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authortma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-10-26 19:45:21 +0000
committertma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-10-26 19:45:21 +0000
commit67ee0c38c4fcc70e4610109d2c15023d4b7f23c0 (patch)
treed3deabaabd2cc0576319f2c5b6cedf58b27f58a5 /code/game/surfaceflags.h
parent8f89b366836fc69170e1c03d1b640caddd9ea33e (diff)
downloadioquake3-aero-67ee0c38c4fcc70e4610109d2c15023d4b7f23c0.tar.gz
ioquake3-aero-67ee0c38c4fcc70e4610109d2c15023d4b7f23c0.zip
* Moved various source files from their mod sdk locations to places more
appropriate for open source Q3 * This patch looks bigger than it really is, however it will probably break the VC and OS X builds (easy to fix though) git-svn-id: svn://svn.icculus.org/quake3/trunk@181 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/game/surfaceflags.h')
-rw-r--r--code/game/surfaceflags.h80
1 files changed, 0 insertions, 80 deletions
diff --git a/code/game/surfaceflags.h b/code/game/surfaceflags.h
deleted file mode 100644
index 92e28d2..0000000
--- a/code/game/surfaceflags.h
+++ /dev/null
@@ -1,80 +0,0 @@
-/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code 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.
-
-Quake III Arena source code 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 Foobar; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-//
-// This file must be identical in the quake and utils directories
-
-// contents flags are seperate bits
-// a given brush can contribute multiple content bits
-
-// 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_NOTTEAM1 0x0080
-#define CONTENTS_NOTTEAM2 0x0100
-#define CONTENTS_NOBOTCLIP 0x0200
-
-#define CONTENTS_AREAPORTAL 0x8000
-
-#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_MOVER 0x800000
-
-#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