fix the build

This commit is contained in:
Garux 2021-01-16 17:52:33 +03:00
parent 13524d59ef
commit 3578370061
8 changed files with 10 additions and 10 deletions

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@ -66,7 +66,7 @@
#define E_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */ #define E_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */
#define E_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */ #define E_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */
#define E_CONT_TRIGGER 0x40000000 #define E_CONT_TRIGGER 0x40000000
#define E_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */ #define E_CONT_NODROP int(0x80000000) /* don't leave bodies or items (death fog, lava) */
#define E_SURF_NODAMAGE 0x1 /* never give falling damage */ #define E_SURF_NODAMAGE 0x1 /* never give falling damage */
#define E_SURF_SLICK 0x2 /* effects game physics */ #define E_SURF_SLICK 0x2 /* effects game physics */

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@ -65,7 +65,7 @@
#define U_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */ #define U_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */
#define U_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */ #define U_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */
#define U_CONT_TRIGGER 0x40000000 #define U_CONT_TRIGGER 0x40000000
#define U_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */ #define U_CONT_NODROP int(0x80000000) /* don't leave bodies or items (death fog, lava) */
#define U_SURF_NODAMAGE 0x1 /* never give falling damage */ #define U_SURF_NODAMAGE 0x1 /* never give falling damage */
#define U_SURF_SLICK 0x2 /* effects game physics */ #define U_SURF_SLICK 0x2 /* effects game physics */
@ -92,7 +92,7 @@
#define U_SURF_BEVELSMASK ( U_SURF_NODAMAGE | U_SURF_SLICK | U_SURF_FLESH | U_SURF_METALSTEPS | U_SURF_NOSTEPS | U_SURF_DUST ) #define U_SURF_BEVELSMASK ( U_SURF_NODAMAGE | U_SURF_SLICK | U_SURF_FLESH | U_SURF_METALSTEPS | U_SURF_NOSTEPS | U_SURF_DUST )
/* materials */ /* materials */
#define U_MAT_MASK 0xFFF00000 /* mask to get the material type */ #define U_MAT_MASK int(0xFFF00000) /* mask to get the material type */
#define U_MAT_NONE 0x00000000 #define U_MAT_NONE 0x00000000
#define U_MAT_TIN 0x00100000 #define U_MAT_TIN 0x00100000

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@ -68,7 +68,7 @@
#define F_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */ #define F_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */
#define F_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */ #define F_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */
#define F_CONT_TRIGGER 0x40000000 #define F_CONT_TRIGGER 0x40000000
#define F_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */ #define F_CONT_NODROP int(0x80000000) /* don't leave bodies or items (death fog, lava) */
#define F_SURF_NODAMAGE 0x1 /* never give falling damage */ #define F_SURF_NODAMAGE 0x1 /* never give falling damage */
#define F_SURF_SLICK 0x2 /* effects game physics */ #define F_SURF_SLICK 0x2 /* effects game physics */

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@ -65,7 +65,7 @@
#define Q_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */ #define Q_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */
#define Q_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */ #define Q_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */
#define Q_CONT_TRIGGER 0x40000000 #define Q_CONT_TRIGGER 0x40000000
#define Q_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */ #define Q_CONT_NODROP int(0x80000000) /* don't leave bodies or items (death fog, lava) */
#define Q_SURF_NODAMAGE 0x1 /* never give falling damage */ #define Q_SURF_NODAMAGE 0x1 /* never give falling damage */
#define Q_SURF_SLICK 0x2 /* effects game physics: zero friction on this */ #define Q_SURF_SLICK 0x2 /* effects game physics: zero friction on this */

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@ -63,7 +63,7 @@
#define S_CONT_TELEPORTER 0x00080000 #define S_CONT_TELEPORTER 0x00080000
#define S_CONT_ITEM 0x00100000 #define S_CONT_ITEM 0x00100000
#define S_CONT_DETAIL 0x08000000 /* brushes not used for the bsp */ #define S_CONT_DETAIL 0x08000000 /* brushes not used for the bsp */
#define S_CONT_TRANSLUCENT 0x80000000 /* don't consume surface fragments inside */ #define S_CONT_TRANSLUCENT int(0x80000000) /* don't consume surface fragments inside */
#define S_SURF_SKY 0x00002000 /* lighting from environment map */ #define S_SURF_SKY 0x00002000 /* lighting from environment map */
#define S_SURF_SLICK 0x00004000 /* affects game physics */ #define S_SURF_SLICK 0x00004000 /* affects game physics */
@ -77,7 +77,7 @@
#define S_SURF_NODLIGHT 0x00800000 /* don't dlight even if solid (solid lava, skies) */ #define S_SURF_NODLIGHT 0x00800000 /* don't dlight even if solid (solid lava, skies) */
#define S_SURF_NOMISCENTS 0x01000000 /* no client models allowed on this surface */ #define S_SURF_NOMISCENTS 0x01000000 /* no client models allowed on this surface */
#define S_SURF_PATCH 0x80000000 /* mark this face as a patch(editor only) */ #define S_SURF_PATCH int(0x80000000) /* mark this face as a patch(editor only) */
#define S_SURF_BEVELSMASK ( S_SURF_SLICK | S_SURF_METALSTEPS | S_SURF_NODAMAGE | S_SURF_NOSTEPS | S_SURF_NOMISCENTS ) /* compiler utility */ #define S_SURF_BEVELSMASK ( S_SURF_SLICK | S_SURF_METALSTEPS | S_SURF_NODAMAGE | S_SURF_NOSTEPS | S_SURF_NOMISCENTS ) /* compiler utility */

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@ -65,7 +65,7 @@
#define T_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */ #define T_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */
#define T_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */ #define T_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */
#define T_CONT_TRIGGER 0x40000000 #define T_CONT_TRIGGER 0x40000000
#define T_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */ #define T_CONT_NODROP int(0x80000000) /* don't leave bodies or items (death fog, lava) */
#define T_SURF_NODAMAGE 0x1 /* never give falling damage */ #define T_SURF_NODAMAGE 0x1 /* never give falling damage */
#define T_SURF_SLICK 0x2 /* effects game physics */ #define T_SURF_SLICK 0x2 /* effects game physics */

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@ -69,7 +69,7 @@
#define W_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */ #define W_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */
#define W_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */ #define W_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */
#define W_CONT_TRIGGER 0x40000000 #define W_CONT_TRIGGER 0x40000000
#define W_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */ #define W_CONT_NODROP int(0x80000000) /* don't leave bodies or items (death fog, lava) */
#define W_SURF_NODAMAGE 0x1 /* never give falling damage */ #define W_SURF_NODAMAGE 0x1 /* never give falling damage */
#define W_SURF_SLICK 0x2 /* effects game physics */ #define W_SURF_SLICK 0x2 /* effects game physics */

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@ -42,7 +42,7 @@
/* this file must be included *after* game_wolf.h because it shares defines! */ /* this file must be included *after* game_wolf.h because it shares defines! */
#define W_SURF_SPLASH 0x00000040 /* enemy territory water splash surface */ #define W_SURF_SPLASH 0x00000040 /* enemy territory water splash surface */
#define W_SURF_LANDMINE 0x80000000 /* enemy territory 'landminable' surface */ #define W_SURF_LANDMINE int(0x80000000) /* enemy territory 'landminable' surface */