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https://github.com/SabreTools/SabreTools.Serialization.git
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This change looks dramatic, but it's just separating out the already-split namespaces into separate top-level folders. In theory, every single one could be built into their own Nuget package. `SabreTools.Serialization` still builds the normal Nuget package that is used by all other projects and includes all namespaces.
101 lines
2.6 KiB
C#
101 lines
2.6 KiB
C#
namespace SabreTools.Data.Models.BSP
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{
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/// <see href="https://developer.valvesoftware.com/wiki/BSP_(GoldSrc)"/>
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/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
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public static class Constants
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{
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#region Header
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/// <summary>
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/// Number of lumps in a BSP
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/// </summary>
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public const int BSP_HEADER_LUMPS = 15;
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/// <summary>
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/// Number of lumps in a VBSP
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/// </summary>
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public const int VBSP_HEADER_LUMPS = 64;
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#endregion
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#region Lump
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public const int MAX_MAP_HULLS = 4;
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public const int MAX_MAP_MODELS = 400;
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public const int MAX_MAP_BRUSHES = 4096;
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public const int MAX_MAP_ENTITIES = 1024;
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public const int MAX_MAP_ENTSTRING = 128 * 1024;
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public const int MAX_MAP_PLANES = 32767;
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public const int MAX_MAP_NODES = 32767;
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public const int MAX_MAP_CLIPNODES = 32767;
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public const int MAX_MAP_LEAFS = 8192;
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public const int MAX_MAP_VERTS = 65535;
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public const int MAX_MAP_FACES = 65535;
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public const int MAX_MAP_MARKSURFACES = 65535;
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public const int MAX_MAP_TEXINFO = 8192;
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public const int MAX_MAP_EDGES = 256000;
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public const int MAX_MAP_SURFEDGES = 512000;
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public const int MAX_MAP_TEXTURES = 512;
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public const int MAX_MAP_MIPTEX = 0x200000;
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public const int MAX_MAP_LIGHTING = 0x200000;
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public const int MAX_MAP_VISIBILITY = 0x200000;
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public const int MAX_MAP_PORTALS = 65536;
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#endregion
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#region Entities
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public const int MAX_KEY = 32;
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public const int MAX_VALUE = 1024;
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#endregion
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#region Textures
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public const int MAXTEXTURENAME = 16;
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public const int MIPLEVELS = 4;
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#endregion
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#region VBSP
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public static readonly byte[] SignatureBytes = [0x56, 0x42, 0x53, 0x50];
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public const string SignatureString = "VBSP";
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public const uint SignatureUInt32 = 0x50534256;
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#endregion
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#region LZMA
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public static readonly byte[] LzmaHeaderBytes = [0x4C, 0x5A, 0x4D, 0x41];
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public const string LzmaHeaderString = "LZMA";
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public const uint LzmaHeaderUInt32 = 0x414D5A4C;
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#endregion
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#region Overlay
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public const int OVERLAY_BSP_FACE_COUNT = 64;
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#endregion
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#region Worldlights
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/// <summary>
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/// This says that the light was put into the per-leaf ambient cubes.
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/// </summary>
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public const int DWL_FLAGS_INAMBIENTCUBE = 0x0001;
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#endregion
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}
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}
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