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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/gamebspfile.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/gamebspfile.h')
| -rw-r--r-- | sp/src/public/gamebspfile.h | 440 |
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 |