//========= Copyright © 1996-2005, 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 CONTENTS_OPAQUE #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. // CONTENTS_OPAQUE + SURF_NODRAW count as CONTENTS_OPAQUE (shadow-casting toolsblocklight textures) #define CONTENTS_BLOCKLIGHT 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_NOPAINT SURF_NODECALS // the surface can not have paint placed on it #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) // blocks fluid movement #define MASK_NPCFLUID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER) // 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) // bullets see these as solid, except monsters (world+brush only) #define MASK_SHOT_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_DEBRIS) // 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) // just the world, used for route rebuilding #define MASK_NPCWORLDSTATIC_FLUID (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP) // 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