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Another refactor to clean up comments and code
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@@ -1,46 +1,26 @@
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#pragma once
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#include <string>
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// do not change any values in this header file
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#define DYN_ENT_COUNT 0
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// the clipMap->cmodels[0].leaf.terrainContents takes precendence over leaf and material terrain contents
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// material flags determine the features of the surface
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// unsure which flag type changes what right now
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// -1 results in: no running, water splashes all the time, low friction, slanted angles make you slide very fast
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// 1 results in: normal surface features, grenades work, seems normal
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#define MATERIAL_SURFACE_FLAGS 1
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#define MATERIAL_CONTENT_FLAGS 1
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// terrain/world flags: does not change the type of terrain or what features they have
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// from testing, as long at it isn't 0 things will work correctly
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#define LEAF_TERRAIN_CONTENTS 1
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#define WORLD_TERRAIN_CONTENTS 1
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std::string missingImageName = "missing_image";
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std::string colorOnlyImageName = "color_only_image";
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#define MAX_AABB_SIZE 512 // maximum size a BSP node can be before it becomes a leaf
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#define LIGHTGRID_COLOUR 128 // global lighting colour
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// do not change
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#define MAX_COL_VERTS (UINT16_MAX - 1) // max amount of collision verts a map can have
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// do not change
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#define DEFAULT_LIGHT_INDEX 0
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#define SUN_LIGHT_INDEX 1
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// do not change
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enum SMODEL_FLAGS
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{
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SMODEL_FLAG_NO_SHADOW = 1,
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SMODEL_FLAG_IS_LIT = 2
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};
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// do not change
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enum GFX_SURFACE_FLAGS
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{
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GFX_SURFACE_CASTS_SUN_SHADOW = 0x1,
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