/* -------------------------------------------------------------------------------
-This code is based on source provided under the terms of the Id Software
-LIMITED USE SOFTWARE LICENSE AGREEMENT, a copy of which is included with the
-GtkRadiant sources (see LICENSE_ID). If you did not receive a copy of
-LICENSE_ID, please contact Id Software immediately at info@idsoftware.com.
+ This code is based on source provided under the terms of the Id Software
+ LIMITED USE SOFTWARE LICENSE AGREEMENT, a copy of which is included with the
+ GtkRadiant sources (see LICENSE_ID). If you did not receive a copy of
+ LICENSE_ID, please contact Id Software immediately at info@idsoftware.com.
-All changes and additions to the original source which have been developed by
-other contributors (see CONTRIBUTORS) are provided under the terms of the
-license the contributors choose (see LICENSE), to the extent permitted by the
-LICENSE_ID. If you did not receive a copy of the contributor license,
-please contact the GtkRadiant maintainers at info@gtkradiant.com immediately.
+ All changes and additions to the original source which have been developed by
+ other contributors (see CONTRIBUTORS) are provided under the terms of the
+ license the contributors choose (see LICENSE), to the extent permitted by the
+ LICENSE_ID. If you did not receive a copy of the contributor license,
+ please contact the GtkRadiant maintainers at info@gtkradiant.com immediately.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS''
-AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
-IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY
-DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS''
+ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY
+ DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------------------
+ ----------------------------------------------------------------------------------
-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 F_CONT_SOLID 1 /* an eye is never valid in a solid */
-#define F_CONT_LAVA 8
-#define F_CONT_SLIME 16
-#define F_CONT_WATER 32
-#define F_CONT_FOG 64
-
-#define F_CONT_AREAPORTAL 0x8000
-
-#define F_CONT_PLAYERCLIP 0x10000
-#define F_CONT_MONSTERCLIP 0x20000
-#define F_CONT_TELEPORTER 0x40000
-#define F_CONT_JUMPPAD 0x80000
-#define F_CONT_CLUSTERPORTAL 0x100000
-#define F_CONT_DONOTENTER 0x200000
-#define F_CONT_BOTCLIP 0x400000
-
-#define F_CONT_ORIGIN 0x1000000 /* removed before bsping an entity */
-
-#define F_CONT_BODY 0x2000000 /* should never be on a brush, only in game */
-#define F_CONT_CORPSE 0x4000000
-#define F_CONT_DETAIL 0x8000000 /* brushes not used for the bsp */
-#define F_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */
-#define F_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */
-#define F_CONT_TRIGGER 0x40000000
-#define F_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */
-
-#define F_SURF_NODAMAGE 0x1 /* never give falling damage */
-#define F_SURF_SLICK 0x2 /* effects game physics */
-#define F_SURF_SKY 0x4 /* lighting from environment map */
-#define F_SURF_LADDER 0x8
-#define F_SURF_NOIMPACT 0x10 /* don't make missile explosions */
-#define F_SURF_NOMARKS 0x20 /* don't leave missile marks */
-#define F_SURF_FLESH 0x40 /* make flesh sounds and effects */
-#define F_SURF_NODRAW 0x80 /* don't generate a drawsurface at all */
-#define F_SURF_HINT 0x100 /* make a primary bsp splitter */
-#define F_SURF_SKIP 0x200 /* completely ignore, allowing non-closed brushes */
-#define F_SURF_NOLIGHTMAP 0x400 /* surface doesn't need a lightmap */
-#define F_SURF_POINTLIGHT 0x800 /* generate lighting info at vertexes */
-#define F_SURF_METALSTEPS 0x1000 /* clanking footsteps */
-#define F_SURF_NOSTEPS 0x2000 /* no footstep sounds */
-#define F_SURF_NONSOLID 0x4000 /* don't collide against curves with this set */
-#define F_SURF_LIGHTFILTER 0x8000 /* act as a light filter during q3map -light */
-#define F_SURF_ALPHASHADOW 0x10000 /* do per-pixel light shadow casting in q3map */
-#define F_SURF_NODLIGHT 0x20000 /* don't dlight even if solid (solid lava, skies) */
-#define F_SURF_DUST 0x40000 /* leave a dust trail when walking on this surface */
+#define F_CONT_SOLID 1 /* an eye is never valid in a solid */
+#define F_CONT_LAVA 8
+#define F_CONT_SLIME 16
+#define F_CONT_WATER 32
+#define F_CONT_FOG 64
+
+#define F_CONT_AREAPORTAL 0x8000
+
+#define F_CONT_PLAYERCLIP 0x10000
+#define F_CONT_MONSTERCLIP 0x20000
+#define F_CONT_TELEPORTER 0x40000
+#define F_CONT_JUMPPAD 0x80000
+#define F_CONT_CLUSTERPORTAL 0x100000
+#define F_CONT_DONOTENTER 0x200000
+#define F_CONT_BOTCLIP 0x400000
+
+#define F_CONT_ORIGIN 0x1000000 /* removed before bsping an entity */
+
+#define F_CONT_BODY 0x2000000 /* should never be on a brush, only in game */
+#define F_CONT_CORPSE 0x4000000
+#define F_CONT_DETAIL 0x8000000 /* brushes not used for the bsp */
+#define F_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */
+#define F_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */
+#define F_CONT_TRIGGER 0x40000000
+#define F_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */
+
+#define F_SURF_NODAMAGE 0x1 /* never give falling damage */
+#define F_SURF_SLICK 0x2 /* effects game physics */
+#define F_SURF_SKY 0x4 /* lighting from environment map */
+#define F_SURF_LADDER 0x8
+#define F_SURF_NOIMPACT 0x10 /* don't make missile explosions */
+#define F_SURF_NOMARKS 0x20 /* don't leave missile marks */
+#define F_SURF_FLESH 0x40 /* make flesh sounds and effects */
+#define F_SURF_NODRAW 0x80 /* don't generate a drawsurface at all */
+#define F_SURF_HINT 0x100 /* make a primary bsp splitter */
+#define F_SURF_SKIP 0x200 /* completely ignore, allowing non-closed brushes */
+#define F_SURF_NOLIGHTMAP 0x400 /* surface doesn't need a lightmap */
+#define F_SURF_POINTLIGHT 0x800 /* generate lighting info at vertexes */
+#define F_SURF_METALSTEPS 0x1000 /* clanking footsteps */
+#define F_SURF_NOSTEPS 0x2000 /* no footstep sounds */
+#define F_SURF_NONSOLID 0x4000 /* don't collide against curves with this set */
+#define F_SURF_LIGHTFILTER 0x8000 /* act as a light filter during q3map -light */
+#define F_SURF_ALPHASHADOW 0x10000 /* do per-pixel light shadow casting in q3map */
+#define F_SURF_NODLIGHT 0x20000 /* don't dlight even if solid (solid lava, skies) */
+#define F_SURF_DUST 0x40000 /* leave a dust trail when walking on this surface */
/* ydnar flags */
-#define F_SURF_VERTEXLIT (F_SURF_POINTLIGHT | F_SURF_NOLIGHTMAP)
+#define F_SURF_VERTEXLIT ( F_SURF_POINTLIGHT | F_SURF_NOLIGHTMAP )
/* -------------------------------------------------------------------------------
-game_t struct
+ game_t struct
-------------------------------------------------------------------------------- */
+ ------------------------------------------------------------------------------- */
{
- "qfusion", /* -game x */
- "baseq3", /* default base game data dir */
- ".q3a", /* unix home sub-dir */
- "quake", /* magic path word */
- "scripts", /* shader directory */
- 2048, /* max lightmapped surface verts */
- 2048, /* max surface verts */
- 12288, /* max surface indexes */
- qtrue, /* flares */
- "flareshader", /* default flare shader */
- qfalse, /* wolf lighting model? */
- 512, /* lightmap width/height */
- 1.0f, /* lightmap gamma */
- 1.0f, /* lightmap compensate */
- "FBSP", /* bsp file prefix */
- 1, /* bsp file version */
- qfalse, /* cod-style lump len/ofs order */
- LoadRBSPFile, /* bsp load function */
- WriteRBSPFile, /* bsp write function */
+ "qfusion", /* -game x */
+ "baseq3", /* default base game data dir */
+ ".q3a", /* unix home sub-dir */
+ "quake", /* magic path word */
+ "scripts", /* shader directory */
+ 2048, /* max lightmapped surface verts */
+ 2048, /* max surface verts */
+ 12288, /* max surface indexes */
+ qtrue, /* flares */
+ "flareshader", /* default flare shader */
+ qfalse, /* wolf lighting model? */
+ 512, /* lightmap width/height */
+ 1.0f, /* lightmap gamma */
+ 1.0f, /* lightmap compensate */
+ "FBSP", /* 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", F_CONT_SOLID, -1, 0, -1, C_SOLID, -1 },
-
-
+ { "default", F_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", F_CONT_ORIGIN, F_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
- { "areaportal", F_CONT_AREAPORTAL, F_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
- { "trans", F_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
- { "detail", F_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
- { "structural", F_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 },
- { "hint", 0, 0, F_SURF_HINT, 0, C_HINT, 0 },
- { "nodraw", 0, 0, F_SURF_NODRAW, 0, C_NODRAW, 0 },
-
- { "alphashadow", 0, 0, F_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
- { "lightfilter", 0, 0, F_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
- { "nolightmap", 0, 0, F_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
- { "pointlight", 0, 0, F_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
-
-
+ { "origin", F_CONT_ORIGIN, F_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
+ { "areaportal", F_CONT_AREAPORTAL, F_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
+ { "trans", F_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
+ { "detail", F_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
+ { "structural", F_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 },
+ { "hint", 0, 0, F_SURF_HINT, 0, C_HINT, 0 },
+ { "nodraw", 0, 0, F_SURF_NODRAW, 0, C_NODRAW, 0 },
+
+ { "alphashadow", 0, 0, F_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
+ { "lightfilter", 0, 0, F_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
+ { "nolightmap", 0, 0, F_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
+ { "pointlight", 0, 0, F_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
+
+
/* game */
- { "nonsolid", 0, F_CONT_SOLID, F_SURF_NONSOLID, 0, 0, C_SOLID },
-
- { "trigger", F_CONT_TRIGGER, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
-
- { "water", F_CONT_WATER, F_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
- { "slime", F_CONT_SLIME, F_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
- { "lava", F_CONT_LAVA, F_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
-
- { "playerclip", F_CONT_PLAYERCLIP, F_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
- { "monsterclip", F_CONT_MONSTERCLIP, F_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
- { "nodrop", F_CONT_NODROP, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
-
- { "clusterportal", F_CONT_CLUSTERPORTAL, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
- { "donotenter", F_CONT_DONOTENTER, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
- { "botclip", F_CONT_BOTCLIP, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
-
- { "fog", F_CONT_FOG, F_CONT_SOLID, 0, 0, C_FOG, C_SOLID },
- { "sky", 0, 0, F_SURF_SKY, 0, C_SKY, 0 },
-
- { "slick", 0, 0, F_SURF_SLICK, 0, 0, 0 },
-
- { "noimpact", 0, 0, F_SURF_NOIMPACT, 0, 0, 0 },
- { "nomarks", 0, 0, F_SURF_NOMARKS, 0, C_NOMARKS, 0 },
- { "ladder", 0, 0, F_SURF_LADDER, 0, 0, 0 },
- { "nodamage", 0, 0, F_SURF_NODAMAGE, 0, 0, 0 },
- { "metalsteps", 0, 0, F_SURF_METALSTEPS, 0, 0, 0 },
- { "flesh", 0, 0, F_SURF_FLESH, 0, 0, 0 },
- { "nosteps", 0, 0, F_SURF_NOSTEPS, 0, 0, 0 },
- { "nodlight", 0, 0, F_SURF_NODLIGHT, 0, 0, 0 },
- { "dust", 0, 0, F_SURF_DUST, 0, 0, 0 },
-
-
+ { "nonsolid", 0, F_CONT_SOLID, F_SURF_NONSOLID, 0, 0, C_SOLID },
+
+ { "trigger", F_CONT_TRIGGER, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
+
+ { "water", F_CONT_WATER, F_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
+ { "slime", F_CONT_SLIME, F_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
+ { "lava", F_CONT_LAVA, F_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
+
+ { "playerclip", F_CONT_PLAYERCLIP, F_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
+ { "monsterclip", F_CONT_MONSTERCLIP, F_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
+ { "nodrop", F_CONT_NODROP, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
+
+ { "clusterportal", F_CONT_CLUSTERPORTAL, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
+ { "donotenter", F_CONT_DONOTENTER, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
+ { "botclip", F_CONT_BOTCLIP, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
+
+ { "fog", F_CONT_FOG, F_CONT_SOLID, 0, 0, C_FOG, C_SOLID },
+ { "sky", 0, 0, F_SURF_SKY, 0, C_SKY, 0 },
+
+ { "slick", 0, 0, F_SURF_SLICK, 0, 0, 0 },
+
+ { "noimpact", 0, 0, F_SURF_NOIMPACT, 0, 0, 0 },
+ { "nomarks", 0, 0, F_SURF_NOMARKS, 0, C_NOMARKS, 0 },
+ { "ladder", 0, 0, F_SURF_LADDER, 0, 0, 0 },
+ { "nodamage", 0, 0, F_SURF_NODAMAGE, 0, 0, 0 },
+ { "metalsteps", 0, 0, F_SURF_METALSTEPS, 0, 0, 0 },
+ { "flesh", 0, 0, F_SURF_FLESH, 0, 0, 0 },
+ { "nosteps", 0, 0, F_SURF_NOSTEPS, 0, 0, 0 },
+ { "nodlight", 0, 0, F_SURF_NODLIGHT, 0, 0, 0 },
+ { "dust", 0, 0, F_SURF_DUST, 0, 0, 0 },
+
+
/* null */
{ NULL, 0, 0, 0, 0, 0, 0 }
}
/* end marker */
#endif
-