/* -------------------------------------------------------------------------------

Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.

This file is part of GtkRadiant.

GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

----------------------------------------------------------------------------------

This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."

------------------------------------------------------------------------------- */



/* marker */
#ifndef GAME__NULL_H
#define GAME__NULL_H



/* -------------------------------------------------------------------------------

content and surface flags
are in game_quake3.h

------------------------------------------------------------------------------- */



/* -------------------------------------------------------------------------------

game_t struct

------------------------------------------------------------------------------- */

{
	NULL,			/* -game x */
	NULL,			/* default base game data dir */
	NULL,			/* unix home sub-dir */
	NULL,			/* magic path word */
	NULL,			/* shader directory */
	0,			/* max lightmapped surface verts */
	0,			/* max surface verts */
	0,			/* max surface indexes */
	qfalse,			/* flares */
	NULL,			/* default flare shader */
	qfalse,			/* wolf lighting model? */
	0,			/* lightmap width/height */
	0,			/* lightmap gamma */
	qfalse,			/* lightmap sRGB */
	qfalse,			/* texture sRGB */
	qfalse,			/* color sRGB */
	0,			/* lightmap exposure */
	0,			/* lightmap compensate */
	0,			/* lightgrid scale */
	0,			/* lightgrid ambient scale */
	qfalse,			/* light angle attenuation uses half-lambert curve */
	qfalse,			/* disable shader lightstyles hack */
	qfalse,			/* keep light entities on bsp */
	0,			/* default patchMeta subdivisions tolerance */
	qfalse,			/* patch casting enabled */
	qfalse,			/* compile deluxemaps */
	0,			/* deluxemaps default mode */
	0,			/* minimap size */
	0,			/* minimap sharpener */
	0,			/* minimap border */
	qfalse,			/* minimap keep aspect */
	MINIMAP_MODE_GRAY,	/* minimap mode */
	NULL,			/* minimap name format */
	NULL,			/* bsp file prefix */
	0,			/* bsp file version */
	qfalse,			/* cod-style lump len/ofs order */
	NULL,			/* bsp load function */
	NULL,			/* bsp write function */

	{
		{ NULL, 0, 0, 0, 0, 0, 0 }
	}
}



/* end marker */
#endif

