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126 lines
3.3 KiB
C
126 lines
3.3 KiB
C
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///////////////////////////////////////////////////////////////////////////////////////
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// nxflags.h - flag definitions that used to be in nxplugin
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//
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#ifndef __GFX_NXFLAGS_H
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#define __GFX_NXFLAGS_H
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// Face flags
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enum
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{
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mFD_SKATABLE = 0x00000001,
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mFD_NOT_SKATABLE = 0x00000002,
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mFD_WALL_RIDABLE = 0x00000004,
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mFD_VERT = 0x00000008,
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mFD_NON_COLLIDABLE = 0x00000010,
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mFD_DECAL = 0x00000020,
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mFD_TRIGGER = 0x00000040,
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mFD_CAMERA_COLLIDABLE = 0x00000080,
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mFD_NO_SKATER_SHADOW = 0x00000100,
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mFD_SKATER_SHADOW = 0x00000200,
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mFD_NO_SKATER_SHADOW_WALL=0x00000400,
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mFD_UNDER_OK = 0x00000800,
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mFD_INVISIBLE = 0x00001000,
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mFD_CASFACEFLAGSEXIST = 0x00002000,
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mFD_PASS_1_DISABLED = 0x00004000,
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mFD_PASS_2_ENABLED = 0x00008000,
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mFD_PASS_3_ENABLED = 0x00010000,
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mFD_PASS_4_ENABLED = 0x00020000,
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mFD_RENDER_SEPARATE = 0x00040000,
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mFD_LIGHTMAPPED = 0x00080000,
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mFD_NON_WALL_RIDABLE = 0x00100000,
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mFD_NON_CAMERA_COLLIDABLE = 0x00200000,
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mFD_EXPORT_COLLISION = 0x00400000,
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};
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// Object flags
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enum
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{
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mSD_INVISIBLE = 0x0001, // Invisible in primary viewport
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mSD_NON_COLLIDABLE = 0x0002,
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mSD_KILLED = 0x0004,
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mSD_DONT_FOG = 0x0008,
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mSD_ALWAYS_FACE = 0x0010,
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mSD_NO_SKATER_SHADOW = 0x0020, // This is set at runtime for sectors with every face flagged mFD_SKATER_SHADOW.
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mSD_INVISIBLE2 = 0x0040, // Invisible in secondary viewport (Mick)
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mSD_OCCLUDER = 0x0080, // Occluder (it's a single plane that hides stuff)
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mSD_CLONE = 0x8000, // Cloned collision object (Garrett)
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};
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// Material flags
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enum ETerrainType
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{
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// If you change any of these,
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// don't forget to change terrain.q
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// to match!
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vTERRAIN_DEFAULT,
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vTERRAIN_CONCSMOOTH,
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vTERRAIN_CONCROUGH,
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vTERRAIN_METALSMOOTH,
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vTERRAIN_METALROUGH,
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vTERRAIN_METALCORRUGATED,
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vTERRAIN_METALGRATING,
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vTERRAIN_METALTIN,
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vTERRAIN_WOOD,
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vTERRAIN_WOODMASONITE,
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vTERRAIN_WOODPLYWOOD,
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vTERRAIN_WOODFLIMSY,
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vTERRAIN_WOODSHINGLE,
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vTERRAIN_WOODPIER,
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vTERRAIN_BRICK,
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vTERRAIN_TILE,
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vTERRAIN_ASPHALT,
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vTERRAIN_ROCK,
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vTERRAIN_GRAVEL,
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vTERRAIN_SIDEWALK,
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vTERRAIN_GRASS,
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vTERRAIN_GRASSDRIED,
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vTERRAIN_DIRT,
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vTERRAIN_DIRTPACKED,
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vTERRAIN_WATER,
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vTERRAIN_ICE,
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vTERRAIN_SNOW,
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vTERRAIN_SAND,
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vTERRAIN_PLEXIGLASS,
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vTERRAIN_FIBERGLASS,
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vTERRAIN_CARPET,
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vTERRAIN_CONVEYOR,
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vTERRAIN_CHAINLINK,
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vTERRAIN_METALFUTURE,
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vTERRAIN_GENERIC1,
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vTERRAIN_GENERIC2,
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vTERRAIN_WHEELS, // K: Used only by the skateboard wheels, as a means of identifying them so their color can be changed.
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vTERRAIN_WETCONC,
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vTERRAIN_METALFENCE,
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vTERRAIN_GRINDTRAIN,
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vTERRAIN_GRINDROPE,
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vTERRAIN_GRINDWIRE,
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vTERRAIN_GRINDCONC, // New as of 7/29/03
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vTERRAIN_GRINDROUNDMETALPOLE,
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vTERRAIN_GRINDCHAINLINK,
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vTERRAIN_GRINDMETAL,
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vTERRAIN_GRINDWOODRAILING,
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vTERRAIN_GRINDWOODLOG,
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vTERRAIN_GRINDWOOD,
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vTERRAIN_GRINDPLASTIC,
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vTERRAIN_GRINDELECTRICWIRE,
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vTERRAIN_GRINDCABLE,
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vTERRAIN_GRINDCHAIN,
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vTERRAIN_GRINDPLASTICBARRIER,
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vTERRAIN_GRINDNEONLIGHT,
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vTERRAIN_GRINDGLASSMONSTER,
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vTERRAIN_GRINDBANYONTREE,
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vTERRAIN_GRINDBRASSRAIL,
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vTERRAIN_GRINDCATWALK,
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vTERRAIN_GRINDTANKTURRET,
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// If anyone adds a new terrain so that vNUM_TERRAIN_TYPES > 64, let Steve G know
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vNUM_TERRAIN_TYPES
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};
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#endif
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