#pragma once #include #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, #define MATERIAL_SURFACE_FLAGS 1 #define MATERIAL_CONTENT_FLAGS 1 // terrain 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 // match all flags #define WORLD_TERRAIN_CONTENTS 1 // match all flags // const std::string defaultMaterialName = "wpc/intro_wall_plaster_light_blue_01"; const std::string defaultMaterialName = "wpc/dig_plastic_blue";