/* -------------------------------------------------------------------------------
-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."
-------------------------------------------------------------------------------- */
+ ------------------------------------------------------------------------------- */
/* -------------------------------------------------------------------------------
-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, /* 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 */
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 }
}
/* end marker */
#endif
-