X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=tools%2Fquake3%2Fq3map2%2Fgame_sof2.h;h=2e72270b0d636f64a7f9461e284d79e49beffd18;hb=043d08127ab87117ddfd16e8b439f47c6b66a87f;hp=db96aa5161d57d64eba88b0cc683c4bce77fedd6;hpb=0b6479c18b1b6e3c045a7261281a57752d3d87cf;p=xonotic%2Fnetradiant.git diff --git a/tools/quake3/q3map2/game_sof2.h b/tools/quake3/q3map2/game_sof2.h index db96aa51..2e72270b 100644 --- a/tools/quake3/q3map2/game_sof2.h +++ b/tools/quake3/q3map2/game_sof2.h @@ -1,30 +1,30 @@ /* ------------------------------------------------------------------------------- -Copyright (C) 1999-2007 id Software, Inc. and contributors. -For a list of contributors, see the accompanying CONTRIBUTORS file. + Copyright (C) 1999-2007 id Software, Inc. and contributors. + For a list of contributors, see the accompanying CONTRIBUTORS file. -This file is part of GtkRadiant. + This file is part of GtkRadiant. -GtkRadiant is free software; you can redistribute it and/or modify -it under the terms of the GNU General Public License as published by -the Free Software Foundation; either version 2 of the License, or -(at your option) any later version. + GtkRadiant is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. -GtkRadiant is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU General Public License for more details. + GtkRadiant is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. -You should have received a copy of the GNU General Public License -along with GtkRadiant; if not, write to the Free Software -Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA + You should have received a copy of the GNU General Public License + along with GtkRadiant; if not, write to the Free Software + Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA ----------------------------------------------------------------------------------- + ---------------------------------------------------------------------------------- -This code has been altered significantly from its original form, to support -several games based on the Quake III Arena engine, in the form of "Q3Map2." + This code has been altered significantly from its original form, to support + several games based on the Quake III Arena engine, in the form of "Q3Map2." -------------------------------------------------------------------------------- */ + ------------------------------------------------------------------------------- */ @@ -36,231 +36,235 @@ several games based on the Quake III Arena engine, in the form of "Q3Map2." /* ------------------------------------------------------------------------------- -content and surface flags + 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) */ +#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 */ +#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 + 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 exposure */ - 1.0f, /* lightmap compensate */ - 1.0f, /* lightgrid scale */ - 1.0f, /* lightgrid ambient scale */ - 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 */ + "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 */ + qfalse, /* lightmap sRGB */ + qfalse, /* texture sRGB */ + 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 */ - "RBSP", /* bsp file prefix */ - 1, /* bsp file version */ - qfalse, /* cod-style lump len/ofs order */ - LoadRBSPFile, /* bsp load function */ - WriteRBSPFile, /* bsp write function */ - + "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 }, - - + { "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 }, - - + { "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 }, - - + { "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 }, - - + { "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 }, - - + { "*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 } }