-/*\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 */
+ qfalse, /* wolf lighting model? */
+ qtrue, /* flares */
+ "gfx/misc/lens_flare", /* default flare shader */
+ "RBSP", /* bsp file prefix */
+ 1, /* bsp file version */
+ 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