/////////////////////////////////////////////////////////////////////////////////////// // 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