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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-11-23 05:12:05 +00:00

Another refactor to clean up comments and code

This commit is contained in:
LJW-Dev
2025-10-08 21:09:15 +08:00
parent 94ccd961cb
commit 0662f2adbe
13 changed files with 70 additions and 2981 deletions

View File

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