content and surface flags - also uses defines from game_quake3.h
------------------------------------------------------------------------------- */
+
#define TREM_CONT_NOALIENBUILD 0x1000
#define TREM_CONT_NOHUMANBUILD 0x2000
#define TREM_CONT_NOBUILD 0x4000
------------------------------------------------------------------------------- */
{
- "tremulous", /* -game x */
- "base", /* default base game data dir */
- ".tremulous", /* unix home sub-dir */
- "tremulous", /* magic path word - think this is right for trem*/
+ "tremulous", /* -game x */
+ "base", /* default base game data dir */
+ ".tremulous", /* unix home sub-dir */
+ "tremulous", /* magic path word - think this is right for trem*/
"scripts", /* 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 */
qfalse, /* flares */
"flareshader", /* default flare shader */
qfalse, /* wolf lighting model? */
qtrue, /* minimap keep aspect */
MINIMAP_MODE_GRAY, /* minimap mode */
"%s.tga", /* minimap name format */
+ MINIMAP_SIDECAR_NONE, /* minimap sidecar format */
"IBSP", /* bsp file prefix */
46, /* bsp file version */
qfalse, /* cod-style lump len/ofs order */