Richard Boegli's CnC_Generals_Zero_Hour Fork
WIP
This is documentation of Richard Boegil's Zero Hour Fork
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Here is a list of all enum values with links to the files they belong to:
- s -
SAME_CURRENTHEALTH :
BodyModule.h
SAME_LINE :
BabylonDlg.h
SAVE_FILE_TYPE_MISSION :
GameState.h
SAVE_FILE_TYPE_NORMAL :
GameState.h
SAVE_FILE_TYPE_NUM_TYPES :
GameState.h
SC_ERROR :
GameState.h
SC_FILE_NOT_FOUND :
GameState.h
SC_INVALID :
GameState.h
SC_INVALID_DATA :
GameState.h
SC_INVALID_XFER :
GameState.h
SC_NO_FILE_AVAILABLE :
GameState.h
SC_OK :
GameState.h
SC_PHASE_COUNT :
StructureCollapseUpdate.h
SC_UNABLE_TO_OPEN_FILE :
GameState.h
SC_UNKNOWN_BLOCK :
GameState.h
SCENE_PASS_ALPHA_MASK :
W3DCustomScene.h
SCENE_PASS_DEFAULT :
W3DCustomScene.h
SCENECLASS_CHUNK_VARIABLES :
scene.cpp
SCENECLASS_VARIABLE_AMBIENTLIGHT :
scene.cpp
SCENECLASS_VARIABLE_FOGCOLOR :
scene.cpp
SCENECLASS_VARIABLE_FOGENABLED :
scene.cpp
SCENECLASS_VARIABLE_FOGEND :
scene.cpp
SCENECLASS_VARIABLE_FOGSTART :
scene.cpp
SCENECLASS_VARIABLE_POLYRENDERMODE :
scene.cpp
SCIENCE_AVAILABILITY_COUNT :
Player.h
SCIENCE_AVAILABILITY_INVALID :
Player.h
SCIENCE_AVAILABLE :
Player.h
SCIENCE_DISABLED :
Player.h
SCIENCE_HIDDEN :
Player.h
SCIENCE_INVALID :
Science.h
SCORCH_1 :
GameType.h
SCORCH_2 :
GameType.h
SCORCH_3 :
GameType.h
SCORCH_4 :
GameType.h
SCORCH_COUNT :
GameType.h
SCORCHMARK :
ParticleSys.h
SCORE_SCALE_UP_TRANSITION :
GameWindowTransitions.h
SCORESCREEN_INTERNET :
ScoreScreen.cpp
SCORESCREEN_LAN :
ScoreScreen.cpp
SCORESCREEN_REPLAY :
ScoreScreen.cpp
SCORESCREEN_SINGLEPLAYER :
ScoreScreen.cpp
SCORESCREEN_SKIRMISH :
ScoreScreen.cpp
SCPHASE_BURST :
StructureCollapseUpdate.h
SCPHASE_DELAY :
StructureCollapseUpdate.h
SCPHASE_FINAL :
StructureCollapseUpdate.h
SCPHASE_INITIAL :
StructureCollapseUpdate.h
SCREEN_FADE_TRANSITION :
GameWindowTransitions.h
SCRIPT_ONLY :
ControlBar.h
SD_PHASE_COUNT :
SlowDeathBehavior.h
SDPHASE_FINAL :
SlowDeathBehavior.h
SDPHASE_INITIAL :
SlowDeathBehavior.h
SDPHASE_MIDPOINT :
SlowDeathBehavior.h
SECONDARY_WEAPON :
GameType.h
SECTIONAL_BRIDGE :
W3DBridgeBuffer.h
SEGMENT :
W3DRoadBuffer.h
SEMI_CONSTANT :
ParticleSys.h
SEND_GAME_OPTS :
LANAPICallbacks.h
SEND_IT_FLYING :
ObjectCreationList.cpp
SEND_IT_OUT :
ObjectCreationList.cpp
SEND_IT_UP :
ObjectCreationList.cpp
SERIAL_AUTHFAILED :
PeerThread.h
SERIAL_BANNED :
PeerThread.h
SERIAL_NONEXISTENT :
PeerThread.h
SERIAL_OK :
PeerThread.h
SERVER :
wolapi.h
SHADOW_ADDITIVE_DECAL :
Shadow.h
SHADOW_ALPHA_DECAL :
Shadow.h
SHADOW_DECAL :
Shadow.h
SHADOW_DIRECTIONAL_PROJECTION :
Shadow.h
SHADOW_DYNAMIC_PROJECTION :
Shadow.h
SHADOW_NONE :
Shadow.h
SHADOW_PROJECTION :
Shadow.h
SHADOW_SCORCH :
GameType.h
SHADOW_VOLUME :
Shadow.h
SHAPE_CENTER :
Convert.h
SHAPE_DARKEN :
Convert.h
SHAPE_NORMAL :
Convert.h
SHAPE_NOTRANS :
Convert.h
SHAPE_PREDATOR :
Convert.h
SHAPE_REMAP :
Convert.h
SHAPE_TRANSLUCENT25 :
Convert.h
SHAPE_TRANSLUCENT50 :
Convert.h
SHAPE_TRANSLUCENT75 :
Convert.h
SHAPE_WIN_REL :
Convert.h
SHD_CLASSID_DUMMY :
shdclassids.h
SHD_CLASSID_LAST :
shdclassids.h
SHDDEF_CLASSID_BUMPDIFF :
shdclassids.h
SHDDEF_CLASSID_BUMPSPEC :
shdclassids.h
SHDDEF_CLASSID_CUBEMAP :
shdclassids.h
SHDDEF_CLASSID_DUMMY :
shdclassids.h
SHDDEF_CLASSID_GLOSSMASK :
shdclassids.h
SHDDEF_CLASSID_LAST :
shdclassids.h
SHDDEF_CLASSID_LEGACYW3D :
shdclassids.h
SHDDEF_CLASSID_SIMPLE :
shdclassids.h
SHDLEGACY_CHUNKID_MAPPERARGS00 :
shdlegacyw3d.cpp
SHDLEGACY_CHUNKID_MAPPERARGS01 :
shdlegacyw3d.cpp
SHDLEGACY_CHUNKID_MAPPERARGS10 :
shdlegacyw3d.cpp
SHDLEGACY_CHUNKID_MAPPERARGS11 :
shdlegacyw3d.cpp
SHDLEGACY_CHUNKID_MAPPERARGS20 :
shdlegacyw3d.cpp
SHDLEGACY_CHUNKID_MAPPERARGS21 :
shdlegacyw3d.cpp
SHDLEGACY_CHUNKID_MAPPERARGS30 :
shdlegacyw3d.cpp
SHDLEGACY_CHUNKID_MAPPERARGS31 :
shdlegacyw3d.cpp
SHDLEGACY_CHUNKID_TEXTURE_NAME00 :
shdlegacyw3d.cpp
SHDLEGACY_CHUNKID_TEXTURE_NAME01 :
shdlegacyw3d.cpp
SHDLEGACY_CHUNKID_TEXTURE_NAME10 :
shdlegacyw3d.cpp
SHDLEGACY_CHUNKID_TEXTURE_NAME11 :
shdlegacyw3d.cpp
SHDLEGACY_CHUNKID_TEXTURE_NAME20 :
shdlegacyw3d.cpp
SHDLEGACY_CHUNKID_TEXTURE_NAME21 :
shdlegacyw3d.cpp
SHDLEGACY_CHUNKID_TEXTURE_NAME30 :
shdlegacyw3d.cpp
SHDLEGACY_CHUNKID_TEXTURE_NAME31 :
shdlegacyw3d.cpp
SHDLEGACY_CHUNKID_VARIABLES :
shdlegacyw3d.cpp
SHDVER_6 :
shddef.h
SHDVER_7 :
shddef.h
SHDVER_8 :
shddef.h
SHDVER_UNDEFINED :
shddef.h
SHELL_SCRIPT_HOOK_GENERALS_ONLINE_ENTERED_FROM_GAME :
ShellHooks.h
SHELL_SCRIPT_HOOK_GENERALS_ONLINE_LOGIN :
ShellHooks.h
SHELL_SCRIPT_HOOK_GENERALS_ONLINE_LOGOUT :
ShellHooks.h
SHELL_SCRIPT_HOOK_LAN_CLOSED :
ShellHooks.h
SHELL_SCRIPT_HOOK_LAN_ENTERED_FROM_GAME :
ShellHooks.h
SHELL_SCRIPT_HOOK_LAN_OPENED :
ShellHooks.h
SHELL_SCRIPT_HOOK_MAIN_MENU_CAMPAIGN_HIGHLIGHTED :
ShellHooks.h
SHELL_SCRIPT_HOOK_MAIN_MENU_CAMPAIGN_SELECTED :
ShellHooks.h
SHELL_SCRIPT_HOOK_MAIN_MENU_CAMPAIGN_UNHIGHLIGHTED :
ShellHooks.h
SHELL_SCRIPT_HOOK_MAIN_MENU_EXIT_HIGHLIGHTED :
ShellHooks.h
SHELL_SCRIPT_HOOK_MAIN_MENU_EXIT_SELECTED :
ShellHooks.h
SHELL_SCRIPT_HOOK_MAIN_MENU_EXIT_UNHIGHLIGHTED :
ShellHooks.h
SHELL_SCRIPT_HOOK_MAIN_MENU_NETWORK_HIGHLIGHTED :
ShellHooks.h
SHELL_SCRIPT_HOOK_MAIN_MENU_NETWORK_SELECTED :
ShellHooks.h
SHELL_SCRIPT_HOOK_MAIN_MENU_NETWORK_UNHIGHLIGHTED :
ShellHooks.h
SHELL_SCRIPT_HOOK_MAIN_MENU_ONLINE_HIGHLIGHTED :
ShellHooks.h
SHELL_SCRIPT_HOOK_MAIN_MENU_ONLINE_SELECTED :
ShellHooks.h
SHELL_SCRIPT_HOOK_MAIN_MENU_ONLINE_UNHIGHLIGHTED :
ShellHooks.h
SHELL_SCRIPT_HOOK_MAIN_MENU_OPTIONS_HIGHLIGHTED :
ShellHooks.h
SHELL_SCRIPT_HOOK_MAIN_MENU_OPTIONS_SELECTED :
ShellHooks.h
SHELL_SCRIPT_HOOK_MAIN_MENU_OPTIONS_UNHIGHLIGHTED :
ShellHooks.h
SHELL_SCRIPT_HOOK_MAIN_MENU_SKIRMISH_HIGHLIGHTED :
ShellHooks.h
SHELL_SCRIPT_HOOK_MAIN_MENU_SKIRMISH_SELECTED :
ShellHooks.h
SHELL_SCRIPT_HOOK_MAIN_MENU_SKIRMISH_UNHIGHLIGHTED :
ShellHooks.h
SHELL_SCRIPT_HOOK_OPTIONS_CLOSED :
ShellHooks.h
SHELL_SCRIPT_HOOK_OPTIONS_OPENED :
ShellHooks.h
SHELL_SCRIPT_HOOK_SKIRMISH_CLOSED :
ShellHooks.h
SHELL_SCRIPT_HOOK_SKIRMISH_ENTERED_FROM_GAME :
ShellHooks.h
SHELL_SCRIPT_HOOK_SKIRMISH_OPENED :
ShellHooks.h
SHELL_SCRIPT_HOOK_TOTAL :
ShellHooks.h
SHIFT :
MetaEvent.h
SHIFT_ALPHATEST :
shader.h
SHIFT_ALT :
MetaEvent.h
SHIFT_ALT_CTRL :
MetaEvent.h
SHIFT_COLORMASK :
shader.h
SHIFT_CTRL :
MetaEvent.h
SHIFT_CULLMODE :
shader.h
SHIFT_DEPTHCOMPARE :
shader.h
SHIFT_DEPTHMASK :
shader.h
SHIFT_DSTBLEND :
shader.h
SHIFT_FOG :
shader.h
SHIFT_NPATCHENABLE :
shader.h
SHIFT_POSTDETAILALPHAFUNC :
shader.h
SHIFT_POSTDETAILCOLORFUNC :
shader.h
SHIFT_PRIGRADIENT :
shader.h
SHIFT_SECGRADIENT :
shader.h
SHIFT_SRCBLEND :
shader.h
SHIFT_TEXTURING :
shader.h
SHOW_CHINA :
MainMenu.cpp
SHOW_FRAMES_LIMIT :
MainMenu.cpp
SHOW_GLA :
MainMenu.cpp
SHOW_NONE :
MainMenu.cpp
SHOW_SKIRMISH :
MainMenu.cpp
SHOW_TRAINING :
MainMenu.cpp
SHOW_USA :
MainMenu.cpp
SINGLE_USE_COMMAND :
ControlBar.h
SLASH_CHAR :
util.cpp
SLLT_INVALID :
GameState.h
SLLT_LOAD_ONLY :
GameState.h
SLLT_NUM_TYPES :
GameState.h
SLLT_SAVE_AND_LOAD :
GameState.h
SLLT_SAVE_ONLY :
GameState.h
SLOT_BRUTAL_AI :
GameInfo.h
SLOT_CLOSED :
GameInfo.h
SLOT_EASY_AI :
GameInfo.h
SLOT_MED_AI :
GameInfo.h
SLOT_OPEN :
GameInfo.h
SLOT_PLAYER :
GameInfo.h
SLTH_SPECIAL_GPS_SCRAMBLER :
SpecialPowerType.h
SNAP_DISTANCE :
PolygonTool.cpp
SNAPSHOT_DEEPCRC :
GameState.h
SNAPSHOT_DEEPCRC_LOGICONLY :
GameState.h
SNAPSHOT_MAX :
GameState.h
SNAPSHOT_SAVELOAD :
GameState.h
SPECIAL_A10_THUNDERBOLT_STRIKE :
SpecialPowerType.h
SPECIAL_AMBUSH :
SpecialPowerType.h
SPECIAL_ANTHRAX_BOMB :
SpecialPowerType.h
SPECIAL_ARTILLERY_BARRAGE :
SpecialPowerType.h
SPECIAL_BATTLESHIP_BOMBARDMENT :
SpecialPowerType.h
SPECIAL_BLACK_MARKET_NUKE :
SpecialPowerType.h
SPECIAL_BLACKLOTUS_CAPTURE_BUILDING :
SpecialPowerType.h
SPECIAL_BLACKLOTUS_DISABLE_VEHICLE_HACK :
SpecialPowerType.h
SPECIAL_BLACKLOTUS_STEAL_CASH_HACK :
SpecialPowerType.h
SPECIAL_BOOBY_TRAP :
SpecialPowerType.h
SPECIAL_CARPET_BOMB :
SpecialPowerType.h
SPECIAL_CASH_BOUNTY :
SpecialPowerType.h
SPECIAL_CASH_HACK :
SpecialPowerType.h
SPECIAL_CHANGE_BATTLE_PLANS :
SpecialPowerType.h
SPECIAL_CHINA_CARPET_BOMB :
SpecialPowerType.h
SPECIAL_CIA_INTELLIGENCE :
SpecialPowerType.h
SPECIAL_CLEANUP_AREA :
SpecialPowerType.h
SPECIAL_CLUSTER_MINES :
SpecialPowerType.h
SPECIAL_COMMUNICATIONS_DOWNLOAD :
SpecialPowerType.h
SPECIAL_CRATE_DROP :
SpecialPowerType.h
SPECIAL_DAISY_CUTTER :
SpecialPowerType.h
SPECIAL_DEFECTOR :
SpecialPowerType.h
SPECIAL_DEMORALIZE_OBSOLETE :
SpecialPowerType.h
SPECIAL_DETONATE_DIRTY_NUKE :
SpecialPowerType.h
SPECIAL_DISGUISE_AS_VEHICLE :
SpecialPowerType.h
SPECIAL_EMP_PULSE :
SpecialPowerType.h
SPECIAL_FRENZY :
SpecialPowerType.h
SPECIAL_GPS_SCRAMBLER :
SpecialPowerType.h
SPECIAL_HACKER_DISABLE_BUILDING :
SpecialPowerType.h
SPECIAL_HELIX_NAPALM_BOMB :
SpecialPowerType.h
SPECIAL_INFANTRY_CAPTURE_BUILDING :
SpecialPowerType.h
SPECIAL_INVALID :
SpecialPowerType.h
SPECIAL_LAUNCH_BAIKONUR_ROCKET :
SpecialPowerType.h
SPECIAL_LEAFLET_DROP :
SpecialPowerType.h
SPECIAL_MISSILE_DEFENDER_LASER_GUIDED_MISSILES :
SpecialPowerType.h
SPECIAL_NAPALM_STRIKE :
SpecialPowerType.h
SPECIAL_NEUTRON_MISSILE :
SpecialPowerType.h
SPECIAL_PARADROP_AMERICA :
SpecialPowerType.h
SPECIAL_PARTICLE_UPLINK_CANNON :
SpecialPowerType.h
SPECIAL_RADAR_VAN_SCAN :
SpecialPowerType.h
SPECIAL_REMOTE_CHARGES :
SpecialPowerType.h
SPECIAL_REPAIR_VEHICLES :
SpecialPowerType.h
SPECIAL_SCUD_STORM :
SpecialPowerType.h
SPECIAL_SNEAK_ATTACK :
SpecialPowerType.h
SPECIAL_SPECTRE_GUNSHIP :
SpecialPowerType.h
SPECIAL_SPY_DRONE :
SpecialPowerType.h
SPECIAL_SPY_SATELLITE :
SpecialPowerType.h
SPECIAL_TANK_PARADROP :
SpecialPowerType.h
SPECIAL_TANKHUNTER_TNT_ATTACK :
SpecialPowerType.h
SPECIAL_TERROR_CELL :
SpecialPowerType.h
SPECIAL_TIMED_CHARGES :
SpecialPowerType.h
SPECIALPOWER_COUNT :
SpecialPowerType.h
ST_ALIGNXY :
ParticleEditorDialog.h
ST_ALLIES :
AudioEventInfo.h
ST_BUSY :
SupplyTruckAIUpdate.h
ST_DEST :
GameMtl.cpp
ST_DEST_ALPHA :
GameMtl.cpp
ST_DOCKING :
SupplyTruckAIUpdate.h
ST_EMITABOVEGROUNDONLY :
ParticleEditorDialog.h
ST_ENEMIES :
AudioEventInfo.h
ST_EVERYONE :
AudioEventInfo.h
ST_GLOBAL :
AudioEventInfo.h
ST_HOLLOW :
ParticleEditorDialog.h
ST_IDLE :
SupplyTruckAIUpdate.h
ST_ONE :
GameMtl.cpp
ST_ONESHOT :
ParticleEditorDialog.h
ST_PARTICLEUPTOWARDSEMITTER :
ParticleEditorDialog.h
ST_PHASE_COUNT :
StructureToppleUpdate.h
ST_PLAYER :
AudioEventInfo.h
ST_REGROUPING :
SupplyTruckAIUpdate.h
ST_SHROUDED :
AudioEventInfo.h
ST_SRC :
GameMtl.cpp
ST_SRC_ALPHA :
GameMtl.cpp
ST_UI :
AudioEventInfo.h
ST_VOICE :
AudioEventInfo.h
ST_WANTING :
SupplyTruckAIUpdate.h
ST_WORLD :
AudioEventInfo.h
ST_ZERO :
GameMtl.cpp
START :
BabylonDlg.cpp
START_FRAME_FIRST :
W3DModelDraw.cpp
START_FRAME_LAST :
W3DModelDraw.cpp
STATE_CONTINUE :
StateMachine.h
STATE_FAILURE :
StateMachine.h
STATE_SUCCESS :
StateMachine.h
STATIC_GAME_LOD_COUNT :
GameLOD.h
STATIC_GAME_LOD_CUSTOM :
GameLOD.h
STATIC_GAME_LOD_HIGH :
GameLOD.h
STATIC_GAME_LOD_LOW :
GameLOD.h
STATIC_GAME_LOD_MEDIUM :
GameLOD.h
STATIC_GAME_LOD_UNKNOWN :
GameLOD.h
STATIC_TEXT_DISABLED :
Properties.h
STATIC_TEXT_ENABLED :
Properties.h
STATIC_TEXT_HILITE :
Properties.h
STATIC_TEXT_LEN :
Gadget.h
STATUS_ALMOST_READY :
ParticleUplinkCannonUpdate.h
STATUS_CHARGING :
ParticleUplinkCannonUpdate.h
STATUS_FIRING :
ParticleUplinkCannonUpdate.h
STATUS_IDLE :
ParticleUplinkCannonUpdate.h
STATUS_INCHANNEL :
generals.h
STATUS_INVAL :
generals.h
STATUS_MATCHED :
generals.h
STATUS_MODE :
GUIEdit.h
STATUS_MOUSE_COORDS :
GUIEdit.h
STATUS_NUM_PARTS :
GUIEdit.h
STATUS_PACKING :
ParticleUplinkCannonUpdate.h
STATUS_PART2 :
GUIEdit.h
STATUS_PART3 :
GUIEdit.h
STATUS_PART4 :
GUIEdit.h
STATUS_POSTFIRE :
ParticleUplinkCannonUpdate.h
STATUS_PREFIRE :
ParticleUplinkCannonUpdate.h
STATUS_PREPARING :
ParticleUplinkCannonUpdate.h
STATUS_READY_TO_FIRE :
ParticleUplinkCannonUpdate.h
STATUS_WORKING :
generals.h
STEALTH_NOT_WHILE_ATTACKING :
StealthUpdate.h
STEALTH_NOT_WHILE_FIRING_PRIMARY :
StealthUpdate.h
STEALTH_NOT_WHILE_FIRING_SECONDARY :
StealthUpdate.h
STEALTH_NOT_WHILE_FIRING_TERTIARY :
StealthUpdate.h
STEALTH_NOT_WHILE_FIRING_WEAPON :
StealthUpdate.h
STEALTH_NOT_WHILE_MOVING :
StealthUpdate.h
STEALTH_NOT_WHILE_RIDERS_ATTACKING :
StealthUpdate.h
STEALTH_NOT_WHILE_TAKING_DAMAGE :
StealthUpdate.h
STEALTH_NOT_WHILE_USING_ABILITY :
StealthUpdate.h
STEALTH_ONLY_WITH_BLACK_MARKET :
StealthUpdate.h
STEALTHLOOK_DISGUISED_ENEMY :
Drawable.h
STEALTHLOOK_INVISIBLE :
Drawable.h
STEALTHLOOK_NONE :
Drawable.h
STEALTHLOOK_VISIBLE_DETECTED :
Drawable.h
STEALTHLOOK_VISIBLE_FRIENDLY :
Drawable.h
STEALTHLOOK_VISIBLE_FRIENDLY_DETECTED :
Drawable.h
STM_BUILD_ACROSS :
BridgeScaffoldBehavior.h
STM_RISE :
BridgeScaffoldBehavior.h
STM_SINK :
BridgeScaffoldBehavior.h
STM_STILL :
BridgeScaffoldBehavior.h
STM_TEAR_DOWN_ACROSS :
BridgeScaffoldBehavior.h
STORE_DONTTOUCH :
PartitionManager.h
STORE_FOG :
PartitionManager.h
STORE_PERMANENTLY_REVEALED :
PartitionManager.h
STPHASE_DELAY :
StructureToppleUpdate.h
STPHASE_FINAL :
StructureToppleUpdate.h
STPHASE_INITIAL :
StructureToppleUpdate.h
SUBTITLE_DURATION :
ScriptActions.cpp
SUPPLY_TECH_SIZE :
MapUtil.h
SUPR_SPECIAL_CRUISE_MISSILE :
SpecialPowerType.h
SUPW_SPECIAL_NEUTRON_MISSILE :
SpecialPowerType.h
SUPW_SPECIAL_PARTICLE_UPLINK_CANNON :
SpecialPowerType.h
SURFACE_TYPE_CLOTH :
w3d_file.h
SURFACE_TYPE_CLOTH_PERMEABLE :
w3d_file.h
SURFACE_TYPE_CONCRETE :
w3d_file.h
SURFACE_TYPE_DEFAULT :
w3d_file.h
SURFACE_TYPE_DIRT :
w3d_file.h
SURFACE_TYPE_ELECTRICAL :
w3d_file.h
SURFACE_TYPE_ELECTRICAL_PERMEABLE :
w3d_file.h
SURFACE_TYPE_FLAMMABLE :
w3d_file.h
SURFACE_TYPE_FLAMMABLE_PERMEABLE :
w3d_file.h
SURFACE_TYPE_FLESH :
w3d_file.h
SURFACE_TYPE_FOLIAGE_PERMEABLE :
w3d_file.h
SURFACE_TYPE_GLASS :
w3d_file.h
SURFACE_TYPE_GLASS_PERMEABLE :
w3d_file.h
SURFACE_TYPE_GRASS :
w3d_file.h
SURFACE_TYPE_HEAVY_METAL :
w3d_file.h
SURFACE_TYPE_ICE :
w3d_file.h
SURFACE_TYPE_ICE_PERMEABLE :
w3d_file.h
SURFACE_TYPE_LIGHT_METAL :
w3d_file.h
SURFACE_TYPE_MAX :
w3d_file.h
SURFACE_TYPE_MUD :
w3d_file.h
SURFACE_TYPE_ROCK :
w3d_file.h
SURFACE_TYPE_SAND :
w3d_file.h
SURFACE_TYPE_SNOW :
w3d_file.h
SURFACE_TYPE_STEAM :
w3d_file.h
SURFACE_TYPE_STEAM_PERMEABLE :
w3d_file.h
SURFACE_TYPE_TIBERIUM_FIELD :
w3d_file.h
SURFACE_TYPE_TIBERIUM_WATER :
w3d_file.h
SURFACE_TYPE_TIBERIUM_WATER_PERMEABLE :
w3d_file.h
SURFACE_TYPE_UNDERWATER_DIRT :
w3d_file.h
SURFACE_TYPE_UNDERWATER_TIBERIUM_DIRT :
w3d_file.h
SURFACE_TYPE_WATER :
w3d_file.h
SURFACE_TYPE_WATER_PERMEABLE :
w3d_file.h
SURFACE_TYPE_WOOD :
w3d_file.h
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