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Diffstat (limited to 'mp/src/public/bspflags.h')
| -rw-r--r-- | mp/src/public/bspflags.h | 149 |
1 files changed, 149 insertions, 0 deletions
diff --git a/mp/src/public/bspflags.h b/mp/src/public/bspflags.h new file mode 100644 index 00000000..a4ef63d6 --- /dev/null +++ b/mp/src/public/bspflags.h @@ -0,0 +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
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