Go to the documentation of this file. 1 typedef unsigned char byte;
3 #define LUMP_ENTITIES 0
8 #define LUMP_LEAFSURFACES 5
9 #define LUMP_LEAFBRUSHES 6
11 #define LUMP_BRUSHES 8
12 #define LUMP_BRUSHSIDES 9
13 #define LUMP_DRAWVERTS 10
14 #define LUMP_DRAWINDEXES 11
16 #define LUMP_SURFACES 13
17 #define LUMP_LIGHTMAPS 14
18 #define LUMP_LIGHTGRID 15
19 #define LUMP_VISIBILITY 16
20 #define HEADER_LUMPS 17
23 #define SURF_NODAMAGE 0x1 // never give falling damage
24 #define SURF_SLICK 0x2 // effects game physics
25 #define SURF_SKY 0x4 // lighting from environment map
26 #define SURF_LADDER 0x8
27 #define SURF_NOIMPACT 0x10 // don't make missile explosions
28 #define SURF_NOMARKS 0x20 // don't leave missile marks
29 #define SURF_FLESH 0x40 // make flesh sounds and effects
30 #define SURF_NODRAW 0x80 // don't generate a drawsurface at all
31 #define SURF_HINT 0x100 // make a primary bsp splitter
32 #define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes
33 #define SURF_NOLIGHTMAP 0x400 // surface doesn't need a lightmap
34 #define SURF_POINTLIGHT 0x800 // generate lighting info at vertexes
35 #define SURF_METALSTEPS 0x1000 // clanking footsteps
36 #define SURF_NOSTEPS 0x2000 // no footstep sounds
37 #define SURF_NONSOLID 0x4000 // don't collide against curves with this set
38 #define SURF_LIGHTFILTER 0x8000 // act as a light filter during q3map -light
39 #define SURF_ALPHASHADOW 0x10000 // do per-pixel light shadow casting in q3map
40 #define SURF_NODLIGHT 0x20000 // don't dlight even if solid (solid lava, skies)
41 #define SURF_DUST 0x40000 // leave a dust trail when walking on this surface
44 #define CONTENTS_SOLID 1 // an eye is never valid in a solid
45 #define CONTENTS_LAVA 8
46 #define CONTENTS_SLIME 16
47 #define CONTENTS_WATER 32
48 #define CONTENTS_FOG 64
50 #define CONTENTS_NOTTEAM1 0x0080
51 #define CONTENTS_NOTTEAM2 0x0100
52 #define CONTENTS_NOBOTCLIP 0x0200
53 #define CONTENTS_AREAPORTAL 0x8000
54 #define CONTENTS_PLAYERCLIP 0x10000
55 #define CONTENTS_MONSTERCLIP 0x20000
57 #define CONTENTS_TELEPORTER 0x40000
58 #define CONTENTS_JUMPPAD 0x80000
59 #define CONTENTS_CLUSTERPORTAL 0x100000
60 #define CONTENTS_DONOTENTER 0x200000
61 #define CONTENTS_BOTCLIP 0x400000
62 #define CONTENTS_MOVER 0x800000
63 #define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
64 #define CONTENTS_BODY 0x2000000 // should never be on a brush, only in game
65 #define CONTENTS_CORPSE 0x4000000
66 #define CONTENTS_DETAIL 0x8000000 // brushes not used for the bsp
67 #define CONTENTS_STRUCTURAL 0x10000000 // brushes used for the bsp
68 #define CONTENTS_TRANSLUCENT 0x20000000 // don't consume surface fragments inside
69 #define CONTENTS_TRIGGER 0x40000000
70 #define CONTENTS_NODROP 0x80000000
151 char image[128][128][3];