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Initial commit of BSP compilation
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20
src/ObjLoading/Game/T6/CustomMap/CustomMapConsts.h
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20
src/ObjLoading/Game/T6/CustomMap/CustomMapConsts.h
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@@ -0,0 +1,20 @@
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#include <string>
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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,
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#define MATERIAL_SURFACE_FLAGS 1
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#define MATERIAL_CONTENT_FLAGS 1
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// terrain 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 // match all flags
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#define WORLD_TERRAIN_CONTENTS 1 // match all flags
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// const std::string defaultMaterialName = "wpc/intro_wall_plaster_light_blue_01";
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const std::string defaultMaterialName = "wpc/dig_plastic_blue";
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