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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/public/bspflags.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/public/bspflags.h')
| -rw-r--r-- | sp/src/public/bspflags.h | 298 |
1 files changed, 149 insertions, 149 deletions
diff --git a/sp/src/public/bspflags.h b/sp/src/public/bspflags.h index a4ef63d6..01070abe 100644 --- a/sp/src/public/bspflags.h +++ b/sp/src/public/bspflags.h @@ -1,149 +1,149 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $Workfile: $
-// $Date: $
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef BSPFLAGS_H
-#define BSPFLAGS_H
-
-#ifdef _WIN32
-#pragma once
-#endif
-
-// contents flags are seperate bits
-// a given brush can contribute multiple content bits
-// multiple brushes can be in a single leaf
-
-// these definitions also need to be in q_shared.h!
-
-// lower bits are stronger, and will eat weaker brushes completely
-#define CONTENTS_EMPTY 0 // No contents
-
-#define CONTENTS_SOLID 0x1 // an eye is never valid in a solid
-#define CONTENTS_WINDOW 0x2 // translucent, but not watery (glass)
-#define CONTENTS_AUX 0x4
-#define CONTENTS_GRATE 0x8 // alpha-tested "grate" textures. Bullets/sight pass through, but solids don't
-#define CONTENTS_SLIME 0x10
-#define CONTENTS_WATER 0x20
-#define CONTENTS_BLOCKLOS 0x40 // block AI line of sight
-#define CONTENTS_OPAQUE 0x80 // things that cannot be seen through (may be non-solid though)
-#define LAST_VISIBLE_CONTENTS 0x80
-
-#define ALL_VISIBLE_CONTENTS (LAST_VISIBLE_CONTENTS | (LAST_VISIBLE_CONTENTS-1))
-
-#define CONTENTS_TESTFOGVOLUME 0x100
-#define CONTENTS_UNUSED 0x200
-
-// unused
-// NOTE: If it's visible, grab from the top + update LAST_VISIBLE_CONTENTS
-// if not visible, then grab from the bottom.
-#define CONTENTS_UNUSED6 0x400
-
-#define CONTENTS_TEAM1 0x800 // per team contents used to differentiate collisions
-#define CONTENTS_TEAM2 0x1000 // between players and objects on different teams
-
-// ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW
-#define CONTENTS_IGNORE_NODRAW_OPAQUE 0x2000
-
-// hits entities which are MOVETYPE_PUSH (doors, plats, etc.)
-#define CONTENTS_MOVEABLE 0x4000
-
-// remaining contents are non-visible, and don't eat brushes
-#define CONTENTS_AREAPORTAL 0x8000
-
-#define CONTENTS_PLAYERCLIP 0x10000
-#define CONTENTS_MONSTERCLIP 0x20000
-
-// currents can be added to any other contents, and may be mixed
-#define CONTENTS_CURRENT_0 0x40000
-#define CONTENTS_CURRENT_90 0x80000
-#define CONTENTS_CURRENT_180 0x100000
-#define CONTENTS_CURRENT_270 0x200000
-#define CONTENTS_CURRENT_UP 0x400000
-#define CONTENTS_CURRENT_DOWN 0x800000
-
-#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
-
-#define CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
-#define CONTENTS_DEBRIS 0x4000000
-#define CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
-#define CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
-#define CONTENTS_LADDER 0x20000000
-#define CONTENTS_HITBOX 0x40000000 // use accurate hitboxes on trace
-
-
-// NOTE: These are stored in a short in the engine now. Don't use more than 16 bits
-#define SURF_LIGHT 0x0001 // value will hold the light strength
-#define SURF_SKY2D 0x0002 // don't draw, indicates we should skylight + draw 2d sky but not draw the 3D skybox
-#define SURF_SKY 0x0004 // don't draw, but add to skybox
-#define SURF_WARP 0x0008 // turbulent water warp
-#define SURF_TRANS 0x0010
-#define SURF_NOPORTAL 0x0020 // the surface can not have a portal placed on it
-#define SURF_TRIGGER 0x0040 // FIXME: This is an xbox hack to work around elimination of trigger surfaces, which breaks occluders
-#define SURF_NODRAW 0x0080 // don't bother referencing the texture
-
-#define SURF_HINT 0x0100 // make a primary bsp splitter
-
-#define SURF_SKIP 0x0200 // completely ignore, allowing non-closed brushes
-#define SURF_NOLIGHT 0x0400 // Don't calculate light
-#define SURF_BUMPLIGHT 0x0800 // calculate three lightmaps for the surface for bumpmapping
-#define SURF_NOSHADOWS 0x1000 // Don't receive shadows
-#define SURF_NODECALS 0x2000 // Don't receive decals
-#define SURF_NOCHOP 0x4000 // Don't subdivide patches on this surface
-#define SURF_HITBOX 0x8000 // surface is part of a hitbox
-
-
-
-// -----------------------------------------------------
-// spatial content masks - used for spatial queries (traceline,etc.)
-// -----------------------------------------------------
-#define MASK_ALL (0xFFFFFFFF)
-// everything that is normally solid
-#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)
-// everything that blocks player movement
-#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)
-// blocks npc movement
-#define MASK_NPCSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)
-// water physics in these contents
-#define MASK_WATER (CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME)
-// everything that blocks lighting
-#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE)
-// everything that blocks lighting, but with monsters added.
-#define MASK_OPAQUE_AND_NPCS (MASK_OPAQUE|CONTENTS_MONSTER)
-// everything that blocks line of sight for AI
-#define MASK_BLOCKLOS (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_BLOCKLOS)
-// everything that blocks line of sight for AI plus NPCs
-#define MASK_BLOCKLOS_AND_NPCS (MASK_BLOCKLOS|CONTENTS_MONSTER)
-// everything that blocks line of sight for players
-#define MASK_VISIBLE (MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE)
-// everything that blocks line of sight for players, but with monsters added.
-#define MASK_VISIBLE_AND_NPCS (MASK_OPAQUE_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE)
-// bullets see these as solid
-#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX)
-// non-raycasted weapons see this as solid (includes grates)
-#define MASK_SHOT_HULL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_GRATE)
-// hits solids (not grates) and passes through everything else
-#define MASK_SHOT_PORTAL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER)
-// everything normally solid, except monsters (world+brush only)
-#define MASK_SOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE)
-// everything normally solid for player movement, except monsters (world+brush only)
-#define MASK_PLAYERSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_PLAYERCLIP|CONTENTS_GRATE)
-// everything normally solid for npc movement, except monsters (world+brush only)
-#define MASK_NPCSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE)
-// just the world, used for route rebuilding
-#define MASK_NPCWORLDSTATIC (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE)
-// These are things that can split areaportals
-#define MASK_SPLITAREAPORTAL (CONTENTS_WATER|CONTENTS_SLIME)
-
-// UNDONE: This is untested, any moving water
-#define MASK_CURRENT (CONTENTS_CURRENT_0|CONTENTS_CURRENT_90|CONTENTS_CURRENT_180|CONTENTS_CURRENT_270|CONTENTS_CURRENT_UP|CONTENTS_CURRENT_DOWN)
-
-// everything that blocks corpse movement
-// UNDONE: Not used yet / may be deleted
-#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_GRATE)
-
-#endif // BSPFLAGS_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Workfile: $ +// $Date: $ +// $NoKeywords: $ +//=============================================================================// + +#ifndef BSPFLAGS_H +#define BSPFLAGS_H + +#ifdef _WIN32 +#pragma once +#endif + +// contents flags are seperate bits +// a given brush can contribute multiple content bits +// multiple brushes can be in a single leaf + +// these definitions also need to be in q_shared.h! + +// lower bits are stronger, and will eat weaker brushes completely +#define CONTENTS_EMPTY 0 // No contents + +#define CONTENTS_SOLID 0x1 // an eye is never valid in a solid +#define CONTENTS_WINDOW 0x2 // translucent, but not watery (glass) +#define CONTENTS_AUX 0x4 +#define CONTENTS_GRATE 0x8 // alpha-tested "grate" textures. Bullets/sight pass through, but solids don't +#define CONTENTS_SLIME 0x10 +#define CONTENTS_WATER 0x20 +#define CONTENTS_BLOCKLOS 0x40 // block AI line of sight +#define CONTENTS_OPAQUE 0x80 // things that cannot be seen through (may be non-solid though) +#define LAST_VISIBLE_CONTENTS 0x80 + +#define ALL_VISIBLE_CONTENTS (LAST_VISIBLE_CONTENTS | (LAST_VISIBLE_CONTENTS-1)) + +#define CONTENTS_TESTFOGVOLUME 0x100 +#define CONTENTS_UNUSED 0x200 + +// unused +// NOTE: If it's visible, grab from the top + update LAST_VISIBLE_CONTENTS +// if not visible, then grab from the bottom. +#define CONTENTS_UNUSED6 0x400 + +#define CONTENTS_TEAM1 0x800 // per team contents used to differentiate collisions +#define CONTENTS_TEAM2 0x1000 // between players and objects on different teams + +// ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW +#define CONTENTS_IGNORE_NODRAW_OPAQUE 0x2000 + +// hits entities which are MOVETYPE_PUSH (doors, plats, etc.) +#define CONTENTS_MOVEABLE 0x4000 + +// remaining contents are non-visible, and don't eat brushes +#define CONTENTS_AREAPORTAL 0x8000 + +#define CONTENTS_PLAYERCLIP 0x10000 +#define CONTENTS_MONSTERCLIP 0x20000 + +// currents can be added to any other contents, and may be mixed +#define CONTENTS_CURRENT_0 0x40000 +#define CONTENTS_CURRENT_90 0x80000 +#define CONTENTS_CURRENT_180 0x100000 +#define CONTENTS_CURRENT_270 0x200000 +#define CONTENTS_CURRENT_UP 0x400000 +#define CONTENTS_CURRENT_DOWN 0x800000 + +#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity + +#define CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game +#define CONTENTS_DEBRIS 0x4000000 +#define CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs +#define CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans +#define CONTENTS_LADDER 0x20000000 +#define CONTENTS_HITBOX 0x40000000 // use accurate hitboxes on trace + + +// NOTE: These are stored in a short in the engine now. Don't use more than 16 bits +#define SURF_LIGHT 0x0001 // value will hold the light strength +#define SURF_SKY2D 0x0002 // don't draw, indicates we should skylight + draw 2d sky but not draw the 3D skybox +#define SURF_SKY 0x0004 // don't draw, but add to skybox +#define SURF_WARP 0x0008 // turbulent water warp +#define SURF_TRANS 0x0010 +#define SURF_NOPORTAL 0x0020 // the surface can not have a portal placed on it +#define SURF_TRIGGER 0x0040 // FIXME: This is an xbox hack to work around elimination of trigger surfaces, which breaks occluders +#define SURF_NODRAW 0x0080 // don't bother referencing the texture + +#define SURF_HINT 0x0100 // make a primary bsp splitter + +#define SURF_SKIP 0x0200 // completely ignore, allowing non-closed brushes +#define SURF_NOLIGHT 0x0400 // Don't calculate light +#define SURF_BUMPLIGHT 0x0800 // calculate three lightmaps for the surface for bumpmapping +#define SURF_NOSHADOWS 0x1000 // Don't receive shadows +#define SURF_NODECALS 0x2000 // Don't receive decals +#define SURF_NOCHOP 0x4000 // Don't subdivide patches on this surface +#define SURF_HITBOX 0x8000 // surface is part of a hitbox + + + +// ----------------------------------------------------- +// spatial content masks - used for spatial queries (traceline,etc.) +// ----------------------------------------------------- +#define MASK_ALL (0xFFFFFFFF) +// everything that is normally solid +#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) +// everything that blocks player movement +#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) +// blocks npc movement +#define MASK_NPCSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) +// water physics in these contents +#define MASK_WATER (CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME) +// everything that blocks lighting +#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE) +// everything that blocks lighting, but with monsters added. +#define MASK_OPAQUE_AND_NPCS (MASK_OPAQUE|CONTENTS_MONSTER) +// everything that blocks line of sight for AI +#define MASK_BLOCKLOS (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_BLOCKLOS) +// everything that blocks line of sight for AI plus NPCs +#define MASK_BLOCKLOS_AND_NPCS (MASK_BLOCKLOS|CONTENTS_MONSTER) +// everything that blocks line of sight for players +#define MASK_VISIBLE (MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE) +// everything that blocks line of sight for players, but with monsters added. +#define MASK_VISIBLE_AND_NPCS (MASK_OPAQUE_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE) +// bullets see these as solid +#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX) +// non-raycasted weapons see this as solid (includes grates) +#define MASK_SHOT_HULL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_GRATE) +// hits solids (not grates) and passes through everything else +#define MASK_SHOT_PORTAL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER) +// everything normally solid, except monsters (world+brush only) +#define MASK_SOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE) +// everything normally solid for player movement, except monsters (world+brush only) +#define MASK_PLAYERSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_PLAYERCLIP|CONTENTS_GRATE) +// everything normally solid for npc movement, except monsters (world+brush only) +#define MASK_NPCSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) +// just the world, used for route rebuilding +#define MASK_NPCWORLDSTATIC (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) +// These are things that can split areaportals +#define MASK_SPLITAREAPORTAL (CONTENTS_WATER|CONTENTS_SLIME) + +// UNDONE: This is untested, any moving water +#define MASK_CURRENT (CONTENTS_CURRENT_0|CONTENTS_CURRENT_90|CONTENTS_CURRENT_180|CONTENTS_CURRENT_270|CONTENTS_CURRENT_UP|CONTENTS_CURRENT_DOWN) + +// everything that blocks corpse movement +// UNDONE: Not used yet / may be deleted +#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_GRATE) + +#endif // BSPFLAGS_H |