-/*\r
-Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
-For a list of contributors, see the accompanying CONTRIBUTORS file.\r
-\r
-This file is part of GtkRadiant.\r
-\r
-GtkRadiant is free software; you can redistribute it and/or modify\r
-it under the terms of the GNU General Public License as published by\r
-the Free Software Foundation; either version 2 of the License, or\r
-(at your option) any later version.\r
-\r
-GtkRadiant is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
-GNU General Public License for more details.\r
-\r
-You should have received a copy of the GNU General Public License\r
-along with GtkRadiant; if not, write to the Free Software\r
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA\r
-\r
-----------------------------------------------------------------------------------\r
-\r
-This code has been altered significantly from its original form, to support\r
-several games based on the Quake III Arena engine, in the form of "Q3Map2."\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-\r
-\r
-/* marker */\r
-#ifndef GAME_JK2_H\r
-#define GAME_JK2_H\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-content and surface flags\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-/* this file must be included *after* game_sof2.h because it shares defines! */\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-game_t struct\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-{\r
- "jk2", /* -game x */\r
- "base", /* default base game data dir */\r
- ".jk2", /* unix home sub-dir */\r
- "GameData", /* magic path word */\r
- "shaders", /* shader directory */\r
- qfalse, /* wolf lighting model? */\r
- qtrue, /* flares */\r
- "gfx/misc/flare", /* default flare shader */\r
- "RBSP", /* bsp file prefix */\r
- 1, /* bsp file version */\r
- LoadRBSPFile, /* bsp load function */\r
- WriteRBSPFile, /* bsp write function */\r
- \r
- {\r
- /* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */\r
- \r
- /* default */\r
- { "default", S_CONT_SOLID | S_CONT_OPAQUE, -1, 0, -1, C_SOLID, -1 },\r
- \r
- \r
- /* ydnar */\r
- { "lightgrid", 0, 0, 0, 0, C_LIGHTGRID, 0 },\r
- { "antiportal", 0, 0, 0, 0, C_ANTIPORTAL, 0 },\r
- { "skip", 0, 0, 0, 0, C_SKIP, 0 },\r
- \r
- \r
- /* compiler */\r
- { "origin", 0, S_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },\r
- { "areaportal", S_CONT_TRANSLUCENT, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },\r
- { "trans", S_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },\r
- { "detail", S_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },\r
- { "structural", 0, 0, 0, 0, C_STRUCTURAL, 0 },\r
- { "hint", 0, 0, 0, 0, C_HINT, 0 },\r
- { "nodraw", 0, 0, S_SURF_NODRAW, 0, C_NODRAW, 0 },\r
- \r
- { "alphashadow", 0, 0, 0, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },\r
- { "lightfilter", 0, 0, 0, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },\r
- { "nolightmap", 0, 0, 0, 0, C_VERTEXLIT, 0 },\r
- { "pointlight", 0, 0, 0, 0, C_VERTEXLIT, 0 },\r
- \r
- \r
- /* game */\r
- { "nonsolid", 0, S_CONT_SOLID, 0, 0, 0, C_SOLID },\r
- { "nonopaque", 0, S_CONT_OPAQUE, 0, 0, C_TRANSLUCENT, 0 }, /* setting trans ok? */\r
- \r
- { "trigger", S_CONT_TRIGGER, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_TRANSLUCENT, C_SOLID },\r
- \r
- { "water", S_CONT_WATER, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },\r
- { "slime", S_CONT_SLIME, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },\r
- { "lava", S_CONT_LAVA, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },\r
-\r
- { "shotclip", S_CONT_SHOTCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, /* setting trans/detail ok? */\r
- { "playerclip", S_CONT_PLAYERCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },\r
- { "monsterclip", S_CONT_MONSTERCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },\r
- { "nodrop", S_CONT_NODROP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },\r
- \r
- { "terrain", S_CONT_TERRAIN, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },\r
- { "ladder", S_CONT_LADDER, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },\r
- { "abseil", S_CONT_ABSEIL, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },\r
- { "outside", S_CONT_OUTSIDE, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },\r
- \r
- { "botclip", S_CONT_BOTCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },\r
- \r
- { "fog", S_CONT_FOG, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_FOG | C_DETAIL | C_TRANSLUCENT, C_SOLID }, /* nonopaque? */\r
- { "sky", 0, 0, S_SURF_SKY, 0, C_SKY, 0 },\r
- \r
- { "slick", 0, 0, S_SURF_SLICK, 0, 0, 0 },\r
- \r
- { "noimpact", 0, 0, S_SURF_NOIMPACT, 0, 0, 0 },\r
- { "nomarks", 0, 0, S_SURF_NOMARKS, 0, C_NOMARKS, 0 },\r
- { "nodamage", 0, 0, S_SURF_NODAMAGE, 0, 0, 0 },\r
- { "metalsteps", 0, 0, S_SURF_METALSTEPS, 0, 0, 0 },\r
- { "nosteps", 0, 0, S_SURF_NOSTEPS, 0, 0, 0 },\r
- { "nodlight", 0, 0, S_SURF_NODLIGHT, 0, 0, 0 },\r
- { "nomiscents", 0, 0, S_SURF_NOMISCENTS, 0, 0, 0 },\r
- { "forcefield", 0, 0, S_SURF_FORCEFIELD, 0, 0, 0 },\r
- \r
- \r
- /* materials */\r
- { "*mat_none", 0, 0, S_MAT_NONE, S_MAT_MASK, 0, 0 },\r
- { "*mat_solidwood", 0, 0, S_MAT_SOLIDWOOD, S_MAT_MASK, 0, 0 },\r
- { "*mat_hollowwood", 0, 0, S_MAT_HOLLOWWOOD, S_MAT_MASK, 0, 0 },\r
- { "*mat_solidmetal", 0, 0, S_MAT_SOLIDMETAL, S_MAT_MASK, 0, 0 },\r
- { "*mat_hollowmetal", 0, 0, S_MAT_HOLLOWMETAL, S_MAT_MASK, 0, 0 },\r
- { "*mat_shortgrass", 0, 0, S_MAT_SHORTGRASS, S_MAT_MASK, 0, 0 },\r
- { "*mat_longgrass", 0, 0, S_MAT_LONGGRASS, S_MAT_MASK, 0, 0 },\r
- { "*mat_dirt", 0, 0, S_MAT_DIRT, S_MAT_MASK, 0, 0 },\r
- { "*mat_sand", 0, 0, S_MAT_SAND, S_MAT_MASK, 0, 0 },\r
- { "*mat_gravel", 0, 0, S_MAT_GRAVEL, S_MAT_MASK, 0, 0 },\r
- { "*mat_glass", 0, 0, S_MAT_GLASS, S_MAT_MASK, 0, 0 },\r
- { "*mat_concrete", 0, 0, S_MAT_CONCRETE, S_MAT_MASK, 0, 0 },\r
- { "*mat_marble", 0, 0, S_MAT_MARBLE, S_MAT_MASK, 0, 0 },\r
- { "*mat_water", 0, 0, S_MAT_WATER, S_MAT_MASK, 0, 0 },\r
- { "*mat_snow", 0, 0, S_MAT_SNOW, S_MAT_MASK, 0, 0 },\r
- { "*mat_ice", 0, 0, S_MAT_ICE, S_MAT_MASK, 0, 0 },\r
- { "*mat_flesh", 0, 0, S_MAT_FLESH, S_MAT_MASK, 0, 0 },\r
- { "*mat_mud", 0, 0, S_MAT_MUD, S_MAT_MASK, 0, 0 },\r
- { "*mat_bpglass", 0, 0, S_MAT_BPGLASS, S_MAT_MASK, 0, 0 },\r
- { "*mat_dryleaves", 0, 0, S_MAT_DRYLEAVES, S_MAT_MASK, 0, 0 },\r
- { "*mat_greenleaves", 0, 0, S_MAT_GREENLEAVES, S_MAT_MASK, 0, 0 },\r
- { "*mat_fabric", 0, 0, S_MAT_FABRIC, S_MAT_MASK, 0, 0 },\r
- { "*mat_canvas", 0, 0, S_MAT_CANVAS, S_MAT_MASK, 0, 0 },\r
- { "*mat_rock", 0, 0, S_MAT_ROCK, S_MAT_MASK, 0, 0 },\r
- { "*mat_rubber", 0, 0, S_MAT_RUBBER, S_MAT_MASK, 0, 0 },\r
- { "*mat_plastic", 0, 0, S_MAT_PLASTIC, S_MAT_MASK, 0, 0 },\r
- { "*mat_tiles", 0, 0, S_MAT_TILES, S_MAT_MASK, 0, 0 },\r
- { "*mat_carpet", 0, 0, S_MAT_CARPET, S_MAT_MASK, 0, 0 },\r
- { "*mat_plaster", 0, 0, S_MAT_PLASTER, S_MAT_MASK, 0, 0 },\r
- { "*mat_shatterglass", 0, 0, S_MAT_SHATTERGLASS, S_MAT_MASK, 0, 0 },\r
- { "*mat_armor", 0, 0, S_MAT_ARMOR, S_MAT_MASK, 0, 0 },\r
- { "*mat_computer", 0, 0, S_MAT_COMPUTER, S_MAT_MASK, 0, 0 }, \r
- \r
- \r
- /* null */\r
- { NULL, 0, 0, 0, 0, 0, 0 }\r
- }\r
-}\r
-\r
-\r
-\r
-/* end marker */\r
-#endif\r
+/* -------------------------------------------------------------------------------
+
+ 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.
+
+ 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.
+
+ 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."
+
+ ------------------------------------------------------------------------------- */
+
+
+
+/* marker */
+#ifndef GAME_JK2_H
+#define GAME_JK2_H
+
+
+
+/* -------------------------------------------------------------------------------
+
+ content and surface flags
+
+ ------------------------------------------------------------------------------- */
+
+/* this file must be included *after* game_sof2.h because it shares defines! */
+
+
+
+/* -------------------------------------------------------------------------------
+
+ game_t struct
+
+ ------------------------------------------------------------------------------- */
+
+{
+ "jk2", /* -game x */
+ "base", /* default base game data dir */
+ ".jk2", /* unix home sub-dir */
+ "GameData", /* magic path word */
+ "shaders", /* shader directory */
+ 64, /* max lightmapped surface verts */
+ 999, /* max surface verts */
+ 6000, /* max surface indexes */
+ qfalse, /* enable per shader prefix surface flags and .tex file */
+ qtrue, /* flares */
+ "gfx/misc/flare", /* default flare shader */
+ qfalse, /* wolf lighting model? */
+ 128, /* lightmap width/height */
+ 1.0f, /* lightmap gamma */
+ qfalse, /* lightmap sRGB */
+ qfalse, /* texture sRGB */
+ qfalse, /* color sRGB */
+ 0.0f, /* lightmap exposure */
+ 1.0f, /* lightmap compensate */
+ 1.0f, /* lightgrid scale */
+ 1.0f, /* lightgrid ambient scale */
+ qfalse, /* light angle attenuation uses half-lambert curve */
+ qfalse, /* disable shader lightstyles hack */
+ qfalse, /* keep light entities on bsp */
+ 8, /* default patchMeta subdivisions tolerance */
+ qfalse, /* patch casting enabled */
+ qfalse, /* compile deluxemaps */
+ 0, /* deluxemaps default mode */
+ 512, /* minimap size */
+ 1.0f, /* minimap sharpener */
+ 0.0f, /* minimap border */
+ qtrue, /* minimap keep aspect */
+ MINIMAP_MODE_GRAY, /* minimap mode */
+ "%s.tga", /* minimap name format */
+ MINIMAP_SIDECAR_NONE, /* minimap sidecar format */
+ "RBSP", /* bsp file prefix */
+ 1, /* bsp file version */
+ qfalse, /* cod-style lump len/ofs order */
+ LoadRBSPFile, /* bsp load function */
+ WriteRBSPFile, /* bsp write function */
+
+ {
+ /* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */
+
+ /* default */
+ { "default", S_CONT_SOLID | S_CONT_OPAQUE, -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", 0, S_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
+ { "areaportal", S_CONT_TRANSLUCENT, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
+ { "trans", S_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
+ { "detail", S_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
+ { "structural", 0, 0, 0, 0, C_STRUCTURAL, 0 },
+ { "hint", 0, 0, 0, 0, C_HINT, 0 },
+ { "nodraw", 0, 0, S_SURF_NODRAW, 0, C_NODRAW, 0 },
+
+ { "alphashadow", 0, 0, 0, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
+ { "lightfilter", 0, 0, 0, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
+ { "nolightmap", 0, 0, 0, 0, C_VERTEXLIT, 0 },
+ { "pointlight", 0, 0, 0, 0, C_VERTEXLIT, 0 },
+
+
+ /* game */
+ { "nonsolid", 0, S_CONT_SOLID, 0, 0, 0, C_SOLID },
+ { "nonopaque", 0, S_CONT_OPAQUE, 0, 0, C_TRANSLUCENT, 0 }, /* setting trans ok? */
+
+ { "trigger", S_CONT_TRIGGER, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_TRANSLUCENT, C_SOLID },
+
+ { "water", S_CONT_WATER, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
+ { "slime", S_CONT_SLIME, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
+ { "lava", S_CONT_LAVA, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
+
+ { "shotclip", S_CONT_SHOTCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, /* setting trans/detail ok? */
+ { "playerclip", S_CONT_PLAYERCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
+ { "monsterclip", S_CONT_MONSTERCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
+ { "nodrop", S_CONT_NODROP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
+
+ { "terrain", S_CONT_TERRAIN, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
+ { "ladder", S_CONT_LADDER, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
+ { "abseil", S_CONT_ABSEIL, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
+ { "outside", S_CONT_OUTSIDE, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
+
+ { "botclip", S_CONT_BOTCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
+
+ { "fog", S_CONT_FOG, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_FOG | C_DETAIL | C_TRANSLUCENT, C_SOLID }, /* nonopaque? */
+ { "sky", 0, 0, S_SURF_SKY, 0, C_SKY, 0 },
+
+ { "slick", 0, 0, S_SURF_SLICK, 0, 0, 0 },
+
+ { "noimpact", 0, 0, S_SURF_NOIMPACT, 0, 0, 0 },
+ { "nomarks", 0, 0, S_SURF_NOMARKS, 0, C_NOMARKS, 0 },
+ { "nodamage", 0, 0, S_SURF_NODAMAGE, 0, 0, 0 },
+ { "metalsteps", 0, 0, S_SURF_METALSTEPS, 0, 0, 0 },
+ { "nosteps", 0, 0, S_SURF_NOSTEPS, 0, 0, 0 },
+ { "nodlight", 0, 0, S_SURF_NODLIGHT, 0, 0, 0 },
+ { "nomiscents", 0, 0, S_SURF_NOMISCENTS, 0, 0, 0 },
+ { "forcefield", 0, 0, S_SURF_FORCEFIELD, 0, 0, 0 },
+
+
+ /* materials */
+ { "*mat_none", 0, 0, S_MAT_NONE, S_MAT_MASK, 0, 0 },
+ { "*mat_solidwood", 0, 0, S_MAT_SOLIDWOOD, S_MAT_MASK, 0, 0 },
+ { "*mat_hollowwood", 0, 0, S_MAT_HOLLOWWOOD, S_MAT_MASK, 0, 0 },
+ { "*mat_solidmetal", 0, 0, S_MAT_SOLIDMETAL, S_MAT_MASK, 0, 0 },
+ { "*mat_hollowmetal", 0, 0, S_MAT_HOLLOWMETAL, S_MAT_MASK, 0, 0 },
+ { "*mat_shortgrass", 0, 0, S_MAT_SHORTGRASS, S_MAT_MASK, 0, 0 },
+ { "*mat_longgrass", 0, 0, S_MAT_LONGGRASS, S_MAT_MASK, 0, 0 },
+ { "*mat_dirt", 0, 0, S_MAT_DIRT, S_MAT_MASK, 0, 0 },
+ { "*mat_sand", 0, 0, S_MAT_SAND, S_MAT_MASK, 0, 0 },
+ { "*mat_gravel", 0, 0, S_MAT_GRAVEL, S_MAT_MASK, 0, 0 },
+ { "*mat_glass", 0, 0, S_MAT_GLASS, S_MAT_MASK, 0, 0 },
+ { "*mat_concrete", 0, 0, S_MAT_CONCRETE, S_MAT_MASK, 0, 0 },
+ { "*mat_marble", 0, 0, S_MAT_MARBLE, S_MAT_MASK, 0, 0 },
+ { "*mat_water", 0, 0, S_MAT_WATER, S_MAT_MASK, 0, 0 },
+ { "*mat_snow", 0, 0, S_MAT_SNOW, S_MAT_MASK, 0, 0 },
+ { "*mat_ice", 0, 0, S_MAT_ICE, S_MAT_MASK, 0, 0 },
+ { "*mat_flesh", 0, 0, S_MAT_FLESH, S_MAT_MASK, 0, 0 },
+ { "*mat_mud", 0, 0, S_MAT_MUD, S_MAT_MASK, 0, 0 },
+ { "*mat_bpglass", 0, 0, S_MAT_BPGLASS, S_MAT_MASK, 0, 0 },
+ { "*mat_dryleaves", 0, 0, S_MAT_DRYLEAVES, S_MAT_MASK, 0, 0 },
+ { "*mat_greenleaves", 0, 0, S_MAT_GREENLEAVES, S_MAT_MASK, 0, 0 },
+ { "*mat_fabric", 0, 0, S_MAT_FABRIC, S_MAT_MASK, 0, 0 },
+ { "*mat_canvas", 0, 0, S_MAT_CANVAS, S_MAT_MASK, 0, 0 },
+ { "*mat_rock", 0, 0, S_MAT_ROCK, S_MAT_MASK, 0, 0 },
+ { "*mat_rubber", 0, 0, S_MAT_RUBBER, S_MAT_MASK, 0, 0 },
+ { "*mat_plastic", 0, 0, S_MAT_PLASTIC, S_MAT_MASK, 0, 0 },
+ { "*mat_tiles", 0, 0, S_MAT_TILES, S_MAT_MASK, 0, 0 },
+ { "*mat_carpet", 0, 0, S_MAT_CARPET, S_MAT_MASK, 0, 0 },
+ { "*mat_plaster", 0, 0, S_MAT_PLASTER, S_MAT_MASK, 0, 0 },
+ { "*mat_shatterglass", 0, 0, S_MAT_SHATTERGLASS, S_MAT_MASK, 0, 0 },
+ { "*mat_armor", 0, 0, S_MAT_ARMOR, S_MAT_MASK, 0, 0 },
+ { "*mat_computer", 0, 0, S_MAT_COMPUTER, S_MAT_MASK, 0, 0 },
+
+
+ /* null */
+ { NULL, 0, 0, 0, 0, 0, 0 }
+ }
+}
+
+
+
+/* end marker */
+#endif