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