/*
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ Copyright (C) 1999-2006 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
+ */
// Copyright (C) 1999-2000 Id Software, Inc.
//
// these definitions also need to be in q_shared.h!
-#define CONTENTS_SOLID 1 // an eye is never valid in a solid
-#define CONTENTS_LAVA 8
-#define CONTENTS_SLIME 16
-#define CONTENTS_WATER 32
-#define CONTENTS_FOG 64
+#define CONTENTS_SOLID 1 // an eye is never valid in a solid
+#define CONTENTS_LAVA 8
+#define CONTENTS_SLIME 16
+#define CONTENTS_WATER 32
+#define CONTENTS_FOG 64
-#define CONTENTS_AREAPORTAL 0x8000
+#define CONTENTS_AREAPORTAL 0x8000
-#define CONTENTS_PLAYERCLIP 0x10000
-#define CONTENTS_MONSTERCLIP 0x20000
+#define CONTENTS_PLAYERCLIP 0x10000
+#define CONTENTS_MONSTERCLIP 0x20000
//bot specific contents types
-#define CONTENTS_TELEPORTER 0x40000
-#define CONTENTS_JUMPPAD 0x80000
-#define CONTENTS_CLUSTERPORTAL 0x100000
-#define CONTENTS_DONOTENTER 0x200000
-#define CONTENTS_BOTCLIP 0x400000
-
-#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
-
-#define CONTENTS_BODY 0x2000000 // should never be on a brush, only in game
-#define CONTENTS_CORPSE 0x4000000
-#define CONTENTS_DETAIL 0x8000000 // brushes not used for the bsp
-#define CONTENTS_STRUCTURAL 0x10000000 // brushes used for the bsp
-#define CONTENTS_TRANSLUCENT 0x20000000 // don't consume surface fragments inside
-#define CONTENTS_TRIGGER 0x40000000
-#define CONTENTS_NODROP 0x80000000 // don't leave bodies or items (death fog, lava)
-
-#define SURF_NODAMAGE 0x1 // never give falling damage
-#define SURF_SLICK 0x2 // effects game physics
-#define SURF_SKY 0x4 // lighting from environment map
-#define SURF_LADDER 0x8
-#define SURF_NOIMPACT 0x10 // don't make missile explosions
-#define SURF_NOMARKS 0x20 // don't leave missile marks
-#define SURF_FLESH 0x40 // make flesh sounds and effects
-#define SURF_NODRAW 0x80 // don't generate a drawsurface at all
-#define SURF_HINT 0x100 // make a primary bsp splitter
-#define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes
-#define SURF_NOLIGHTMAP 0x400 // surface doesn't need a lightmap
-#define SURF_POINTLIGHT 0x800 // generate lighting info at vertexes
-#define SURF_METALSTEPS 0x1000 // clanking footsteps
-#define SURF_NOSTEPS 0x2000 // no footstep sounds
-#define SURF_NONSOLID 0x4000 // don't collide against curves with this set
-#define SURF_LIGHTFILTER 0x8000 // act as a light filter during q3map -light
-#define SURF_ALPHASHADOW 0x10000 // do per-pixel light shadow casting in q3map
-#define SURF_NODLIGHT 0x20000 // don't dlight even if solid (solid lava, skies)
-#define SURF_DUST 0x40000 // leave a dust trail when walking on this surface
+#define CONTENTS_TELEPORTER 0x40000
+#define CONTENTS_JUMPPAD 0x80000
+#define CONTENTS_CLUSTERPORTAL 0x100000
+#define CONTENTS_DONOTENTER 0x200000
+#define CONTENTS_BOTCLIP 0x400000
+
+#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
+
+#define CONTENTS_BODY 0x2000000 // should never be on a brush, only in game
+#define CONTENTS_CORPSE 0x4000000
+#define CONTENTS_DETAIL 0x8000000 // brushes not used for the bsp
+#define CONTENTS_STRUCTURAL 0x10000000 // brushes used for the bsp
+#define CONTENTS_TRANSLUCENT 0x20000000 // don't consume surface fragments inside
+#define CONTENTS_TRIGGER 0x40000000
+#define CONTENTS_NODROP 0x80000000 // don't leave bodies or items (death fog, lava)
+
+#define SURF_NODAMAGE 0x1 // never give falling damage
+#define SURF_SLICK 0x2 // effects game physics
+#define SURF_SKY 0x4 // lighting from environment map
+#define SURF_LADDER 0x8
+#define SURF_NOIMPACT 0x10 // don't make missile explosions
+#define SURF_NOMARKS 0x20 // don't leave missile marks
+#define SURF_FLESH 0x40 // make flesh sounds and effects
+#define SURF_NODRAW 0x80 // don't generate a drawsurface at all
+#define SURF_HINT 0x100 // make a primary bsp splitter
+#define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes
+#define SURF_NOLIGHTMAP 0x400 // surface doesn't need a lightmap
+#define SURF_POINTLIGHT 0x800 // generate lighting info at vertexes
+#define SURF_METALSTEPS 0x1000 // clanking footsteps
+#define SURF_NOSTEPS 0x2000 // no footstep sounds
+#define SURF_NONSOLID 0x4000 // don't collide against curves with this set
+#define SURF_LIGHTFILTER 0x8000 // act as a light filter during q3map -light
+#define SURF_ALPHASHADOW 0x10000 // do per-pixel light shadow casting in q3map
+#define SURF_NODLIGHT 0x20000 // don't dlight even if solid (solid lava, skies)
+#define SURF_DUST 0x40000 // leave a dust trail when walking on this surface
/* ydnar flags */
-#define CONTENTS_OPAQUE 0x02
-#define CONTENTS_LIGHTGRID 0x04
+#define CONTENTS_OPAQUE 0x02
+#define CONTENTS_LIGHTGRID 0x04
-#define SURF_VERTEXLIT (SURF_POINTLIGHT | SURF_NOLIGHTMAP)
+#define SURF_VERTEXLIT ( SURF_POINTLIGHT | SURF_NOLIGHTMAP )
/* wolfenstein flags (collisions with valid q3a flags are noted) */
-#define CONTENTS_MISSILECLIP 0x80
-#define CONTENTS_ITEM 0x100
-#define CONTENTS_AI_NOSIGHT 0x1000
-#define CONTENTS_CLIPSHOT 0x2000
-#define CONTENTS_DONOTENTER_LARGE 0x400000 /* CONTENTS_BOTCLIP */
-
-#define SURF_CERAMIC 0x40 /* SURF_FLESH */
-#define SURF_METAL 0x1000 /* SURF_METALSTEPS */
-#define SURF_WOOD 0x40000 /* SURF_DUST */
-#define SURF_GRASS 0x80000
-#define SURF_GRAVEL 0x100000
-#define SURF_GLASS 0x200000
-#define SURF_SNOW 0x400000
-#define SURF_ROOF 0x800000
-#define SURF_RUBBLE 0x1000000
-#define SURF_CARPET 0x2000000
-#define SURF_MONSTERSLICK 0x4000000
-#define SURF_MONSLICK_W 0x8000000
-#define SURF_MONSLICK_N 0x10000000
-#define SURF_MONSLICK_E 0x20000000
-#define SURF_MONSLICK_S 0x40000000
-
-
+#define CONTENTS_MISSILECLIP 0x80
+#define CONTENTS_ITEM 0x100
+#define CONTENTS_AI_NOSIGHT 0x1000
+#define CONTENTS_CLIPSHOT 0x2000
+#define CONTENTS_DONOTENTER_LARGE 0x400000 /* CONTENTS_BOTCLIP */
+
+#define SURF_CERAMIC 0x40 /* SURF_FLESH */
+#define SURF_METAL 0x1000 /* SURF_METALSTEPS */
+#define SURF_WOOD 0x40000 /* SURF_DUST */
+#define SURF_GRASS 0x80000
+#define SURF_GRAVEL 0x100000
+#define SURF_GLASS 0x200000
+#define SURF_SNOW 0x400000
+#define SURF_ROOF 0x800000
+#define SURF_RUBBLE 0x1000000
+#define SURF_CARPET 0x2000000
+#define SURF_MONSTERSLICK 0x4000000
+#define SURF_MONSLICK_W 0x8000000
+#define SURF_MONSLICK_N 0x10000000
+#define SURF_MONSLICK_E 0x20000000
+#define SURF_MONSLICK_S 0x40000000