#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, 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, GFX_SURFACE_HAS_PRIMARY_LIGHT_CONFLICT = 0x2, GFX_SURFACE_IS_SKY = 0x4, GFX_SURFACE_NO_DRAW = 0x8, GFX_SURFACE_CASTS_SHADOW = 0x10, GFX_SURFACE_QUANTIZED = 0x20, GFX_SURFACE_NO_COLOR = 0x40 }; #define DEFAULT_SMODEL_CULL_DIST 10000.0f #define DEFAULT_SMODEL_FLAGS SMODEL_FLAG_NO_SHADOW #define DEFAULT_SMODEL_LIGHT 1 #define DEFAULT_SMODEL_REFLECTION_PROBE 0 #define DEFAULT_SURFACE_LIGHT 1 #define DEFAULT_SURFACE_LIGHTMAP 0 #define DEFAULT_SURFACE_REFLECTION_PROBE 0 #define DEFAULT_SURFACE_FLAGS (GFX_SURFACE_CASTS_SUN_SHADOW | GFX_SURFACE_CASTS_SHADOW) const std::vector spawnpointDefenderTypeArray = { "mp_ctf_spawn_allies", "mp_ctf_spawn_allies_start", "mp_sd_spawn_defender", "mp_dom_spawn_allies_start", "mp_dem_spawn_defender_start", "mp_dem_spawn_defenderOT_start", "mp_dem_spawn_defender", "mp_tdm_spawn_allies_start", "mp_tdm_spawn_team1_start", "mp_tdm_spawn_team2_start", "mp_tdm_spawn_team3_start" }; const std::vector spawnpointAttackerTypeArray = { "mp_ctf_spawn_axis", "mp_ctf_spawn_axis_start", "mp_sd_spawn_attacker", "mp_dom_spawn_axis_start", "mp_dem_spawn_attacker_start", "mp_dem_spawn_attackerOT_start", "mp_dem_spawn_defender", "mp_tdm_spawn_axis_start", "mp_tdm_spawn_team4_start", "mp_tdm_spawn_team5_start", "mp_tdm_spawn_team6_start" }; const std::vector spawnpointFFATypeArray = { "mp_tdm_spawn", "mp_dm_spawn", "mp_dom_spawn" }; const std::vector spawnpointObjectiveTypeArray = { "mp_dom_spawn_flag_c", "mp_dom_spawn_flag_a" }; const std::string defaultSpawnpointString = "{" "\"attackers\": [" " {" " \"origin\": \"0 0 0\"," " \"angles\": \"0 0 0\"" " }" "]," "\"defenders\": [" " {" " \"origin\": \"0 0 0\"," " \"angles\": \"0 0 0\"" " }" "]," "\"FFA\": [" " {" " \"origin\": \"0 0 0\"," " \"angles\": \"0 0 0\"" " }" "]" "}";