diff --git a/tools/quake3/q3map2/game_quakelive.h b/tools/quake3/q3map2/game_quakelive.h index a130ead1..b7d0d28c 100644 --- a/tools/quake3/q3map2/game_quakelive.h +++ b/tools/quake3/q3map2/game_quakelive.h @@ -43,6 +43,18 @@ ------------------------------------------------------------------------------- */ + /* ------------------------------------------------------------------------------- + + Additional surface flags for Quake Live + + ------------------------------------------------------------------------------- */ + +#define Q_SURF_SNOWSTEPS 0x80000 // snow footsteps +#define Q_SURF_WOODSTEPS 0x100000 // wood footsteps +#define Q_SURF_DMGTHROUGH 0x200000 // Missile dmg through surface(?) + // (This is not in use atm, will + // probably be re-purposed some day.) + /* ------------------------------------------------------------------------------- @@ -53,7 +65,7 @@ { "quakelive", /* -game x */ "baseq3", /* default base game data dir (FIXME what does quake live really use?) */ - ".q3a", /* unix home sub-dir (FIXME what does quake live really use?) */ + ".quakelive/quakelive/home", /* unix home sub-dir (FIXME what does quake live really use?) */ "quake", /* magic path word (FIXME where does quake live install to?) */ "scripts", /* shader directory */ 64, /* max lightmapped surface verts */ @@ -145,6 +157,9 @@ { "ladder", 0, 0, Q_SURF_LADDER, 0, 0, 0 }, { "nodamage", 0, 0, Q_SURF_NODAMAGE, 0, 0, 0 }, { "metalsteps", 0, 0, Q_SURF_METALSTEPS, 0, 0, 0 }, + { "snowsteps", 0, 0, Q_SURF_SNOWSTEPS, 0, 0, 0 }, + { "woodsteps", 0, 0, Q_SURF_WOODSTEPS, 0, 0, 0 }, + { "dmgthrough", 0, 0, Q_SURF_DMGTHROUGH, 0, 0, 0 }, { "flesh", 0, 0, Q_SURF_FLESH, 0, 0, 0 }, { "nosteps", 0, 0, Q_SURF_NOSTEPS, 0, 0, 0 }, { "nodlight", 0, 0, Q_SURF_NODLIGHT, 0, 0, 0 },