thug/Code/Gfx/nxflags.h

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2016-02-13 21:39:12 +00:00
///////////////////////////////////////////////////////////////////////////////////////
// nxflags.h - flag definitions that used to be in nxplugin
//
#ifndef __GFX_NXFLAGS_H
#define __GFX_NXFLAGS_H
// Face flags
enum
{
mFD_SKATABLE = 0x00000001,
mFD_NOT_SKATABLE = 0x00000002,
mFD_WALL_RIDABLE = 0x00000004,
mFD_VERT = 0x00000008,
mFD_NON_COLLIDABLE = 0x00000010,
mFD_DECAL = 0x00000020,
mFD_TRIGGER = 0x00000040,
mFD_CAMERA_COLLIDABLE = 0x00000080,
mFD_NO_SKATER_SHADOW = 0x00000100,
mFD_SKATER_SHADOW = 0x00000200,
mFD_NO_SKATER_SHADOW_WALL=0x00000400,
mFD_UNDER_OK = 0x00000800,
mFD_INVISIBLE = 0x00001000,
mFD_CASFACEFLAGSEXIST = 0x00002000,
mFD_PASS_1_DISABLED = 0x00004000,
mFD_PASS_2_ENABLED = 0x00008000,
mFD_PASS_3_ENABLED = 0x00010000,
mFD_PASS_4_ENABLED = 0x00020000,
mFD_RENDER_SEPARATE = 0x00040000,
mFD_LIGHTMAPPED = 0x00080000,
mFD_NON_WALL_RIDABLE = 0x00100000,
mFD_NON_CAMERA_COLLIDABLE = 0x00200000,
mFD_EXPORT_COLLISION = 0x00400000,
};
// Object flags
enum
{
mSD_INVISIBLE = 0x0001, // Invisible in primary viewport
mSD_NON_COLLIDABLE = 0x0002,
mSD_KILLED = 0x0004,
mSD_DONT_FOG = 0x0008,
mSD_ALWAYS_FACE = 0x0010,
mSD_NO_SKATER_SHADOW = 0x0020, // This is set at runtime for sectors with every face flagged mFD_SKATER_SHADOW.
mSD_INVISIBLE2 = 0x0040, // Invisible in secondary viewport (Mick)
mSD_OCCLUDER = 0x0080, // Occluder (it's a single plane that hides stuff)
mSD_CLONE = 0x8000, // Cloned collision object (Garrett)
};
// Material flags
enum ETerrainType
{
// If you change any of these,
// don't forget to change terrain.q
// to match!
vTERRAIN_DEFAULT,
vTERRAIN_CONCSMOOTH,
vTERRAIN_CONCROUGH,
vTERRAIN_METALSMOOTH,
vTERRAIN_METALROUGH,
vTERRAIN_METALCORRUGATED,
vTERRAIN_METALGRATING,
vTERRAIN_METALTIN,
vTERRAIN_WOOD,
vTERRAIN_WOODMASONITE,
vTERRAIN_WOODPLYWOOD,
vTERRAIN_WOODFLIMSY,
vTERRAIN_WOODSHINGLE,
vTERRAIN_WOODPIER,
vTERRAIN_BRICK,
vTERRAIN_TILE,
vTERRAIN_ASPHALT,
vTERRAIN_ROCK,
vTERRAIN_GRAVEL,
vTERRAIN_SIDEWALK,
vTERRAIN_GRASS,
vTERRAIN_GRASSDRIED,
vTERRAIN_DIRT,
vTERRAIN_DIRTPACKED,
vTERRAIN_WATER,
vTERRAIN_ICE,
vTERRAIN_SNOW,
vTERRAIN_SAND,
vTERRAIN_PLEXIGLASS,
vTERRAIN_FIBERGLASS,
vTERRAIN_CARPET,
vTERRAIN_CONVEYOR,
vTERRAIN_CHAINLINK,
vTERRAIN_METALFUTURE,
vTERRAIN_GENERIC1,
vTERRAIN_GENERIC2,
vTERRAIN_WHEELS, // K: Used only by the skateboard wheels, as a means of identifying them so their color can be changed.
vTERRAIN_WETCONC,
vTERRAIN_METALFENCE,
vTERRAIN_GRINDTRAIN,
vTERRAIN_GRINDROPE,
vTERRAIN_GRINDWIRE,
vTERRAIN_GRINDCONC, // New as of 7/29/03
vTERRAIN_GRINDROUNDMETALPOLE,
vTERRAIN_GRINDCHAINLINK,
vTERRAIN_GRINDMETAL,
vTERRAIN_GRINDWOODRAILING,
vTERRAIN_GRINDWOODLOG,
vTERRAIN_GRINDWOOD,
vTERRAIN_GRINDPLASTIC,
vTERRAIN_GRINDELECTRICWIRE,
vTERRAIN_GRINDCABLE,
vTERRAIN_GRINDCHAIN,
vTERRAIN_GRINDPLASTICBARRIER,
vTERRAIN_GRINDNEONLIGHT,
vTERRAIN_GRINDGLASSMONSTER,
vTERRAIN_GRINDBANYONTREE,
vTERRAIN_GRINDBRASSRAIL,
vTERRAIN_GRINDCATWALK,
vTERRAIN_GRINDTANKTURRET,
// If anyone adds a new terrain so that vNUM_TERRAIN_TYPES > 64, let Steve G know
vNUM_TERRAIN_TYPES
};
#endif