/* -------------------------------------------------------------------------------
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ Copyright (C) 1999-2007 id Software, Inc. and contributors.
+ For a list of contributors, see the accompanying CONTRIBUTORS file.
-This file is part of GtkRadiant.
+ This file is part of GtkRadiant.
-GtkRadiant is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
-(at your option) any later version.
+ GtkRadiant is free software; you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation; either version 2 of the License, or
+ (at your option) any later version.
-GtkRadiant is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+ GtkRadiant is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
-You should have received a copy of the GNU General Public License
-along with GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+ You should have received a copy of the GNU General Public License
+ along with GtkRadiant; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-----------------------------------------------------------------------------------
+ ----------------------------------------------------------------------------------
-This code has been altered significantly from its original form, to support
-several games based on the Quake III Arena engine, in the form of "Q3Map2."
+ This code has been altered significantly from its original form, to support
+ several games based on the Quake III Arena engine, in the form of "Q3Map2."
-------------------------------------------------------------------------------- */
+ ------------------------------------------------------------------------------- */
/* -------------------------------------------------------------------------------
-content and surface flags
-are in game_quake3.h
+ content and surface flags
+ are in game_quake3.h
-------------------------------------------------------------------------------- */
+ ------------------------------------------------------------------------------- */
/* -------------------------------------------------------------------------------
-game_t struct
+ game_t struct
-------------------------------------------------------------------------------- */
+ ------------------------------------------------------------------------------- */
{
- NULL, /* -game x */
- NULL, /* default base game data dir */
- NULL, /* unix home sub-dir */
- NULL, /* magic path word */
- NULL, /* shader directory */
- 0, /* max lightmapped surface verts */
- 0, /* max surface verts */
- 0, /* max surface indexes */
- qfalse, /* flares */
- NULL, /* default flare shader */
- qfalse, /* wolf lighting model? */
- 0, /* lightmap width/height */
- 0, /* lightmap gamma */
- qfalse, /* lightmap sRGB */
- qfalse, /* texture sRGB */
- 0, /* lightmap exposure */
- 0, /* lightmap compensate */
- 0, /* lightgrid scale */
- 0, /* lightgrid ambient scale */
- qfalse, /* light angle attenuation uses half-lambert curve */
- qfalse, /* disable shader lightstyles hack */
- qfalse, /* keep light entities on bsp */
- 0, /* default patchMeta subdivisions tolerance */
- qfalse, /* patch casting enabled */
- qfalse, /* compile deluxemaps */
- 0, /* deluxemaps default mode */
- 0, /* minimap size */
- 0, /* minimap sharpener */
- 0, /* minimap border */
- qfalse, /* minimap keep aspect */
- MINIMAP_MODE_GRAY, /* minimap mode */
- NULL, /* minimap name format */
- NULL, /* bsp file prefix */
- 0, /* bsp file version */
- qfalse, /* cod-style lump len/ofs order */
- NULL, /* bsp load function */
- NULL, /* bsp write function */
+ NULL, /* -game x */
+ NULL, /* default base game data dir */
+ NULL, /* unix home sub-dir */
+ NULL, /* magic path word */
+ NULL, /* shader directory */
+ 0, /* max lightmapped surface verts */
+ 0, /* max surface verts */
+ 0, /* max surface indexes */
+ qfalse, /* flares */
+ NULL, /* default flare shader */
+ qfalse, /* wolf lighting model? */
+ 0, /* lightmap width/height */
+ 0, /* lightmap gamma */
+ qfalse, /* lightmap sRGB */
+ qfalse, /* texture sRGB */
+ qfalse, /* color sRGB */
+ 0, /* lightmap exposure */
+ 0, /* lightmap compensate */
+ 0, /* lightgrid scale */
+ 0, /* lightgrid ambient scale */
+ qfalse, /* light angle attenuation uses half-lambert curve */
+ qfalse, /* disable shader lightstyles hack */
+ qfalse, /* keep light entities on bsp */
+ 0, /* default patchMeta subdivisions tolerance */
+ qfalse, /* patch casting enabled */
+ qfalse, /* compile deluxemaps */
+ 0, /* deluxemaps default mode */
+ 0, /* minimap size */
+ 0, /* minimap sharpener */
+ 0, /* minimap border */
+ qfalse, /* minimap keep aspect */
+ MINIMAP_MODE_GRAY, /* minimap mode */
+ NULL, /* minimap name format */
+ NULL, /* bsp file prefix */
+ 0, /* bsp file version */
+ qfalse, /* cod-style lump len/ofs order */
+ NULL, /* bsp load function */
+ NULL, /* bsp write function */
{
{ NULL, 0, 0, 0, 0, 0, 0 }
/* end marker */
#endif
-