#define BOTTOM_LEVEL_UNKNOWN -1000000.f
I3DEngine.h
#define COMPILED_HEIGHT_MAP_FILE_NAME "terrain\\terrain.dat"
I3DEngine.h
#define COMPILED_MERGED_MESHES_BASE_NAME "terrain\\merged_meshes_sectors\\"
I3DEngine.h
#define COMPILED_MERGED_MESHES_LIST "mmrm_used_meshes.lst"
I3DEngine.h
#define COMPILED_TERRAIN_TEXTURE_FILE_NAME "terrain\\cover.ctc"
I3DEngine.h
#define COMPILED_VISAREA_MAP_FILE_NAME "terrain\\indoor.dat"
I3DEngine.h
#define COMPILED_VOX_MAP_FILE_NAME "terrain\\voxmap.dat"
I3DEngine.h
#define DEFAULT_SID 0
I3DEngine.h
#define ERF_ACTIVE_LAYER 0x80000000 // the node is on a currently active layer
IEntityRenderState.h
the node is on a currently active layer
#define ERF_CASTSHADOWINTORAMMAP 0x20
IEntityRenderState.h
#define ERF_CASTSHADOWMAPS 0x8 // if you ever set this flag, be sure also to set ERF_HAS_CASTSHADOWMAPS
IEntityRenderState.h
if you ever set this flag, be sure also to set ERF_HAS_CASTSHADOWMAPS
#define ERF_COLLISION_PROXY 0x400000 // Collision proxy is a special object that is only visible in editor
IEntityRenderState.h
Collision proxy is a special object that is only visible in editor and used for physical collisions with player and vehicles.
#define ERF_EXCLUDE_FROM_TRIANGULATION 0x2000
IEntityRenderState.h
#define ERF_GOOD_OCCLUDER 0x1
IEntityRenderState.h
RenderNode flags
#define ERF_HAS_CASTSHADOWMAPS 0x40000000 // at one point had ERF_CASTSHADOWMAPS set
IEntityRenderState.h
at one point had ERF_CASTSHADOWMAPS set
#define ERF_HIDABLE 0x40
IEntityRenderState.h
#define ERF_HIDABLE_SECONDARY 0x80
IEntityRenderState.h
#define ERF_HIDDEN 0x100
IEntityRenderState.h
#define ERF_HUD 0x10000000 // Hud object that can avoid some visibility tests
IEntityRenderState.h
Hud object that can avoid some visibility tests
#define ERF_NO_DECALNODE_DECALS 0x40000
IEntityRenderState.h
#define ERF_NO_PHYSICS 0x20000
IEntityRenderState.h
#define ERF_OUTDOORONLY 0x800
IEntityRenderState.h
#define ERF_PICKABLE 0x8000
IEntityRenderState.h
#define ERF_PROCEDURAL 0x2
IEntityRenderState.h
#define ERF_RAIN_OCCLUDER 0x20000000 // Is used for rain occlusion map
IEntityRenderState.h
Is used for rain occlusion map
#define ERF_RAYCAST_PROXY 0x8000000 // raycast proxy is only used for raycasting
IEntityRenderState.h
raycast proxy is only used for raycasting
#define ERF_RECVWIND 0x200000
IEntityRenderState.h
#define ERF_REGISTER_BY_BBOX 0x4000
IEntityRenderState.h
#define ERF_REGISTER_BY_POSITION 0x80000
IEntityRenderState.h
#define ERF_RENDER_ALWAYS 0x10
IEntityRenderState.h
#define ERF_SELECTED 0x200
IEntityRenderState.h
#define ERF_SPEC_BIT0 0x1000000 // Bit0 of min config specification.
IEntityRenderState.h
Bit0 of min config specification.
#define ERF_SPEC_BIT1 0x2000000 // Bit1 of min config specification.
IEntityRenderState.h
Bit1 of min config specification.
#define ERF_SPEC_BIT2 0x4000000 // Bit2 of min config specification.
IEntityRenderState.h
Bit2 of min config specification.
#define ERF_SPEC_BITS_MASK (ERF_SPEC_BIT0|ERF_SPEC_BIT1|ERF_SPEC_BIT2) // Bit mask of the min spec bits.
IEntityRenderState.h
Bit mask of the min spec bits.
#define ERF_SPEC_BITS_SHIFT (24) // Bit oOffset of the ERF_SPEC_BIT0.
IEntityRenderState.h
Bit oOffset of the ERF_SPEC_BIT0.
#define ERF_SUBSURFSCATTER 0x100000
IEntityRenderState.h
#define FCEF_ALLOC_CUST_FLOAT_DATA 0x200
RendElement.h
#define FCEF_DELETED 8
RendElement.h
#define FCEF_DIRTY 2
RendElement.h
#define FCEF_MERGABLE 0x400
RendElement.h
#define FCEF_MODIF_COL 0x40
RendElement.h
#define FCEF_MODIF_MASK 0xf0
RendElement.h
#define FCEF_MODIF_TC 0x10
RendElement.h
#define FCEF_MODIF_VERT 0x20
RendElement.h
#define FCEF_NODEL 4
RendElement.h
#define FCEF_PRE_DRAW_DONE 0x1000
RendElement.h
#define FCEF_SKINNED 0x800
RendElement.h
#define FCEF_TRANSFORM 1
RendElement.h
#define FCEF_UPDATEALWAYS 0x100
RendElement.h
#define FGP_NOCALC 1
RendElement.h
#define FGP_REAL 4
RendElement.h
#define FGP_SRC 2
RendElement.h
#define FGP_STAGE_SHIFT 0x10
RendElement.h
#define FGP_WAIT 8
RendElement.h
#define FILEVERSION_TERRAIN_SHLIGHTING_FILE 5
I3DEngine.h
#define LEVEL_INFO_FILE_NAME "levelinfo.xml"
I3DEngine.h
#define MAX_CUSTOM_TEX_BINDS_NUM 2
RendElement.h
#define WATER_LEVEL_SORTID_OFFSET 10000000
I3DEngine.h
float m_SortId : offseted by +WATER_LEVEL_SORTID_OFFSET if the camera object line is crossing the water surface : otherwise offseted by -WATER_LEVEL_SORTID_OFFSET
#define WATER_LEVEL_UNKNOWN -1000000.f
I3DEngine.h
Water level unknown.
#define ERF_NODYNWATER 0x1000
IEntityRenderState.h