is part of GtkRadiant.\r
-\r
-GtkRadiant is free software; you can redistribute it and/or modify\r
-it under the terms of the GNU General Public License as published by\r
-the Free Software Foundation; either version 2 of the License, or\r
-(at your option) any later version.\r
-\r
-GtkRadiant is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
-GNU General Public License for more details.\r
-\r
-You should have received a copy of the GNU General Public License\r
-along with GtkRadiant; if not, write to the Free Software\r
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA\r
-\r
-----------------------------------------------------------------------------------\r
-\r
-This code has been altered significantly from its original form, to support\r
-several games based on the Quake III Arena engine, in the form of "Q3Map2."\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-\r
-\r
-/* marker */\r
-#ifndef GAME_SOF2_H\r
-#define GAME_SOF2_H\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-content and surface flags\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-/* thanks to the gracious fellows at raven */\r
-#define        S_CONT_SOLID                            0x00000001      /* Default setting. An eye is never valid in a solid */\r
-#define        S_CONT_LAVA                                     0x00000002\r
-#define        S_CONT_WATER                            0x00000004\r
-#define        S_CONT_FOG                                      0x00000008\r
-#define        S_CONT_PLAYERCLIP                       0x00000010\r
-#define        S_CONT_MONSTERCLIP                      0x00000020\r
-#define S_CONT_BOTCLIP                         0x00000040\r
-#define S_CONT_SHOTCLIP                                0x00000080\r
-#define        S_CONT_BODY                                     0x00000100      /* should never be on a brush, only in game */\r
-#define        S_CONT_CORPSE                           0x00000200      /* should never be on a brush, only in game */\r
-#define        S_CONT_TRIGGER                          0x00000400\r
-#define        S_CONT_NODROP                           0x00000800      /* don't leave bodies or items (death fog, lava) */\r
-#define S_CONT_TERRAIN                         0x00001000      /* volume contains terrain data */\r
-#define S_CONT_LADDER                          0x00002000\r
-#define S_CONT_ABSEIL                          0x00004000  /* used like ladder to define where an NPC can abseil */\r
-#define S_CONT_OPAQUE                          0x00008000      /* defaults to on, when off, solid can be seen through */\r
-#define S_CONT_OUTSIDE                         0x00010000      /* volume is considered to be in the outside (i.e. not indoors) */\r
-#define S_CONT_SLIME                           0x00020000      /* don't be fooled. it may SAY "slime" but it really means "projectileclip" */\r
-#define S_CONT_LIGHTSABER                      0x00040000\r
-#define S_CONT_TELEPORTER                      0x00080000\r
-#define S_CONT_ITEM                                    0x00100000\r
-#define        S_CONT_DETAIL                           0x08000000      /* brushes not used for the bsp */\r
-#define        S_CONT_TRANSLUCENT                      0x80000000      /* don't consume surface fragments inside */\r
-\r
-#define        S_SURF_SKY                                      0x00002000      /* lighting from environment map */\r
-#define        S_SURF_SLICK                            0x00004000      /* affects game physics */\r
-#define        S_SURF_METALSTEPS                       0x00008000      /* chc needs this since we use same tools */\r
-#define S_SURF_FORCEFIELD                      0x00010000      /* chc */\r
-#define        S_SURF_NODAMAGE                         0x00040000      /* never give falling damage */\r
-#define        S_SURF_NOIMPACT                         0x00080000      /* don't make missile explosions */\r
-#define        S_SURF_NOMARKS                          0x00100000      /* don't leave missile marks */\r
-#define        S_SURF_NODRAW                           0x00200000      /* don't generate a drawsurface at all */\r
-#define        S_SURF_NOSTEPS                          0x00400000      /* no footstep sounds */\r
-#define        S_SURF_NODLIGHT                         0x00800000      /* don't dlight even if solid (solid lava, skies) */\r
-#define        S_SURF_NOMISCENTS                       0x01000000      /* no client models allowed on this surface */\r
-\r
-#define S_SURF_PATCH                           0x80000000      /* mark this face as a patch(editor only) */\r
-\r
-/* materials */\r
-#define S_MAT_BITS                                     5\r
-#define S_MAT_MASK                                     0x1f            /* mask to get the material type */\r
-\r
-#define S_MAT_NONE                                     0                       /* for when the artist hasn't set anything up =) */\r
-#define S_MAT_SOLIDWOOD                                1                       /* freshly cut timber */\r
-#define S_MAT_HOLLOWWOOD                       2                       /* termite infested creaky wood */\r
-#define S_MAT_SOLIDMETAL                       3                       /* solid girders */\r
-#define S_MAT_HOLLOWMETAL                      4                       /* hollow metal machines */\r
-#define S_MAT_SHORTGRASS                       5                       /* manicured lawn */\r
-#define S_MAT_LONGGRASS                                6                       /* long jungle grass */\r
-#define S_MAT_DIRT                                     7                       /* hard mud */\r
-#define S_MAT_SAND                                     8                       /* sandy beach */\r
-#define S_MAT_GRAVEL                           9                       /* lots of small stones */\r
-#define S_MAT_GLASS                                    10\r
-#define S_MAT_CONCRETE                         11                      /* hardened concrete pavement */\r
-#define S_MAT_MARBLE                           12                      /* marble floors */\r
-#define S_MAT_WATER                                    13                      /* light covering of water on a surface */\r
-#define S_MAT_SNOW                                     14                      /* freshly laid snow */\r
-#define S_MAT_ICE                                      15                      /* packed snow/solid ice */\r
-#define S_MAT_FLESH                                    16                      /* hung meat, corpses in the world */\r
-#define S_MAT_MUD                                      17                      /* wet soil */\r
-#define S_MAT_BPGLASS                          18                      /* bulletproof glass */\r
-#define S_MAT_DRYLEAVES                                19                      /* dried up leaves on the floor */\r
-#define S_MAT_GREENLEAVES                      20                      /* fresh leaves still on a tree */\r
-#define S_MAT_FABRIC                           21                      /* Cotton sheets */\r
-#define S_MAT_CANVAS                           22                      /* tent material */\r
-#define S_MAT_ROCK                                     23\r
-#define S_MAT_RUBBER                           24                      /* hard tire like rubber */\r
-#define S_MAT_PLASTIC                          25\r
-#define S_MAT_TILES                                    26                      /* tiled floor */\r
-#define S_MAT_CARPET                           27                      /* lush carpet */\r
-#define S_MAT_PLASTER                          28                      /* drywall style plaster */\r
-#define S_MAT_SHATTERGLASS                     29                      /* glass with the Crisis Zone style shattering */\r
-#define S_MAT_ARMOR                                    30                      /* body armor */\r
-#define S_MAT_COMPUTER                         31                      /* computers/electronic equipment */\r
-#define S_MAT_LAST                                     32                      /* number of materials */\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-game_t struct\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-{\r
-       "sof2",                                 /* -game x */\r
-       "base",                                 /* default base game data dir */\r
-       ".sof2",                                /* unix home sub-dir */\r
-       "soldier",                              /* magic path word */\r
-       "shaders",                              /* shader directory */\r
-       qfalse,                                 /* wolf lighting model? */\r
-       qtrue,                                  /* flares */\r
-       "gfx/misc/lens_flare",  /* default flare shader */\r
-       "RBSP",                                 /* bsp file prefix */\r
-       1,                                              /* bsp file version */\r
-       LoadRBSPFile,                   /* bsp load function */\r
-       WriteRBSPFile,                  /* bsp write function */\r
-       \r
-       {\r
-               /* name                         contentFlags                            contentFlagsClear                       surfaceFlags                            surfaceFlagsClear                       compileFlags                            compileFlagsClear */\r
-               \r
-               /* default */\r
-               { "default",            S_CONT_SOLID | S_CONT_OPAQUE,   -1,                                             0,                                                      -1,                                                     C_SOLID,                                        -1 },\r
-               \r
-               \r
-               /* ydnar */\r
-               { "lightgrid",          0,                                                      0,                                                      0,                                                      0,                                                      C_LIGHTGRID,                            0 },\r
-               { "antiportal",         0,                                                      0,                                                      0,                                                      0,                                                      C_ANTIPORTAL,                           0 },\r
-               { "skip",                       0,                                                      0,                                                      0,                                                      0,                                                      C_SKIP,                                         0 },\r
-               \r
-               \r
-               /* compiler */\r
-               { "origin",                     0,                                                      S_CONT_SOLID,                           0,                                                      0,                                                      C_ORIGIN | C_TRANSLUCENT,       C_SOLID },\r
-               { "areaportal",         S_CONT_TRANSLUCENT,                     S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_AREAPORTAL | C_TRANSLUCENT,   C_SOLID },\r
-               { "trans",                      S_CONT_TRANSLUCENT,                     0,                                                      0,                                                      0,                                                      C_TRANSLUCENT,                          0 },\r
-               { "detail",                     S_CONT_DETAIL,                          0,                                                      0,                                                      0,                                                      C_DETAIL,                                       0 },\r
-               { "structural",         0,                                                      0,                                                      0,                                                      0,                                                      C_STRUCTURAL,                           0 },\r
-               { "hint",                       0,                                                      0,                                                      0,                                                      0,                                                      C_HINT,                                         0 },\r
-               { "nodraw",                     0,                                                      0,                                                      S_SURF_NODRAW,                          0,                                                      C_NODRAW,                                       0 },\r
-               \r
-               { "alphashadow",        0,                                                      0,                                                      0,                                                      0,                                                      C_ALPHASHADOW | C_TRANSLUCENT,  0 },\r
-               { "lightfilter",        0,                                                      0,                                                      0,                                                      0,                                                      C_LIGHTFILTER | C_TRANSLUCENT,  0 },\r
-               { "nolightmap",         0,                                                      0,                                                      0,                                                      0,                                                      C_VERTEXLIT,                            0 },\r
-               { "pointlight",         0,                                                      0,                                                      0,                                                      0,                                                      C_VERTEXLIT,                            0 },\r
-               \r
-               \r
-               /* game */\r
-               { "nonsolid",           0,                                                      S_CONT_SOLID,                           0,                                                      0,                                                      0,                                                      C_SOLID },\r
-               { "nonopaque",          0,                                                      S_CONT_OPAQUE,                          0,                                                      0,                                                      C_TRANSLUCENT,                          0 },            /* setting trans ok? */\r
-               \r
-               { "trigger",            S_CONT_TRIGGER,                         S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_TRANSLUCENT,                          C_SOLID },\r
-               \r
-               { "water",                      S_CONT_WATER,                           S_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },\r
-               { "slime",                      S_CONT_SLIME,                           S_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },\r
-               { "lava",                       S_CONT_LAVA,                            S_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },\r
-\r
-               { "shotclip",           S_CONT_SHOTCLIP,                        S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },      /* setting trans/detail ok? */\r
-               { "playerclip",         S_CONT_PLAYERCLIP,                      S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
-               { "monsterclip",        S_CONT_MONSTERCLIP,                     S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
-               { "nodrop",                     S_CONT_NODROP,                          S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
-               \r
-               { "terrain",            S_CONT_TERRAIN,                         S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
-               { "ladder",                     S_CONT_LADDER,                          S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
-               { "abseil",                     S_CONT_ABSEIL,                          S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
-               { "outside",            S_CONT_OUTSIDE,                         S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
-               \r
-               { "botclip",            S_CONT_BOTCLIP,                         S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
-               \r
-               { "fog",                        S_CONT_FOG,                                     S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_FOG | C_DETAIL | C_TRANSLUCENT,       C_SOLID },      /* nonopaque? */\r
-               { "sky",                        0,                                                      0,                                                      S_SURF_SKY,                                     0,                                                      C_SKY,                                          0 },\r
-               \r
-               { "slick",                      0,                                                      0,                                                      S_SURF_SLICK,                           0,                                                      0,                                                      0 },\r
-               \r
-               { "noimpact",           0,                                                      0,                                                      S_SURF_NOIMPACT,                        0,                                                      0,                                                      0 },\r
-               { "nomarks",            0,                                                      0,                                                      S_SURF_NOMARKS,                         0,                                                      C_NOMARKS,                                      0 },\r
-               { "nodamage",           0,                                                      0,                                                      S_SURF_NODAMAGE,                        0,                                                      0,                                                      0 },\r
-               { "metalsteps",         0,                                                      0,                                                      S_SURF_METALSTEPS,                      0,                                                      0,                                                      0 },\r
-               { "nosteps",            0,                                                      0,                                                      S_SURF_NOSTEPS,                         0,                                                      0,                                                      0 },\r
-               { "nodlight",           0,                                                      0,                                                      S_SURF_NODLIGHT,                        0,                                                      0,                                                      0 },\r
-               { "nomiscents",         0,                                                      0,                                                      S_SURF_NOMISCENTS,                      0,                                                      0,                                                      0 },\r
-               { "forcefield",         0,                                                      0,                                                      S_SURF_FORCEFIELD,                      0,                                                      0,                                                      0 },\r
-               \r
-               \r
-               /* materials */\r
-               { "*mat_none",          0,                                                      0,                                                      S_MAT_NONE,                                     S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_solidwood",     0,                                                      0,                                                      S_MAT_SOLIDWOOD,                        S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_hollowwood",    0,                                              0,                                                      S_MAT_HOLLOWWOOD,                       S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_solidmetal",    0,                                              0,                                                      S_MAT_SOLIDMETAL,                       S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_hollowmetal",   0,                                              0,                                                      S_MAT_HOLLOWMETAL,                      S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_shortgrass",    0,                                              0,                                                      S_MAT_SHORTGRASS,                       S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_longgrass",             0,                                              0,                                                      S_MAT_LONGGRASS,                        S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_dirt",          0,                                                      0,                                                      S_MAT_DIRT,                                     S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_sand",          0,                                                      0,                                                      S_MAT_SAND,                                     S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_gravel",        0,                                                      0,                                                      S_MAT_GRAVEL,                           S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_glass",         0,                                                      0,                                                      S_MAT_GLASS,                            S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_concrete",      0,                                                      0,                                                      S_MAT_CONCRETE,                         S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_marble",        0,                                                      0,                                                      S_MAT_MARBLE,                           S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_water",         0,                                                      0,                                                      S_MAT_WATER,                            S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_snow",          0,                                                      0,                                                      S_MAT_SNOW,                                     S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_ice",           0,                                                      0,                                                      S_MAT_ICE,                                      S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_flesh",         0,                                                      0,                                                      S_MAT_FLESH,                            S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_mud",           0,                                                      0,                                                      S_MAT_MUD,                                      S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_bpglass",       0,                                                      0,                                                      S_MAT_BPGLASS,                          S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_dryleaves",     0,                                                      0,                                                      S_MAT_DRYLEAVES,                        S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_greenleaves",   0,                                              0,                                                      S_MAT_GREENLEAVES,                      S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_fabric",        0,                                                      0,                                                      S_MAT_FABRIC,                           S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_canvas",        0,                                                      0,                                                      S_MAT_CANVAS,                           S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_rock",          0,                                                      0,                                                      S_MAT_ROCK,                                     S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_rubber",        0,                                                      0,                                                      S_MAT_RUBBER,                           S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_plastic",       0,                                                      0,                                                      S_MAT_PLASTIC,                          S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_tiles",         0,                                                      0,                                                      S_MAT_TILES,                            S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_carpet",        0,                                                      0,                                                      S_MAT_CARPET,                           S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_plaster",       0,                                                      0,                                                      S_MAT_PLASTER,                          S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_shatterglass",  0,                                              0,                                                      S_MAT_SHATTERGLASS,                     S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_armor",         0,                                                      0,                                                      S_MAT_ARMOR,                            S_MAT_MASK,                                     0,                                                      0 },\r
-               { "*mat_computer",      0,                                                      0,                                                      S_MAT_COMPUTER,                         S_MAT_MASK,                                     0,                                                      0 },    \r
-               \r
-               \r
-               /* null */\r
-               { NULL, 0, 0, 0, 0, 0, 0 }\r
-       }\r
-}\r
-\r
-\r
-\r
-/* end marker */\r
-#endif\r
+/* -------------------------------------------------------------------------------
+
+   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.
+
+   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.
+
+   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."
+
+   ------------------------------------------------------------------------------- */
+
+
+
+/* marker */
+#ifndef GAME_SOF2_H
+#define GAME_SOF2_H
+
+
+
+/* -------------------------------------------------------------------------------
+
+   content and surface flags
+
+   ------------------------------------------------------------------------------- */
+
+/* thanks to the gracious fellows at raven */
+#define S_CONT_SOLID                0x00000001  /* Default setting. An eye is never valid in a solid */
+#define S_CONT_LAVA                 0x00000002
+#define S_CONT_WATER                0x00000004
+#define S_CONT_FOG                  0x00000008
+#define S_CONT_PLAYERCLIP           0x00000010
+#define S_CONT_MONSTERCLIP          0x00000020
+#define S_CONT_BOTCLIP              0x00000040
+#define S_CONT_SHOTCLIP             0x00000080
+#define S_CONT_BODY                 0x00000100  /* should never be on a brush, only in game */
+#define S_CONT_CORPSE               0x00000200  /* should never be on a brush, only in game */
+#define S_CONT_TRIGGER              0x00000400
+#define S_CONT_NODROP               0x00000800  /* don't leave bodies or items (death fog, lava) */
+#define S_CONT_TERRAIN              0x00001000  /* volume contains terrain data */
+#define S_CONT_LADDER               0x00002000
+#define S_CONT_ABSEIL               0x00004000  /* used like ladder to define where an NPC can abseil */
+#define S_CONT_OPAQUE               0x00008000  /* defaults to on, when off, solid can be seen through */
+#define S_CONT_OUTSIDE              0x00010000  /* volume is considered to be in the outside (i.e. not indoors) */
+#define S_CONT_SLIME                0x00020000  /* don't be fooled. it may SAY "slime" but it really means "projectileclip" */
+#define S_CONT_LIGHTSABER           0x00040000
+#define S_CONT_TELEPORTER           0x00080000
+#define S_CONT_ITEM                 0x00100000
+#define S_CONT_DETAIL               0x08000000  /* brushes not used for the bsp */
+#define S_CONT_TRANSLUCENT          0x80000000  /* don't consume surface fragments inside */
+
+#define S_SURF_SKY                  0x00002000  /* lighting from environment map */
+#define S_SURF_SLICK                0x00004000  /* affects game physics */
+#define S_SURF_METALSTEPS           0x00008000  /* chc needs this since we use same tools */
+#define S_SURF_FORCEFIELD           0x00010000  /* chc */
+#define S_SURF_NODAMAGE             0x00040000  /* never give falling damage */
+#define S_SURF_NOIMPACT             0x00080000  /* don't make missile explosions */
+#define S_SURF_NOMARKS              0x00100000  /* don't leave missile marks */
+#define S_SURF_NODRAW               0x00200000  /* don't generate a drawsurface at all */
+#define S_SURF_NOSTEPS              0x00400000  /* no footstep sounds */
+#define S_SURF_NODLIGHT             0x00800000  /* don't dlight even if solid (solid lava, skies) */
+#define S_SURF_NOMISCENTS           0x01000000  /* no client models allowed on this surface */
+
+#define S_SURF_PATCH                0x80000000  /* mark this face as a patch(editor only) */
+
+/* materials */
+#define S_MAT_BITS                  5
+#define S_MAT_MASK                  0x1f        /* mask to get the material type */
+
+#define S_MAT_NONE                  0           /* for when the artist hasn't set anything up =) */
+#define S_MAT_SOLIDWOOD             1           /* freshly cut timber */
+#define S_MAT_HOLLOWWOOD            2           /* termite infested creaky wood */
+#define S_MAT_SOLIDMETAL            3           /* solid girders */
+#define S_MAT_HOLLOWMETAL           4           /* hollow metal machines */
+#define S_MAT_SHORTGRASS            5           /* manicured lawn */
+#define S_MAT_LONGGRASS             6           /* long jungle grass */
+#define S_MAT_DIRT                  7           /* hard mud */
+#define S_MAT_SAND                  8           /* sandy beach */
+#define S_MAT_GRAVEL                9           /* lots of small stones */
+#define S_MAT_GLASS                 10
+#define S_MAT_CONCRETE              11          /* hardened concrete pavement */
+#define S_MAT_MARBLE                12          /* marble floors */
+#define S_MAT_WATER                 13          /* light covering of water on a surface */
+#define S_MAT_SNOW                  14          /* freshly laid snow */
+#define S_MAT_ICE                   15          /* packed snow/solid ice */
+#define S_MAT_FLESH                 16          /* hung meat, corpses in the world */
+#define S_MAT_MUD                   17          /* wet soil */
+#define S_MAT_BPGLASS               18          /* bulletproof glass */
+#define S_MAT_DRYLEAVES             19          /* dried up leaves on the floor */
+#define S_MAT_GREENLEAVES           20          /* fresh leaves still on a tree */
+#define S_MAT_FABRIC                21          /* Cotton sheets */
+#define S_MAT_CANVAS                22          /* tent material */
+#define S_MAT_ROCK                  23
+#define S_MAT_RUBBER                24          /* hard tire like rubber */
+#define S_MAT_PLASTIC               25
+#define S_MAT_TILES                 26          /* tiled floor */
+#define S_MAT_CARPET                27          /* lush carpet */
+#define S_MAT_PLASTER               28          /* drywall style plaster */
+#define S_MAT_SHATTERGLASS          29          /* glass with the Crisis Zone style shattering */
+#define S_MAT_ARMOR                 30          /* body armor */
+#define S_MAT_COMPUTER              31          /* computers/electronic equipment */
+#define S_MAT_LAST                  32          /* number of materials */
+
+
+
+/* -------------------------------------------------------------------------------
+
+   game_t struct
+
+   ------------------------------------------------------------------------------- */
+
+{
+       "sof2",                 /* -game x */
+       "base",                 /* default base game data dir */
+       ".sof2",                /* unix home sub-dir */
+       "soldier",              /* magic path word */
+       "shaders",              /* shader directory */
+       64,                     /* max lightmapped surface verts */
+       999,                    /* max surface verts */
+       6000,                   /* max surface indexes */
+       qtrue,                  /* flares */
+       "gfx/misc/lens_flare",  /* default flare shader */
+       qfalse,                 /* wolf lighting model? */
+       128,                    /* lightmap width/height */
+       1.0f,                   /* lightmap gamma */
+       1.0f,                   /* lightmap compensate */
+       "RBSP",                 /* bsp file prefix */
+       1,                      /* bsp file version */
+       qfalse,                 /* cod-style lump len/ofs order */
+       LoadRBSPFile,           /* bsp load function */
+       WriteRBSPFile,          /* bsp write function */
+
+       {
+               /* name                         contentFlags                            contentFlagsClear                       surfaceFlags                            surfaceFlagsClear                       compileFlags                            compileFlagsClear */
+
+               /* default */
+               { "default",        S_CONT_SOLID | S_CONT_OPAQUE,   -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 },
+
+
+               /* compiler */
+               { "origin",         0,                          S_CONT_SOLID,               0,                          0,                          C_ORIGIN | C_TRANSLUCENT,   C_SOLID },
+               { "areaportal",     S_CONT_TRANSLUCENT,         S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_AREAPORTAL | C_TRANSLUCENT,   C_SOLID },
+               { "trans",          S_CONT_TRANSLUCENT,         0,                          0,                          0,                          C_TRANSLUCENT,              0 },
+               { "detail",         S_CONT_DETAIL,              0,                          0,                          0,                          C_DETAIL,                   0 },
+               { "structural",     0,                          0,                          0,                          0,                          C_STRUCTURAL,               0 },
+               { "hint",           0,                          0,                          0,                          0,                          C_HINT,                     0 },
+               { "nodraw",         0,                          0,                          S_SURF_NODRAW,              0,                          C_NODRAW,                   0 },
+
+               { "alphashadow",    0,                          0,                          0,                          0,                          C_ALPHASHADOW | C_TRANSLUCENT,  0 },
+               { "lightfilter",    0,                          0,                          0,                          0,                          C_LIGHTFILTER | C_TRANSLUCENT,  0 },
+               { "nolightmap",     0,                          0,                          0,                          0,                          C_VERTEXLIT,                0 },
+               { "pointlight",     0,                          0,                          0,                          0,                          C_VERTEXLIT,                0 },
+
+
+               /* game */
+               { "nonsolid",       0,                          S_CONT_SOLID,               0,                          0,                          0,                          C_SOLID },
+               { "nonopaque",      0,                          S_CONT_OPAQUE,              0,                          0,                          C_TRANSLUCENT,              0 },        /* setting trans ok? */
+
+               { "trigger",        S_CONT_TRIGGER,             S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_TRANSLUCENT,              C_SOLID },
+
+               { "water",          S_CONT_WATER,               S_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
+               { "slime",          S_CONT_SLIME,               S_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
+               { "lava",           S_CONT_LAVA,                S_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
+
+               { "shotclip",       S_CONT_SHOTCLIP,            S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },  /* setting trans/detail ok? */
+               { "playerclip",     S_CONT_PLAYERCLIP,          S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
+               { "monsterclip",    S_CONT_MONSTERCLIP,         S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
+               { "nodrop",         S_CONT_NODROP,              S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
+
+               { "terrain",        S_CONT_TERRAIN,             S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
+               { "ladder",         S_CONT_LADDER,              S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
+               { "abseil",         S_CONT_ABSEIL,              S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
+               { "outside",        S_CONT_OUTSIDE,             S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
+
+               { "botclip",        S_CONT_BOTCLIP,             S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
+
+               { "fog",            S_CONT_FOG,                 S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_FOG | C_DETAIL | C_TRANSLUCENT,   C_SOLID },  /* nonopaque? */
+               { "sky",            0,                          0,                          S_SURF_SKY,                 0,                          C_SKY,                      0 },
+
+               { "slick",          0,                          0,                          S_SURF_SLICK,               0,                          0,                          0 },
+
+               { "noimpact",       0,                          0,                          S_SURF_NOIMPACT,            0,                          0,                          0 },
+               { "nomarks",        0,                          0,                          S_SURF_NOMARKS,             0,                          C_NOMARKS,                  0 },
+               { "nodamage",       0,                          0,                          S_SURF_NODAMAGE,            0,                          0,                          0 },
+               { "metalsteps",     0,                          0,                          S_SURF_METALSTEPS,          0,                          0,                          0 },
+               { "nosteps",        0,                          0,                          S_SURF_NOSTEPS,             0,                          0,                          0 },
+               { "nodlight",       0,                          0,                          S_SURF_NODLIGHT,            0,                          0,                          0 },
+               { "nomiscents",     0,                          0,                          S_SURF_NOMISCENTS,          0,                          0,                          0 },
+               { "forcefield",     0,                          0,                          S_SURF_FORCEFIELD,          0,                          0,                          0 },
+
+
+               /* materials */
+               { "*mat_none",      0,                          0,                          S_MAT_NONE,                 S_MAT_MASK,                 0,                          0 },
+               { "*mat_solidwood", 0,                          0,                          S_MAT_SOLIDWOOD,            S_MAT_MASK,                 0,                          0 },
+               { "*mat_hollowwood",    0,                      0,                          S_MAT_HOLLOWWOOD,           S_MAT_MASK,                 0,                          0 },
+               { "*mat_solidmetal",    0,                      0,                          S_MAT_SOLIDMETAL,           S_MAT_MASK,                 0,                          0 },
+               { "*mat_hollowmetal",   0,                      0,                          S_MAT_HOLLOWMETAL,          S_MAT_MASK,                 0,                          0 },
+               { "*mat_shortgrass",    0,                      0,                          S_MAT_SHORTGRASS,           S_MAT_MASK,                 0,                          0 },
+               { "*mat_longgrass",     0,                      0,                          S_MAT_LONGGRASS,            S_MAT_MASK,                 0,                          0 },
+               { "*mat_dirt",      0,                          0,                          S_MAT_DIRT,                 S_MAT_MASK,                 0,                          0 },
+               { "*mat_sand",      0,                          0,                          S_MAT_SAND,                 S_MAT_MASK,                 0,                          0 },
+               { "*mat_gravel",    0,                          0,                          S_MAT_GRAVEL,               S_MAT_MASK,                 0,                          0 },
+               { "*mat_glass",     0,                          0,                          S_MAT_GLASS,                S_MAT_MASK,                 0,                          0 },
+               { "*mat_concrete",  0,                          0,                          S_MAT_CONCRETE,             S_MAT_MASK,                 0,                          0 },
+               { "*mat_marble",    0,                          0,                          S_MAT_MARBLE,               S_MAT_MASK,                 0,                          0 },
+               { "*mat_water",     0,                          0,                          S_MAT_WATER,                S_MAT_MASK,                 0,                          0 },
+               { "*mat_snow",      0,                          0,                          S_MAT_SNOW,                 S_MAT_MASK,                 0,                          0 },
+               { "*mat_ice",       0,                          0,                          S_MAT_ICE,                  S_MAT_MASK,                 0,                          0 },
+               { "*mat_flesh",     0,                          0,                          S_MAT_FLESH,                S_MAT_MASK,                 0,                          0 },
+               { "*mat_mud",       0,                          0,                          S_MAT_MUD,                  S_MAT_MASK,                 0,                          0 },
+               { "*mat_bpglass",   0,                          0,                          S_MAT_BPGLASS,              S_MAT_MASK,                 0,                          0 },
+               { "*mat_dryleaves", 0,                          0,                          S_MAT_DRYLEAVES,            S_MAT_MASK,                 0,                          0 },
+               { "*mat_greenleaves",   0,                      0,                          S_MAT_GREENLEAVES,          S_MAT_MASK,                 0,                          0 },
+               { "*mat_fabric",    0,                          0,                          S_MAT_FABRIC,               S_MAT_MASK,                 0,                          0 },
+               { "*mat_canvas",    0,                          0,                          S_MAT_CANVAS,               S_MAT_MASK,                 0,                          0 },
+               { "*mat_rock",      0,                          0,                          S_MAT_ROCK,                 S_MAT_MASK,                 0,                          0 },
+               { "*mat_rubber",    0,                          0,                          S_MAT_RUBBER,               S_MAT_MASK,                 0,                          0 },
+               { "*mat_plastic",   0,                          0,                          S_MAT_PLASTIC,              S_MAT_MASK,                 0,                          0 },
+               { "*mat_tiles",     0,                          0,                          S_MAT_TILES,                S_MAT_MASK,                 0,                          0 },
+               { "*mat_carpet",    0,                          0,                          S_MAT_CARPET,               S_MAT_MASK,                 0,                          0 },
+               { "*mat_plaster",   0,                          0,                          S_MAT_PLASTER,              S_MAT_MASK,                 0,                          0 },
+               { "*mat_shatterglass",  0,                      0,                          S_MAT_SHATTERGLASS,         S_MAT_MASK,                 0,                          0 },
+               { "*mat_armor",     0,                          0,                          S_MAT_ARMOR,                S_MAT_MASK,                 0,                          0 },
+               { "*mat_computer",  0,                          0,                          S_MAT_COMPUTER,             S_MAT_MASK,                 0,                          0 },
+
+
+               /* null */
+               { NULL, 0, 0, 0, 0, 0, 0 }
+       }
+}
+
+
+
+/* end marker */
+#endif