Index: tools/quake3/q3map2/q3map2.h
===================================================================
--- tools/quake3/q3map2/q3map2.h	(revision 174)
+++ tools/quake3/q3map2/q3map2.h	(working copy)
@@ -1845,6 +1845,8 @@
 								,
 								#include "game_qfusion.h"	/* qfusion game */
 								,
+								#include "game_oa.h"
+								,
 								{ NULL }	/* null game */
 							};
 #endif
Index: tools/quake3/q3map2/game_oa.h
===================================================================
--- tools/quake3/q3map2/game_oa.h	(revision 0)
+++ tools/quake3/q3map2/game_oa.h	(revision 0)
@@ -0,0 +1,192 @@
+/* -------------------------------------------------------------------------------
+
+Copyright (C) 1999-2006 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_OA_H
+#define GAME_OA_H
+
+
+
+/* -------------------------------------------------------------------------------
+
+content and surface flags
+
+------------------------------------------------------------------------------- */
+
+/* game flags */
+#define Q_CONT_SOLID				1			/* an eye is never valid in a solid */
+#define Q_CONT_LAVA					8
+#define Q_CONT_SLIME				16
+#define Q_CONT_WATER				32
+#define Q_CONT_FOG					64
+
+#define Q_CONT_AREAPORTAL			0x8000
+
+#define Q_CONT_PLAYERCLIP			0x10000
+#define Q_CONT_MONSTERCLIP			0x20000
+#define Q_CONT_TELEPORTER			0x40000
+#define Q_CONT_JUMPPAD				0x80000
+#define Q_CONT_CLUSTERPORTAL		0x100000
+#define Q_CONT_DONOTENTER			0x200000
+#define Q_CONT_BOTCLIP				0x400000
+
+#define Q_CONT_ORIGIN				0x1000000	/* removed before bsping an entity */
+
+#define Q_CONT_BODY					0x2000000	/* should never be on a brush, only in game */
+#define Q_CONT_CORPSE				0x4000000
+#define Q_CONT_DETAIL				0x8000000	/* brushes not used for the bsp */
+#define Q_CONT_STRUCTURAL			0x10000000	/* brushes used for the bsp */
+#define Q_CONT_TRANSLUCENT			0x20000000	/* don't consume surface fragments inside */
+#define Q_CONT_TRIGGER				0x40000000
+#define Q_CONT_NODROP				0x80000000	/* don't leave bodies or items (death fog, lava) */
+
+#define Q_SURF_NODAMAGE				0x1			/* never give falling damage */
+#define Q_SURF_SLICK				0x2			/* effects game physics */
+#define Q_SURF_SKY					0x4			/* lighting from environment map */
+#define Q_SURF_LADDER				0x8
+#define Q_SURF_NOIMPACT				0x10		/* don't make missile explosions */
+#define Q_SURF_NOMARKS				0x20		/* don't leave missile marks */
+#define Q_SURF_FLESH				0x40		/* make flesh sounds and effects */
+#define Q_SURF_NODRAW				0x80		/* don't generate a drawsurface at all */
+#define Q_SURF_HINT					0x100		/* make a primary bsp splitter */
+#define Q_SURF_SKIP					0x200		/* completely ignore, allowing non-closed brushes */
+#define Q_SURF_NOLIGHTMAP			0x400		/* surface doesn't need a lightmap */
+#define Q_SURF_POINTLIGHT			0x800		/* generate lighting info at vertexes */
+#define Q_SURF_METALSTEPS			0x1000		/* clanking footsteps */
+#define Q_SURF_NOSTEPS				0x2000		/* no footstep sounds */
+#define Q_SURF_NONSOLID				0x4000		/* don't collide against curves with this set */
+#define Q_SURF_LIGHTFILTER			0x8000		/* act as a light filter during q3map -light */
+#define Q_SURF_ALPHASHADOW			0x10000		/* do per-pixel light shadow casting in q3map */
+#define Q_SURF_NODLIGHT				0x20000		/* don't dlight even if solid (solid lava, skies) */
+#define Q_SURF_DUST					0x40000		/* leave a dust trail when walking on this surface */
+
+/* ydnar flags */
+#define Q_SURF_VERTEXLIT			(Q_SURF_POINTLIGHT | Q_SURF_NOLIGHTMAP)
+
+
+
+/* -------------------------------------------------------------------------------
+
+game_t struct
+
+------------------------------------------------------------------------------- */
+
+{
+	"oa",			/* -game x */
+	"baseoa",			/* default base game data dir */
+	".openarena",				/* unix home sub-dir */
+	"quake",			/* magic path word */
+	"scripts",			/* shader directory */
+	64,					/* max lightmapped surface verts */
+	999,				/* max surface verts */
+	98304,				/* max surface indexes */
+	qtrue,				/* flares */
+	"flareshader",		/* default flare shader */
+	qfalse,				/* wolf lighting model? */
+	128,				/* lightmap width/height */
+	1.0f,				/* lightmap gamma */
+	1.0f,				/* lightmap compensate */
+	"IBSP",				/* bsp file prefix */
+	46,					/* bsp file version */
+	qfalse,				/* cod-style lump len/ofs order */
+	LoadIBSPFile,		/* bsp load function */
+	WriteIBSPFile,		/* bsp write function */
+
+	{
+		/* name				contentFlags				contentFlagsClear			surfaceFlags				surfaceFlagsClear			compileFlags				compileFlagsClear */
+		
+		/* default */
+		{ "default",		Q_CONT_SOLID,				-1,							0,							-1,							C_SOLID,					-1 },
+		
+		
+		/* ydnar */
+		{ "lightgrid",		0,							0,							0,							0,							C_LIGHTGRID,				0 },
+		{ "antiportal",		0,							0,							0,							0,							C_ANTIPORTAL,				0 },
+		{ "skip",			0,							0,							0,							0,							C_SKIP,						0 },
+		
+		
+		/* compiler */
+		{ "origin",			Q_CONT_ORIGIN,				Q_CONT_SOLID,				0,							0,							C_ORIGIN | C_TRANSLUCENT,	C_SOLID },
+		{ "areaportal",		Q_CONT_AREAPORTAL,			Q_CONT_SOLID,				0,							0,							C_AREAPORTAL | C_TRANSLUCENT,	C_SOLID },
+		{ "trans",			Q_CONT_TRANSLUCENT,			0,							0,							0,							C_TRANSLUCENT,				0 },
+		{ "detail",			Q_CONT_DETAIL,				0,							0,							0,							C_DETAIL,					0 },
+		{ "structural",		Q_CONT_STRUCTURAL,			0,							0,							0,							C_STRUCTURAL,				0 },
+		{ "hint",			0,							0,							Q_SURF_HINT,				0,							C_HINT,						0 },
+		{ "nodraw",			0,							0,							Q_SURF_NODRAW,				0,							C_NODRAW,					0 },
+		
+		{ "alphashadow",	0,							0,							Q_SURF_ALPHASHADOW,			0,							C_ALPHASHADOW | C_TRANSLUCENT,	0 },
+		{ "lightfilter",	0,							0,							Q_SURF_LIGHTFILTER,			0,							C_LIGHTFILTER | C_TRANSLUCENT,	0 },
+		{ "nolightmap",		0,							0,							Q_SURF_VERTEXLIT,			0,							C_VERTEXLIT,				0 },
+		{ "pointlight",		0,							0,							Q_SURF_VERTEXLIT,			0,							C_VERTEXLIT,				0 },
+		
+		
+		/* game */
+		{ "nonsolid",		0,							Q_CONT_SOLID,				Q_SURF_NONSOLID,			0,							0,							C_SOLID },
+		
+		{ "trigger",		Q_CONT_TRIGGER,				Q_CONT_SOLID,				0,							0,							C_TRANSLUCENT,				C_SOLID },
+		
+		{ "water",			Q_CONT_WATER,				Q_CONT_SOLID,				0,							0,							C_LIQUID | C_TRANSLUCENT,	C_SOLID },
+		{ "slime",			Q_CONT_SLIME,				Q_CONT_SOLID,				0,							0,							C_LIQUID | C_TRANSLUCENT,	C_SOLID },
+		{ "lava",			Q_CONT_LAVA,				Q_CONT_SOLID,				0,							0,							C_LIQUID | C_TRANSLUCENT,	C_SOLID },
+		
+		{ "playerclip",		Q_CONT_PLAYERCLIP,			Q_CONT_SOLID,				0,							0,							C_DETAIL | C_TRANSLUCENT,	C_SOLID },
+		{ "monsterclip",	Q_CONT_MONSTERCLIP,			Q_CONT_SOLID,				0,							0,							C_DETAIL | C_TRANSLUCENT,	C_SOLID },
+		{ "nodrop",			Q_CONT_NODROP,				Q_CONT_SOLID,				0,							0,							C_TRANSLUCENT,				C_SOLID },
+		
+		{ "clusterportal",	Q_CONT_CLUSTERPORTAL,		Q_CONT_SOLID,				0,							0,							C_TRANSLUCENT,				C_SOLID },
+		{ "donotenter",		Q_CONT_DONOTENTER,			Q_CONT_SOLID,				0,							0,							C_TRANSLUCENT,				C_SOLID },
+		{ "botclip",		Q_CONT_BOTCLIP,				Q_CONT_SOLID,				0,							0,							C_TRANSLUCENT,				C_SOLID },
+		
+		{ "fog",			Q_CONT_FOG,					Q_CONT_SOLID,				0,							0,							C_FOG,						C_SOLID },
+		{ "sky",			0,							0,							Q_SURF_SKY,					0,							C_SKY,						0 },
+		
+		{ "slick",			0,							0,							Q_SURF_SLICK,				0,							0,							0 },
+		
+		{ "noimpact",		0,							0,							Q_SURF_NOIMPACT,			0,							0,							0 },
+		{ "nomarks",		0,							0,							Q_SURF_NOMARKS,				0,							C_NOMARKS,					0 },
+		{ "ladder",			0,							0,							Q_SURF_LADDER,				0,							0,							0 },
+		{ "nodamage",		0,							0,							Q_SURF_NODAMAGE,			0,							0,							0 },
+		{ "metalsteps",		0,							0,							Q_SURF_METALSTEPS,			0,							0,							0 },
+		{ "flesh",			0,							0,							Q_SURF_FLESH,				0,							0,							0 },
+		{ "nosteps",		0,							0,							Q_SURF_NOSTEPS,				0,							0,							0 },
+		{ "nodlight",		0,							0,							Q_SURF_NODLIGHT,			0,							0,							0 },
+		{ "dust",			0,							0,							Q_SURF_DUST,				0,							0,							0 },
+		
+		
+		/* null */
+		{ NULL, 0, 0, 0, 0, 0, 0 }
+	}
+}
+
+
+
+/* end marker */
+#endif
+
