Update bsp flags to reflect changes in engine

Changes where acquired from Squirrel script constants initialization.
This commit is contained in:
Kawe Mazidjatari 2023-01-21 16:40:32 +01:00
parent 9903ed2597
commit aa22460924

View File

@ -29,23 +29,19 @@
#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_WINDOW_NOCOLLIDE 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 CONTENTS_OPAQUE
#define ALL_VISIBLE_CONTENTS (LAST_VISIBLE_CONTENTS | (LAST_VISIBLE_CONTENTS-1))
#define CONTENTS_TESTFOGVOLUME 0x100
#define CONTENTS_UNUSED 0x200
#define CONTENTS_PHYSICSCLIP 0x200
// unused
// NOTE: If it's visible, grab from the top + update LAST_VISIBLE_CONTENTS
// if not visible, then grab from the bottom.
// CONTENTS_OPAQUE + SURF_NODRAW count as CONTENTS_OPAQUE (shadow-casting toolsblocklight textures)
#define CONTENTS_BLOCKLIGHT 0x400
#define CONTENTS_SOUNDTRIGGER 0x400
#define CONTENTS_TEAM1 0x800 // per team contents used to differentiate collisions
#define CONTENTS_TEAM2 0x1000 // between players and objects on different teams
#define CONTENTS_NOGRAPPLE 0x800 // no grapples
#define CONTENTS_OCCLUDESOUND 0x1000 // occlude sounds
// ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW
#define CONTENTS_IGNORE_NODRAW_OPAQUE 0x2000
@ -54,25 +50,25 @@
#define CONTENTS_MOVEABLE 0x4000
// remaining contents are non-visible, and don't eat brushes
#define CONTENTS_AREAPORTAL 0x8000
#define CONTENTS_TEST_SOLID_BODY_SHOT 0x8000
#define CONTENTS_PLAYERCLIP 0x10000
#define CONTENTS_MONSTERCLIP 0x20000
#define CONTENTS_BRUSH_PAINT 0x40000
#define CONTENTS_GRENADECLIP 0x80000
#define CONTENTS_UNUSED2 0x100000
#define CONTENTS_UNUSED3 0x200000
#define CONTENTS_UNUSED4 0x400000
#define CONTENTS_UNUSED5 0x800000
#define CONTENTS_OPERATOR_FLOOR 0x40000
#define CONTENTS_BLOCKLOS 0x80000
#define CONTENTS_NOCLIMB 0x100000
#define CONTENTS_TITANCLIP 0x200000
#define CONTENTS_BULLETCLIP 0x400000
#define CONTENTS_OPERATORCLIP 0x800000
#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
#define CONTENTS_NOAIRDROP 0x1000000 // no air drops
#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_BLOCK_PING 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