X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=bspfile.h;h=fe00b3254357890670b3f6737b23c65911780e86;hb=c89615e2eb6c2d008ef2b0148e1a840e9a82395d;hp=724e6438a611a753a72baf654d92280347940ac8;hpb=8b4de3bd8359370109160ad06047219d42c6836a;p=xonotic%2Fdarkplaces.git diff --git a/bspfile.h b/bspfile.h index 724e6438..fe00b325 100644 --- a/bspfile.h +++ b/bspfile.h @@ -202,6 +202,7 @@ typedef struct dplane_s // 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