QQRKSRC1
// Quake 2 definition file for Quark

//$Header: /cvsroot/quark/runtime/addons/Quake_2/DataQ2.qrk,v 1.20 2008/06/30 17:31:55 cdunde Exp $
// ----------- REVISION HISTORY ------------
//$Log: DataQ2.qrk,v $
//Revision 1.20  2008/06/30 17:31:55  cdunde
//Updates, additions and a new mod addon by X7.
//
//Revision 1.19  2008/05/21 18:15:14  cdunde
//To add and\or activate Half-Life 2 functions: (all original code by Alexander)
//1) to create extra Specifics setting handles for func_useableladder function (point0 & point1)
//      func_breakable_glass and func_breakable_surf functions
//      (lowerleft, upperleft, lowerright and upperright)
//2) to draw special light entity lines for functions like light_spot that have the Specifics
//      (angles, _cone, spotlightwidth and\or _inner_cone)
//3) face displacement. Commented out at this time. believe bezier type code should be used instead.
//
//Revision 1.18  2008/05/14 20:38:49  cdunde
//Fixed basic lighting in all games and a few other small typo errors.
//
//Revision 1.17  2008/03/28 19:10:37  cdunde
//Cleaned up, fixed if needed and brought into sync with all QuArK addons.
//
//Revision 1.16  2008/02/27 00:19:44  danielpharos
//Fix the contextual help files not being found anymore
//
//Revision 1.15  2007/04/15 19:39:46  danielpharos
//Fixed a wrong type of _sun_ambient.
//
//Revision 1.14  2007/03/29 16:06:02  danielpharos
//Added the _sun specifics. Thanks OmnificienT!
//Also fixed a few typo's.
//
//Revision 1.13  2007/03/25 20:42:52  danielpharos
//Added a missing target-specific to func_explosive.
//
//Revision 1.12  2007/03/21 23:22:00  danielpharos
//Fixed a few typo's and removed the tabs
//
//Revision 1.11  2007/03/13 05:42:59  cdunde
//Changed the trigger_push specific 'angle 360 into angles 0 0 0 - by OmnificienT
//
//Revision 1.10  2007/02/06 13:09:19  danielpharos
//Changed the translucency setting to actually be visibly transparent in QuArK.
//
//Revision 1.9  2005/10/15 01:00:02  cdunde
//To reinstate headers and history
//
//Revision 1.6  2002/04/07 12:43:48  decker_dk
//Purified texture-flags
//
//Revision 1.5  2001/10/05 18:00:04  decker_dk
//Removed 'bbox' for non-visible point-entities
//
//Revision 1.4  2001/06/08 20:16:34  decker_dk
//Small HTTP-URL change.
//
//Revision 1.3  2001/04/23 18:39:23  decker_dk
//Modified translucent/transparent (Thanks to Gary A. Chojnowski <noxia@cityisp.net>)
//
//Revision 1.2  2001/03/20 21:56:49  decker_dk
//Added log-header / misc.
//
//Revision 1.1  2001/02/11 11:08:40  decker_dk
//Moved from addons directory
//

{
  QuArKProtected = "1"
  Description = "Base Quake 2 data"

  Quake 2 setup.qctx =
  {
    Game = "Quake 2"
    HTML = "index.html"

    SFSkills = '256 512 1024 2048'   // must be 4 or 6 values : easy/medium/hard/deathm.[/coop/single]
    TexFlagsTransparent = '16 0.6667 32 0.3333 268435456 0.5'   // bit of value 16 (resp 32) means "66% transparent" (resp 33%)

    TextureFlags:form =     // a form for setting flags on polyhedron faces
    {
      Style = "5"
      Reset: =
      {
        Cap = "Reset to default"
        Typ = "B"
        Hint = "Reset all flags to the texture's default"
        Delete: =
        {
          Flags = ""      // this button deletes these Specifics
          Contents = ""
          Value = ""
        }
      }

      Sep:     ={Txt="" Typ="S"}  // separator

      Contents:={Txt="Brush" Cap="water"          Typ="X32"        Hint="water"}
      Contents:={Txt=""      Cap="slime"          Typ="X16"        Hint="mildly damaging"}
      Contents:={Txt=""      Cap="lava"           Typ="X8"         Hint="very damaging"}
      Contents:={Txt=""      Cap="window"         Typ="X2"         Hint="transparent (the opposite face of windows are not drawn)"}
      Contents:={Txt=""      Cap="translucent"    Typ="X268435456" Hint="translucent (allows light to pass, not vision - e.g. use for water)"}
      Contents:={Txt=""      Cap="mist"           Typ="X64"        Hint="non-solid window (Player can walk through it)"}
      Contents:={Txt=""      Cap="origin"         Typ="X16777216"  Hint="use as centrepoint, for rotating objects only"}
      Contents:={Txt=""      Cap="playerclip"     Typ="X65536"     Hint="Stops Players from passing through"}
      Contents:={Txt=""      Cap="monsterclip"    Typ="X131072"    Hint="Stops monsters passing through"}
      Contents:={Txt=""      Cap="detail"         Typ="X134217728" Hint="for small, detail brushes that QVIS3 can ignore"}
      Contents:={Txt=""      Cap="ladder"         Typ="X536870912" Hint="Player can climb up this"}
      Contents:={Txt=""      Cap="auxi"           Typ="X4"         Hint="??"}

      Sep:     ={Txt="" Typ="S"}  // separator

      Contents:={Txt="Flowing" Cap="current_0"      Typ="X262144"    Hint="Flowing water pushes to 0 west"}
      Contents:={Txt=""        Cap="current_90"     Typ="X524288"    Hint="Flowing water pushes to 90 north"}
      Contents:={Txt=""        Cap="current_180"    Typ="X1048576"   Hint="Flowing water pushes to 180 east"}
      Contents:={Txt=""        Cap="current_270"    Typ="X2097152"   Hint="Flowing water pushes to 270 south"}
      Contents:={Txt=""        Cap="current_up"     Typ="X4194304"   Hint="Flowing water pushes Upwards"}
      Contents:={Txt=""        Cap="current_dn"     Typ="X8388608"   Hint="Flowing water pushes Down"}

      Sep:     ={Txt="" Typ="S"}  // separator

      Flags:   ={Txt="Face" Cap="hint"           Typ="X256"       Hint="tell QBSP3 to cut along this plane first"}
      Flags:   ={Txt=""     Cap="skip"           Typ="X512"       Hint="completely ignore, allowing non-closed brushes"}
      Flags:   ={Txt=""     Cap="light"          Typ="X1"         Hint="'value' is the light quantity"}
      Flags:   ={Txt=""     Cap="slick"          Typ="X2"         Hint="slidy surface"}
      Flags:   ={Txt=""     Cap="sky"            Typ="X4"         Hint="sky -can be used with 'light'"}
      Flags:   ={Txt=""     Cap="warping"        Typ="X8"         Hint="turbulent water warp (for 64x64 textures only)"}
      Flags:   ={Txt=""     Cap="trans33"        Typ="X16"        Hint="transparent, 33% (more see-through than 50%)"}
      Flags:   ={Txt=""     Cap="trans66"        Typ="X32"        Hint="transparent, 66% (less see-through than 50%)"}
      Flags:   ={Txt=""     Cap="flowing"        Typ="X64"        Hint="flow direction towards angle 0"}
      Flags:   ={Txt=""     Cap="nodraw"         Typ="X128"       Hint="for clip textures and trigger textures"}
      Flags:   ={Txt=""     Cap="metal"          Typ="X1024"      Hint="metal surface footsteps"}
      Flags:   ={Txt=""     Cap="dirt"           Typ="X2048"      Hint="dirt surface footsteps"}
      Flags:   ={Txt=""     Cap="vent"           Typ="X4096"      Hint="vent surface footsteps"}
      Flags:   ={Txt=""     Cap="grate"          Typ="X8192"      Hint="grate surface footsteps"}
      Flags:   ={Txt=""     Cap="tile"           Typ="X16384"     Hint="tile surface footsteps"}
      Flags:   ={Txt=""     Cap="grass"          Typ="X32768"     Hint="grass surface footsteps"}
      Flags:   ={Txt=""     Cap="snow"           Typ="X65536"     Hint="snow surface footsteps"}
      Flags:   ={Txt=""     Cap="carpet"         Typ="X131072"    Hint="carpet surface footsteps"}
      Flags:   ={Txt=""     Cap="forcefield"     Typ="X262144"    Hint="forcefield surface footsteps"}
      Flags:   ={Txt=""     Cap="gravel"         Typ="X524288"    Hint="gravel surface footsteps"}
      Flags:   ={Txt=""     Cap="ice"            Typ="X1048576"   Hint="ice surface footsteps"}
      Flags:   ={Txt=""     Cap="sand"           Typ="X2097152"   Hint="sand surface footsteps"}
      Flags:   ={Txt=""     Cap="wood"           Typ="X4194304"   Hint="wood surface footsteps"}      
      Flags:   ={Txt=""     Cap="fullbright"     Typ="X16777216"  Hint="forces trans surfaces fullbright"}
      Flags:   ={Txt=""     Cap="alphatest"      Typ="X33554432"  Hint="for textures with holes"}

      Sep:     ={Txt="" Typ="S"}  // separator

      Value:   ={Txt="Value" Typ="E" Hint="The meaning of this depends on the other flags"}
    }
  }
  NewFiles.qtx =
  {
    ToolBox = "New files..."
    Root = "Quake 2 file types.qtxfolder"
    Quake 2 file types.qtxfolder =
    {
      Texture.wal = { ;incl="EmptyTexture" }
      CIN Video.cin = { }
    }
  }
  walltex:incl =
  {
    tex = "e1u1/damage1_1"
  }
  floortex:incl =
  {
    tex = "e1u1/c_met51a"
  }
  ceiltex:incl =
  {
    tex = "e1u1/sky1"
  }
  NewMap:incl =
  {
    Game = "Quake 2"
    Root = "worldspawn:b"
    worldspawn:b =
    {
      Border walls:g =
      {
        East wall:p =
        {
          west:f =  { v = '256 0 272 256 -128 272 256 0 400'       walltex = ! }
          east:f =  { v = '272 0 272 272 128 272 272 0 400'        walltex = ! }
          south:f = { v = '432 -192 272 560 -192 272 432 -192 400' walltex = ! }
          north:f = { v = '432 192 272 304 192 272 432 192 400'    walltex = ! }
          down:f =  { v = '432 0 -96 560 0 -96 432 -128 -96'       walltex = ! }
          up:f =    { v = '432 0 96 560 0 96 432 128 96'           walltex = ! }
        }
        West wall:p =
        {
          west:f =  { v = '-272 0 272 -272 -128 272 -272 0 400'    walltex = ! }
          east:f =  { v = '-256 0 272 -256 128 272 -256 0 400'     walltex = ! }
          south:f = { v = '432 -192 272 560 -192 272 432 -192 400' walltex = ! }
          north:f = { v = '432 192 272 304 192 272 432 192 400'    walltex = ! }
          down:f =  { v = '432 0 -96 560 0 -96 432 -128 -96'       walltex = ! }
          up:f =    { v = '432 0 96 560 0 96 432 128 96'           walltex = ! }
        }
        North wall:p =
        {
          west:f =  { v = '-256 0 272 -256 -128 272 -256 0 400'    walltex = ! }
          east:f =  { v = '256 0 272 256 128 272 256 0 400'        walltex = ! }
          south:f = { v = '432 192 272 560 192 272 432 192 400'    walltex = ! }
          north:f = { v = '432 208 272 304 208 272 432 208 400'    walltex = ! }
          down:f =  { v = '432 0 -96 560 0 -96 432 -128 -96'       walltex = ! }
          up:f =    { v = '432 0 96 560 0 96 432 128 96'           walltex = ! }
        }
        South wall:p =
        {
          west:f =  { v = '-256 0 272 -256 -128 272 -256 0 400'    walltex = ! }
          east:f =  { v = '256 0 272 256 128 272 256 0 400'        walltex = ! }
          south:f = { v = '432 -208 272 560 -208 272 432 -208 400' walltex = ! }
          north:f = { v = '432 -192 272 304 -192 272 432 -192 400' walltex = ! }
          down:f =  { v = '432 0 -96 560 0 -96 432 -128 -96'       walltex = ! }
          up:f =    { v = '432 0 96 560 0 96 432 128 96'           walltex = ! }
        }
        Sky:p =
        {
          west:f =  { v = '-256 0 272 -256 -128 272 -256 0 400'    ceiltex = ! }
          east:f =  { v = '256 0 272 256 128 272 256 0 400'        ceiltex = ! }
          south:f = { v = '432 -192 272 560 -192 272 432 -192 400' ceiltex = ! }
          north:f = { v = '432 192 272 304 192 272 432 192 400'    ceiltex = ! }
          down:f =  { v = '432 0 96 560 0 96 432 -128 96'          ceiltex = ! }
          up:f =    { v = '432 0 112 560 0 112 432 128 112'        ceiltex = ! }
        }
        Floor:p =
        {
          west:f =  { v = '-256 0 272 -256 -128 272 -256 0 400'    floortex = ! }
          east:f =  { v = '256 0 272 256 128 272 256 0 400'        floortex = ! }
          south:f = { v = '432 -192 272 560 -192 272 432 -192 400' floortex = ! }
          north:f = { v = '432 192 272 304 192 272 432 192 400'    floortex = ! }
          down:f =  { v = '432 0 -112 560 0 -112 432 -128 -112'    floortex = ! }
          up:f =    { v = '432 0 -96 560 0 -96 432 128 -96'        floortex = ! }
        }
      }
      info_player_start:e =
      {
        origin = "-144 0 -72"
        angle = "360"
      }
      light:e =
      {
        light = "300"
        _color = "1 1 1"
        origin = "0 0 0"
      }
    }
  }
}
