From aa2246092431d184c4ad121185de3424f991058a Mon Sep 17 00:00:00 2001 From: Kawe Mazidjatari <48657826+Mauler125@users.noreply.github.com> Date: Sat, 21 Jan 2023 16:40:32 +0100 Subject: [PATCH] Update bsp flags to reflect changes in engine Changes where acquired from Squirrel script constants initialization. --- r5dev/public/bspflags.h | 32 ++++++++++++++------------------ 1 file changed, 14 insertions(+), 18 deletions(-) diff --git a/r5dev/public/bspflags.h b/r5dev/public/bspflags.h index 98fcea68..e9189f25 100644 --- a/r5dev/public/bspflags.h +++ b/r5dev/public/bspflags.h @@ -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