/* -------------------------------------------------------------------------------
-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
-------------------------------------------------------------------------------- */
+ ------------------------------------------------------------------------------- */
{
"xonotic", /* -game x */
qfalse, /* wolf lighting model? */
128, /* lightmap width/height */
1.0f, /* lightmap gamma */
- qfalse, /* lightmap sRGB */
- qfalse, /* texture sRGB */
- 1.0f, /* lightmap exposure */
+ qtrue, /* lightmap sRGB */
+ qtrue, /* texture sRGB */
+ qtrue, /* color sRGB */
+ 0.0f, /* lightmap exposure */
1.0f, /* lightmap compensate */
1.0f, /* lightgrid scale */
1.0f, /* lightgrid ambient scale */
0, /* deluxemaps default mode */
512, /* minimap size */
1.0f, /* minimap sharpener */
- 1.0f/66.0f, /* minimap border */
+ 1.0f / 66.0f, /* minimap border */
qtrue, /* minimap keep aspect */
MINIMAP_MODE_GRAY, /* minimap mode */
"../gfx/%s_mini.tga", /* minimap name format */
qfalse, /* cod-style lump len/ofs order */
LoadIBSPFile, /* bsp load function */
WriteIBSPFile, /* bsp write function */
-
+
{
/* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */
-
+
/* default */
{ "default", Q_CONT_SOLID, -1, 0, -1, C_SOLID, -1 },
-
+
/* ydnar */
{ "lightgrid", 0, 0, 0, 0, C_LIGHTGRID, 0 },
{ "antiportal", 0, 0, 0, 0, C_ANTIPORTAL, 0 },
{ "skip", 0, 0, 0, 0, C_SKIP, 0 },
-
+
/* compiler */
{ "origin", Q_CONT_ORIGIN, Q_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
{ "areaportal", Q_CONT_AREAPORTAL, Q_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
{ "structural", Q_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 },
{ "hint", 0, 0, Q_SURF_HINT, 0, C_HINT, 0 },
{ "nodraw", 0, 0, Q_SURF_NODRAW, 0, C_NODRAW, 0 },
-
+
{ "alphashadow", 0, 0, Q_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
{ "lightfilter", 0, 0, Q_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
{ "nolightmap", 0, 0, Q_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
{ "pointlight", 0, 0, Q_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
-
+
/* game */
{ "nonsolid", 0, Q_CONT_SOLID, Q_SURF_NONSOLID, 0, 0, C_SOLID },
-
+
{ "trigger", Q_CONT_TRIGGER, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
-
+
{ "water", Q_CONT_WATER, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
{ "slime", Q_CONT_SLIME, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
{ "lava", Q_CONT_LAVA, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
-
+
{ "playerclip", Q_CONT_PLAYERCLIP, Q_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
{ "monsterclip", Q_CONT_MONSTERCLIP, Q_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
{ "nodrop", Q_CONT_NODROP, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
-
+
{ "clusterportal", Q_CONT_CLUSTERPORTAL, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "donotenter", Q_CONT_DONOTENTER, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "botclip", Q_CONT_BOTCLIP, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
-
+
{ "fog", Q_CONT_FOG, Q_CONT_SOLID, 0, 0, C_FOG, C_SOLID },
{ "sky", 0, 0, Q_SURF_SKY, 0, C_SKY, 0 },
-
+
{ "slick", 0, 0, Q_SURF_SLICK, 0, 0, 0 },
-
+
{ "noimpact", 0, 0, Q_SURF_NOIMPACT, 0, 0, 0 },
{ "nomarks", 0, 0, Q_SURF_NOMARKS, 0, C_NOMARKS, 0 },
{ "ladder", 0, 0, Q_SURF_LADDER, 0, 0, 0 },
{ "nosteps", 0, 0, Q_SURF_NOSTEPS, 0, 0, 0 },
{ "nodlight", 0, 0, Q_SURF_NODLIGHT, 0, 0, 0 },
{ "dust", 0, 0, Q_SURF_DUST, 0, 0, 0 },
-
+
/* null */
{ NULL, 0, 0, 0, 0, 0, 0 }
}
/* end marker */
#endif
-