------------------------------------------------------------------------------- */
+ /* -------------------------------------------------------------------------------
+
+ 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.)
+
/* -------------------------------------------------------------------------------
{
"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?) */
- "quake", /* magic path word (FIXME where does quake live install to?) */
+ "baseq3", /* default base game data dir */
+ ".quakelive/quakelive/home", /* unix home sub-dir */
+ "quake", /* magic path word */
"scripts", /* shader directory */
64, /* max lightmapped surface verts */
999, /* max surface verts */
{ "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 },