flags

package
v0.1.2 Latest Latest
Warning

This package is not in the latest version of its module.

Go to latest
Published: Dec 22, 2018 License: Unlicense Imports: 0 Imported by: 0

Documentation

Index

Constants

View Source
const ALL_VISIBLE_CONTENTS = LAST_VISIBLE_CONTENTS | (LAST_VISIBLE_CONTENTS - 1)
View Source
const CONTENTS_AREAPORTAL = 0x8000

remaining contents are non-visible, and don't eat brushes

View Source
const CONTENTS_AUX = 0x4
View Source
const CONTENTS_BLOCKLOS = 0x40 // block AI line of sight
View Source
const CONTENTS_CURRENT_0 = 0x40000

currents can be added to any other contents, and may be mixed

View Source
const CONTENTS_CURRENT_180 = 0x100000
View Source
const CONTENTS_CURRENT_270 = 0x200000
View Source
const CONTENTS_CURRENT_90 = 0x80000
View Source
const CONTENTS_CURRENT_DOWN = 0x800000
View Source
const CONTENTS_CURRENT_UP = 0x400000
View Source
const CONTENTS_DEBRIS = 0x4000000
View Source
const CONTENTS_DETAIL = 0x8000000 // brushes to be added after vis leafs
View Source
const CONTENTS_EMPTY = 0 // No contents
View Source
const CONTENTS_GRATE = 0x8 // alpha-tested "grate" textures.  Bullets/sight pass through, but solids don't
View Source
const CONTENTS_HITBOX = 0x40000000 // use accurate hitboxes on trace
View Source
const CONTENTS_IGNORE_NODRAW_OPAQUE = 0x2000

ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW

View Source
const CONTENTS_LADDER = 0x20000000
View Source
const CONTENTS_MONSTER = 0x2000000 // should never be on a brush, only in game
View Source
const CONTENTS_MONSTERCLIP = 0x20000
View Source
const CONTENTS_MOVEABLE = 0x4000

hits entities which are MOVETYPE_PUSH (doors, plats, etc.)

View Source
const CONTENTS_OPAQUE = 0x80 // things that cannot be seen through (may be non-solid though)
View Source
const CONTENTS_ORIGIN = 0x1000000 // removed before bsping an entity
View Source
const CONTENTS_PLAYERCLIP = 0x10000
View Source
const CONTENTS_SLIME = 0x10
View Source
const CONTENTS_SOLID = 0x1 // an eye is never valid in a solid
View Source
const CONTENTS_TEAM1 = 0x800 // per team contents used to differentiate collisions
View Source
const CONTENTS_TEAM2 = 0x1000 // between players and objects on different teams
View Source
const CONTENTS_TESTFOGVOLUME = 0x100
View Source
const CONTENTS_TRANSLUCENT = 0x10000000 // auto set if any surface has trans
View Source
const CONTENTS_UNUSED = 0x200
View Source
const CONTENTS_UNUSED6 = 0x400

unused NOTE: If it's visible, grab from the top + update LAST_VISIBLE_CONTENTS if not visible, then grab from the bottom.

View Source
const CONTENTS_WATER = 0x20
View Source
const CONTENTS_WINDOW = 0x2 // translucent, but not watery (glass)
View Source
const LAST_VISIBLE_CONTENTS = 0x80
View Source
const MASK_ALL = (0xFFFFFFFF)

----------------------------------------------------- spatial content masks - used for spatial queries (traceline,etc.) -----------------------------------------------------

everything that blocks line of sight for AI

View Source
const MASK_BLOCKLOS_AND_NPCS = (MASK_BLOCKLOS | CONTENTS_MONSTER)

everything that blocks line of sight for AI plus NPCs

UNDONE: This is untested, any moving water

everything that blocks corpse movement UNDONE: Not used yet / may be deleted

blocks npc movement

everything normally solid for npc movement, except monsters (world+brush only)

just the world, used for route rebuilding

everything that blocks lighting

View Source
const MASK_OPAQUE_AND_NPCS = (MASK_OPAQUE | CONTENTS_MONSTER)

everything that blocks lighting, but with monsters added.

everything that blocks player movement

everything normally solid for player movement, except monsters (world+brush only)

bullets see these as solid

non-raycasted weapons see this as solid (includes grates)

hits solids (not grates) and passes through everything else

everything that is normally solid

everything normally solid, except monsters (world+brush only)

View Source
const MASK_SPLITAREAPORTAL = (CONTENTS_WATER | CONTENTS_SLIME)

These are things that can split areaportals

everything that blocks line of sight for players

everything that blocks line of sight for players, but with monsters added.

water physics in these contents

View Source
const SURF_BUMPLIGHT = 0x0800 // calculate three lightmaps for the surface for bumpmapping
View Source
const SURF_HINT = 0x0100 // make a primary bsp splitter
View Source
const SURF_HITBOX = 0x8000 // surface is part of a hitbox
View Source
const SURF_LIGHT = 0x0001 // value will hold the light strength

NOTE: These are stored in a short in the engine now. Don't use more than 16 bits

View Source
const SURF_NOCHOP = 0x4000 // Don't subdivide patches on this surface
View Source
const SURF_NODECALS = 0x2000 // Don't receive decals
View Source
const SURF_NODRAW = 0x0080 // don't bother referencing the texture
View Source
const SURF_NOLIGHT = 0x0400 // Don't calculate light
View Source
const SURF_NOPORTAL = 0x0020 // the surface can not have a portal placed on it
View Source
const SURF_NOSHADOWS = 0x1000 // Don't receive shadows
View Source
const SURF_SKIP = 0x0200 // completely ignore, allowing non-closed brushes
View Source
const SURF_SKY = 0x0004 // don't draw, but add to skybox
View Source
const SURF_SKY2D = 0x0002 // don't draw, indicates we should skylight + draw 2d sky but not draw the 3D skybox
View Source
const SURF_TRANS = 0x0010
View Source
const SURF_TRIGGER = 0x0040 // FIXME: This is an xbox hack to work around elimination of trigger surfaces, which breaks occluders
View Source
const SURF_WARP = 0x0008 // turbulent water warp

Variables

This section is empty.

Functions

This section is empty.

Types

This section is empty.

Jump to

Keyboard shortcuts

? : This menu
/ : Search site
f or F : Jump to
y or Y : Canonical URL