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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /sp/src/public/gamebspfile.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/public/gamebspfile.h')
-rw-r--r--sp/src/public/gamebspfile.h440
1 files changed, 220 insertions, 220 deletions
diff --git a/sp/src/public/gamebspfile.h b/sp/src/public/gamebspfile.h
index 786e0671..f8029bae 100644
--- a/sp/src/public/gamebspfile.h
+++ b/sp/src/public/gamebspfile.h
@@ -1,220 +1,220 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Defines game-specific data
-//
-// $Revision: $
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef GAMEBSPFILE_H
-#define GAMEBSPFILE_H
-
-#ifdef _WIN32
-#pragma once
-#endif
-
-
-#include "mathlib/vector.h"
-#include "basetypes.h"
-
-
-//-----------------------------------------------------------------------------
-// This enumerations defines all the four-CC codes for the client lump names
-//-----------------------------------------------------------------------------
-// TODO: We may have some endian considerations here!
-#define GAMELUMP_MAKE_CODE(a, b, c, d) ((a) << 24 | (b) << 16 | (c) << 8 | (d) << 0)
-enum
-{
- GAMELUMP_DETAIL_PROPS = GAMELUMP_MAKE_CODE('d', 'p', 'r', 'p'),
- GAMELUMP_DETAIL_PROP_LIGHTING = GAMELUMP_MAKE_CODE('d', 'p', 'l', 't'),
- GAMELUMP_STATIC_PROPS = GAMELUMP_MAKE_CODE('s', 'p', 'r', 'p'),
- GAMELUMP_DETAIL_PROP_LIGHTING_HDR = GAMELUMP_MAKE_CODE('d', 'p', 'l', 'h'),
-};
-
-// Versions...
-enum
-{
- GAMELUMP_DETAIL_PROPS_VERSION = 4,
- GAMELUMP_DETAIL_PROP_LIGHTING_VERSION = 0,
- GAMELUMP_STATIC_PROPS_VERSION = 6,
- GAMELUMP_STATIC_PROP_LIGHTING_VERSION = 0,
- GAMELUMP_DETAIL_PROP_LIGHTING_HDR_VERSION = 0,
-};
-
-
-//-----------------------------------------------------------------------------
-// This is the data associated with the GAMELUMP_DETAIL_PROPS lump
-//-----------------------------------------------------------------------------
-#define DETAIL_NAME_LENGTH 128
-
-enum DetailPropOrientation_t
-{
- DETAIL_PROP_ORIENT_NORMAL = 0,
- DETAIL_PROP_ORIENT_SCREEN_ALIGNED,
- DETAIL_PROP_ORIENT_SCREEN_ALIGNED_VERTICAL,
-};
-
-// NOTE: If DetailPropType_t enum changes, change CDetailModel::QuadsToDraw
-// in detailobjectsystem.cpp
-enum DetailPropType_t
-{
- DETAIL_PROP_TYPE_MODEL = 0,
- DETAIL_PROP_TYPE_SPRITE,
- DETAIL_PROP_TYPE_SHAPE_CROSS,
- DETAIL_PROP_TYPE_SHAPE_TRI,
-};
-
-//-----------------------------------------------------------------------------
-// Model index when using studiomdls for detail props
-//-----------------------------------------------------------------------------
-struct DetailObjectDictLump_t
-{
- DECLARE_BYTESWAP_DATADESC();
- char m_Name[DETAIL_NAME_LENGTH]; // model name
-};
-
-//-----------------------------------------------------------------------------
-// Information about the sprite to render
-//-----------------------------------------------------------------------------
-struct DetailSpriteDictLump_t
-{
- DECLARE_BYTESWAP_DATADESC();
- // NOTE: All detail prop sprites must lie in the material detail/detailsprites
- Vector2D m_UL; // Coordinate of upper left
- Vector2D m_LR; // Coordinate of lower right
- Vector2D m_TexUL; // Texcoords of upper left
- Vector2D m_TexLR; // Texcoords of lower left
-};
-
-struct DetailObjectLump_t
-{
- DECLARE_BYTESWAP_DATADESC();
- Vector m_Origin;
- QAngle m_Angles;
- unsigned short m_DetailModel; // either index into DetailObjectDictLump_t or DetailPropSpriteLump_t
- unsigned short m_Leaf;
- ColorRGBExp32 m_Lighting;
- unsigned int m_LightStyles;
- unsigned char m_LightStyleCount;
- unsigned char m_SwayAmount; // how much do the details sway
- unsigned char m_ShapeAngle; // angle param for shaped sprites
- unsigned char m_ShapeSize; // size param for shaped sprites
- unsigned char m_Orientation; // See DetailPropOrientation_t
- unsigned char m_Padding2[3]; // FIXME: Remove when we rev the detail lump again..
- unsigned char m_Type; // See DetailPropType_t
- unsigned char m_Padding3[3]; // FIXME: Remove when we rev the detail lump again..
- float m_flScale; // For sprites only currently
-};
-
-//-----------------------------------------------------------------------------
-// This is the data associated with the GAMELUMP_DETAIL_PROP_LIGHTING lump
-//-----------------------------------------------------------------------------
-struct DetailPropLightstylesLump_t
-{
- DECLARE_BYTESWAP_DATADESC();
- ColorRGBExp32 m_Lighting;
- unsigned char m_Style;
-};
-
-//-----------------------------------------------------------------------------
-// This is the data associated with the GAMELUMP_STATIC_PROPS lump
-//-----------------------------------------------------------------------------
-enum
-{
- STATIC_PROP_NAME_LENGTH = 128,
-
- // Flags field
- // These are automatically computed
- STATIC_PROP_FLAG_FADES = 0x1,
- STATIC_PROP_USE_LIGHTING_ORIGIN = 0x2,
- STATIC_PROP_NO_DRAW = 0x4, // computed at run time based on dx level
-
- // These are set in WC
- STATIC_PROP_IGNORE_NORMALS = 0x8,
- STATIC_PROP_NO_SHADOW = 0x10,
- STATIC_PROP_SCREEN_SPACE_FADE = 0x20,
-
- STATIC_PROP_NO_PER_VERTEX_LIGHTING = 0x40, // in vrad, compute lighting at
- // lighting origin, not for each vertex
-
- STATIC_PROP_NO_SELF_SHADOWING = 0x80, // disable self shadowing in vrad
-
- STATIC_PROP_WC_MASK = 0xd8, // all flags settable in hammer (?)
-};
-
-struct StaticPropDictLump_t
-{
- DECLARE_BYTESWAP_DATADESC();
- char m_Name[STATIC_PROP_NAME_LENGTH]; // model name
-};
-
-struct StaticPropLumpV4_t
-{
- DECLARE_BYTESWAP_DATADESC();
- Vector m_Origin;
- QAngle m_Angles;
- unsigned short m_PropType;
- unsigned short m_FirstLeaf;
- unsigned short m_LeafCount;
- unsigned char m_Solid;
- unsigned char m_Flags;
- int m_Skin;
- float m_FadeMinDist;
- float m_FadeMaxDist;
- Vector m_LightingOrigin;
-// int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump
-};
-
-struct StaticPropLumpV5_t
-{
- DECLARE_BYTESWAP_DATADESC();
- Vector m_Origin;
- QAngle m_Angles;
- unsigned short m_PropType;
- unsigned short m_FirstLeaf;
- unsigned short m_LeafCount;
- unsigned char m_Solid;
- unsigned char m_Flags;
- int m_Skin;
- float m_FadeMinDist;
- float m_FadeMaxDist;
- Vector m_LightingOrigin;
- float m_flForcedFadeScale;
-// int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump
-};
-
-struct StaticPropLump_t
-{
- DECLARE_BYTESWAP_DATADESC();
- Vector m_Origin;
- QAngle m_Angles;
- unsigned short m_PropType;
- unsigned short m_FirstLeaf;
- unsigned short m_LeafCount;
- unsigned char m_Solid;
- unsigned char m_Flags;
- int m_Skin;
- float m_FadeMinDist;
- float m_FadeMaxDist;
- Vector m_LightingOrigin;
- float m_flForcedFadeScale;
- unsigned short m_nMinDXLevel;
- unsigned short m_nMaxDXLevel;
- // int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump
-};
-
-struct StaticPropLeafLump_t
-{
- DECLARE_BYTESWAP_DATADESC();
- unsigned short m_Leaf;
-};
-
-//-----------------------------------------------------------------------------
-// This is the data associated with the GAMELUMP_STATIC_PROP_LIGHTING lump
-//-----------------------------------------------------------------------------
-struct StaticPropLightstylesLump_t
-{
- ColorRGBExp32 m_Lighting;
-};
-
-#endif // GAMEBSPFILE_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Defines game-specific data
+//
+// $Revision: $
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef GAMEBSPFILE_H
+#define GAMEBSPFILE_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "mathlib/vector.h"
+#include "basetypes.h"
+
+
+//-----------------------------------------------------------------------------
+// This enumerations defines all the four-CC codes for the client lump names
+//-----------------------------------------------------------------------------
+// TODO: We may have some endian considerations here!
+#define GAMELUMP_MAKE_CODE(a, b, c, d) ((a) << 24 | (b) << 16 | (c) << 8 | (d) << 0)
+enum
+{
+ GAMELUMP_DETAIL_PROPS = GAMELUMP_MAKE_CODE('d', 'p', 'r', 'p'),
+ GAMELUMP_DETAIL_PROP_LIGHTING = GAMELUMP_MAKE_CODE('d', 'p', 'l', 't'),
+ GAMELUMP_STATIC_PROPS = GAMELUMP_MAKE_CODE('s', 'p', 'r', 'p'),
+ GAMELUMP_DETAIL_PROP_LIGHTING_HDR = GAMELUMP_MAKE_CODE('d', 'p', 'l', 'h'),
+};
+
+// Versions...
+enum
+{
+ GAMELUMP_DETAIL_PROPS_VERSION = 4,
+ GAMELUMP_DETAIL_PROP_LIGHTING_VERSION = 0,
+ GAMELUMP_STATIC_PROPS_VERSION = 6,
+ GAMELUMP_STATIC_PROP_LIGHTING_VERSION = 0,
+ GAMELUMP_DETAIL_PROP_LIGHTING_HDR_VERSION = 0,
+};
+
+
+//-----------------------------------------------------------------------------
+// This is the data associated with the GAMELUMP_DETAIL_PROPS lump
+//-----------------------------------------------------------------------------
+#define DETAIL_NAME_LENGTH 128
+
+enum DetailPropOrientation_t
+{
+ DETAIL_PROP_ORIENT_NORMAL = 0,
+ DETAIL_PROP_ORIENT_SCREEN_ALIGNED,
+ DETAIL_PROP_ORIENT_SCREEN_ALIGNED_VERTICAL,
+};
+
+// NOTE: If DetailPropType_t enum changes, change CDetailModel::QuadsToDraw
+// in detailobjectsystem.cpp
+enum DetailPropType_t
+{
+ DETAIL_PROP_TYPE_MODEL = 0,
+ DETAIL_PROP_TYPE_SPRITE,
+ DETAIL_PROP_TYPE_SHAPE_CROSS,
+ DETAIL_PROP_TYPE_SHAPE_TRI,
+};
+
+//-----------------------------------------------------------------------------
+// Model index when using studiomdls for detail props
+//-----------------------------------------------------------------------------
+struct DetailObjectDictLump_t
+{
+ DECLARE_BYTESWAP_DATADESC();
+ char m_Name[DETAIL_NAME_LENGTH]; // model name
+};
+
+//-----------------------------------------------------------------------------
+// Information about the sprite to render
+//-----------------------------------------------------------------------------
+struct DetailSpriteDictLump_t
+{
+ DECLARE_BYTESWAP_DATADESC();
+ // NOTE: All detail prop sprites must lie in the material detail/detailsprites
+ Vector2D m_UL; // Coordinate of upper left
+ Vector2D m_LR; // Coordinate of lower right
+ Vector2D m_TexUL; // Texcoords of upper left
+ Vector2D m_TexLR; // Texcoords of lower left
+};
+
+struct DetailObjectLump_t
+{
+ DECLARE_BYTESWAP_DATADESC();
+ Vector m_Origin;
+ QAngle m_Angles;
+ unsigned short m_DetailModel; // either index into DetailObjectDictLump_t or DetailPropSpriteLump_t
+ unsigned short m_Leaf;
+ ColorRGBExp32 m_Lighting;
+ unsigned int m_LightStyles;
+ unsigned char m_LightStyleCount;
+ unsigned char m_SwayAmount; // how much do the details sway
+ unsigned char m_ShapeAngle; // angle param for shaped sprites
+ unsigned char m_ShapeSize; // size param for shaped sprites
+ unsigned char m_Orientation; // See DetailPropOrientation_t
+ unsigned char m_Padding2[3]; // FIXME: Remove when we rev the detail lump again..
+ unsigned char m_Type; // See DetailPropType_t
+ unsigned char m_Padding3[3]; // FIXME: Remove when we rev the detail lump again..
+ float m_flScale; // For sprites only currently
+};
+
+//-----------------------------------------------------------------------------
+// This is the data associated with the GAMELUMP_DETAIL_PROP_LIGHTING lump
+//-----------------------------------------------------------------------------
+struct DetailPropLightstylesLump_t
+{
+ DECLARE_BYTESWAP_DATADESC();
+ ColorRGBExp32 m_Lighting;
+ unsigned char m_Style;
+};
+
+//-----------------------------------------------------------------------------
+// This is the data associated with the GAMELUMP_STATIC_PROPS lump
+//-----------------------------------------------------------------------------
+enum
+{
+ STATIC_PROP_NAME_LENGTH = 128,
+
+ // Flags field
+ // These are automatically computed
+ STATIC_PROP_FLAG_FADES = 0x1,
+ STATIC_PROP_USE_LIGHTING_ORIGIN = 0x2,
+ STATIC_PROP_NO_DRAW = 0x4, // computed at run time based on dx level
+
+ // These are set in WC
+ STATIC_PROP_IGNORE_NORMALS = 0x8,
+ STATIC_PROP_NO_SHADOW = 0x10,
+ STATIC_PROP_SCREEN_SPACE_FADE = 0x20,
+
+ STATIC_PROP_NO_PER_VERTEX_LIGHTING = 0x40, // in vrad, compute lighting at
+ // lighting origin, not for each vertex
+
+ STATIC_PROP_NO_SELF_SHADOWING = 0x80, // disable self shadowing in vrad
+
+ STATIC_PROP_WC_MASK = 0xd8, // all flags settable in hammer (?)
+};
+
+struct StaticPropDictLump_t
+{
+ DECLARE_BYTESWAP_DATADESC();
+ char m_Name[STATIC_PROP_NAME_LENGTH]; // model name
+};
+
+struct StaticPropLumpV4_t
+{
+ DECLARE_BYTESWAP_DATADESC();
+ Vector m_Origin;
+ QAngle m_Angles;
+ unsigned short m_PropType;
+ unsigned short m_FirstLeaf;
+ unsigned short m_LeafCount;
+ unsigned char m_Solid;
+ unsigned char m_Flags;
+ int m_Skin;
+ float m_FadeMinDist;
+ float m_FadeMaxDist;
+ Vector m_LightingOrigin;
+// int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump
+};
+
+struct StaticPropLumpV5_t
+{
+ DECLARE_BYTESWAP_DATADESC();
+ Vector m_Origin;
+ QAngle m_Angles;
+ unsigned short m_PropType;
+ unsigned short m_FirstLeaf;
+ unsigned short m_LeafCount;
+ unsigned char m_Solid;
+ unsigned char m_Flags;
+ int m_Skin;
+ float m_FadeMinDist;
+ float m_FadeMaxDist;
+ Vector m_LightingOrigin;
+ float m_flForcedFadeScale;
+// int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump
+};
+
+struct StaticPropLump_t
+{
+ DECLARE_BYTESWAP_DATADESC();
+ Vector m_Origin;
+ QAngle m_Angles;
+ unsigned short m_PropType;
+ unsigned short m_FirstLeaf;
+ unsigned short m_LeafCount;
+ unsigned char m_Solid;
+ unsigned char m_Flags;
+ int m_Skin;
+ float m_FadeMinDist;
+ float m_FadeMaxDist;
+ Vector m_LightingOrigin;
+ float m_flForcedFadeScale;
+ unsigned short m_nMinDXLevel;
+ unsigned short m_nMaxDXLevel;
+ // int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump
+};
+
+struct StaticPropLeafLump_t
+{
+ DECLARE_BYTESWAP_DATADESC();
+ unsigned short m_Leaf;
+};
+
+//-----------------------------------------------------------------------------
+// This is the data associated with the GAMELUMP_STATIC_PROP_LIGHTING lump
+//-----------------------------------------------------------------------------
+struct StaticPropLightstylesLump_t
+{
+ ColorRGBExp32 m_Lighting;
+};
+
+#endif // GAMEBSPFILE_H