} dplane_t;
-
-#define CONTENTS_EMPTY -1
-#define CONTENTS_SOLID -2
-#define CONTENTS_WATER -3
-#define CONTENTS_SLIME -4
-#define CONTENTS_LAVA -5
-#define CONTENTS_SKY -6
-#define CONTENTS_ORIGIN -7 // removed at csg time
-#define CONTENTS_CLIP -8 // changed to contents_solid
-
-// LordHavoc: Q2 water
-/*
-#define CONTENTS_CURRENT_0 -9
-#define CONTENTS_CURRENT_90 -10
-#define CONTENTS_CURRENT_180 -11
-#define CONTENTS_CURRENT_270 -12
-#define CONTENTS_CURRENT_UP -13
-#define CONTENTS_CURRENT_DOWN -14
-*/
+// contents values in Q1 maps
+#define CONTENTS_EMPTY -1
+#define CONTENTS_SOLID -2
+#define CONTENTS_WATER -3
+#define CONTENTS_SLIME -4
+#define CONTENTS_LAVA -5
+#define CONTENTS_SKY -6
+// these were #ifdef QUAKE2 in the quake source
+#define CONTENTS_ORIGIN -7 // removed at csg time
+#define CONTENTS_CLIP -8 // changed to contents_solid
+#define CONTENTS_CURRENT_0 -9
+#define CONTENTS_CURRENT_90 -10
+#define CONTENTS_CURRENT_180 -11
+#define CONTENTS_CURRENT_270 -12
+#define CONTENTS_CURRENT_UP -13
+#define CONTENTS_CURRENT_DOWN -14
+
+//contents flags in Q2 maps
+#define CONTENTSQ2_SOLID 0x00000001 // an eye is never valid in a solid
+#define CONTENTSQ2_WINDOW 0x00000002 // translucent, but not watery
+#define CONTENTSQ2_AUX 0x00000004
+#define CONTENTSQ2_LAVA 0x00000008
+#define CONTENTSQ2_SLIME 0x00000010
+#define CONTENTSQ2_WATER 0x00000020
+#define CONTENTSQ2_MIST 0x00000040
+#define CONTENTSQ2_AREAPORTAL 0x00008000
+#define CONTENTSQ2_PLAYERCLIP 0x00010000
+#define CONTENTSQ2_MONSTERCLIP 0x00020000
+#define CONTENTSQ2_CURRENT_0 0x00040000
+#define CONTENTSQ2_CURRENT_90 0x00080000
+#define CONTENTSQ2_CURRENT_180 0x00100000
+#define CONTENTSQ2_CURRENT_270 0x00200000
+#define CONTENTSQ2_CURRENT_UP 0x00400000
+#define CONTENTSQ2_CURRENT_DOWN 0x00800000
+#define CONTENTSQ2_ORIGIN 0x01000000 // removed before bsping an entity
+#define CONTENTSQ2_MONSTER 0x02000000 // should never be on a brush, only in game
+#define CONTENTSQ2_DEADMONSTER 0x04000000
+#define CONTENTSQ2_DETAIL 0x08000000 // brushes to be added after vis leafs
+#define CONTENTSQ2_TRANSLUCENT 0x10000000 // auto set if any surface has trans
+#define CONTENTSQ2_LADDER 0x20000000
+
+//contents flags in Q3 maps
+#define CONTENTSQ3_SOLID 0x00000001 // solid (opaque and transparent)
+#define CONTENTSQ3_LAVA 0x00000008 // lava
+#define CONTENTSQ3_SLIME 0x00000010 // slime
+#define CONTENTSQ3_WATER 0x00000020 // water
+#define CONTENTSQ3_FOG 0x00000040 // unused?
+#define CONTENTSQ3_AREAPORTAL 0x00008000 // areaportal (separates areas)
+#define CONTENTSQ3_PLAYERCLIP 0x00010000 // block players
+#define CONTENTSQ3_MONSTERCLIP 0x00020000 // block monsters
+#define CONTENTSQ3_TELEPORTER 0x00040000 // hint for Q3's bots
+#define CONTENTSQ3_JUMPPAD 0x00080000 // hint for Q3's bots
+#define CONTENTSQ3_CLUSTERPORTAL 0x00100000 // hint for Q3's bots
+#define CONTENTSQ3_DONOTENTER 0x00200000 // hint for Q3's bots
+#define CONTENTSQ3_ORIGIN 0x01000000 // used by origin brushes to indicate origin of bmodel (removed by map compiler)
+#define CONTENTSQ3_BODY 0x02000000 // used by bbox entities (should never be on a brush)
+#define CONTENTSQ3_CORPSE 0x04000000 // used by dead bodies (SOLID_CORPSE in darkplaces)
+#define CONTENTSQ3_DETAIL 0x08000000 // brushes that do not split the bsp tree (decorations)
+#define CONTENTSQ3_STRUCTURAL 0x10000000 // brushes that split the bsp tree
+#define CONTENTSQ3_TRANSLUCENT 0x20000000 // leaves surfaces that are inside for rendering
+#define CONTENTSQ3_TRIGGER 0x40000000 // used by trigger entities
+#define CONTENTSQ3_NODROP 0x80000000 // remove items that fall into this brush
typedef struct