*/
-#define MAX_MAP_HULLS 16 // was 4
-#define MAX_MAP_LEAFS 65536 // was 8192
-
-// key / value pair sizes
-
-#define MAX_KEY 32
-#define MAX_VALUE 1024
+#define MAX_MAP_HULLS 16 // Q1BSP has 4, Hexen2 Q1BSP has 8, MCBSP has 16
//=============================================================================
// structural? (div0) no, game code should not be allowed to differentiate between structural and detail
// trigger? (div0) no, as these are always solid anyway, and that's all that matters for trigger brushes
#define SUPERCONTENTS_LIQUIDSMASK (SUPERCONTENTS_LAVA | SUPERCONTENTS_SLIME | SUPERCONTENTS_WATER)
+#define SUPERCONTENTS_VISBLOCKERMASK SUPERCONTENTS_OPAQUE
/*
#define SUPERCONTENTS_DEADMONSTER 0x00000000