Additions to hlsdk_const and cstrike_const (#573)
* Additions to hlsdk_const Added values to hlsdk_const using regamedll_cs and reapi as reference. * Update cstrike_const.inc * Prefix constants with CS_ to avoid name collision and for consistency
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dfbeec069c
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c3225afda1
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@ -488,3 +488,34 @@ enum CsAmmoCostType
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CS_AMMO_9MM_PRICE = 20,
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CS_AMMO_9MM_PRICE = 20,
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CS_AMMO_BUCKSHOT_PRICE = 65
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CS_AMMO_BUCKSHOT_PRICE = 65
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};
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};
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/**
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* Weapon state for use with m_iWeaponState.
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*/
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#define CS_WPNSTATE_USP_SILENCED (1<<0)
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#define CS_WPNSTATE_GLOCK18_BURST_MODE (1<<1)
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#define CS_WPNSTATE_M4A1_SILENCED (1<<2)
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#define CS_WPNSTATE_ELITE_LEFT (1<<3)
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#define CS_WPNSTATE_FAMAS_BURST_MODE (1<<4)
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#define CS_WPNSTATE_SHIELD_DRAWN (1<<5)
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/**
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* Internal commands, for use with m_flLastCommandTime.
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*/
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#define CS_CMD_SAY 0
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#define CS_CMD_SAYTEAM 1
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#define CS_CMD_FULLUPDATE 2
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#define CS_CMD_VOTE 3
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#define CS_CMD_VOTEMAP 4
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#define CS_CMD_LISTMAPS 5
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#define CS_CMD_LISTPLAYERS 6
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#define CS_CMD_NIGHTVISION 7
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/**
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* Signal state for use with m_signals.
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*/
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#define CS_SIGNAL_BUY (1<<0)
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#define CS_SIGNAL_BOMB (1<<1)
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#define CS_SIGNAL_RESCUE (1<<2)
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#define CS_SIGNAL_ESCAPE (1<<3)
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#define CS_SIGNAL_VIPSAFETY (1<<4)
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@ -209,6 +209,14 @@
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#define DMG_GRENADE (1<<24) // Counter-Strike only - Hit by HE grenade
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#define DMG_GRENADE (1<<24) // Counter-Strike only - Hit by HE grenade
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#define DMG_TIMEBASED (~(0x3fff)) // Mask for time-based damage
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#define DMG_TIMEBASED (~(0x3fff)) // Mask for time-based damage
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/**
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* Gib values used on client kill based on instant damage values
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*/
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#define GIB_NORMAL 0 // Gib if entity was overkilled
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#define GIB_NEVER 1 // Never gib, no matter how much death damage is done ( freezing, etc )
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#define GIB_ALWAYS 2 // Always gib ( Houndeye Shock, Barnacle Bite )
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#define GIB_TRY_HEALTH -9000 // Gib players if their health is under this value. (GIB_NEVER overrides this value)
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/**
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/**
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* Valid constants for fNoMonsters parameter of EngFunc_TraceLine,
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* Valid constants for fNoMonsters parameter of EngFunc_TraceLine,
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* EngFunc_TraceMonsterHull, EngFunc_TraceHull and EngFunc_TraceSphere.
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* EngFunc_TraceMonsterHull, EngFunc_TraceHull and EngFunc_TraceSphere.
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@ -252,6 +260,7 @@
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* func_wall_toggle
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* func_wall_toggle
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*/
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*/
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#define SF_WALL_START_OFF 0x0001
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#define SF_WALL_START_OFF 0x0001
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#define SF_WALL_NOTSOLID 0x0008
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/**
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/**
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* func_converyor
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* func_converyor
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@ -271,6 +280,7 @@
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* func_rot_button
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* func_rot_button
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*/
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*/
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#define SF_ROTBUTTON_NOTSOLID 1
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#define SF_ROTBUTTON_NOTSOLID 1
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#define SF_ROTBUTTON_BACKWARDS 2
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/**
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/**
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* env_global
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* env_global
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@ -306,7 +316,8 @@
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#define SF_DOOR_ROTATE_X 128
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#define SF_DOOR_ROTATE_X 128
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#define SF_DOOR_USE_ONLY 256 // Door must be opened by player's use button
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#define SF_DOOR_USE_ONLY 256 // Door must be opened by player's use button
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#define SF_DOOR_NOMONSTERS 512 // Monster can't open
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#define SF_DOOR_NOMONSTERS 512 // Monster can't open
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#define SF_DOOR_SILENT 0x80000000
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#define SF_DOOR_TOUCH_ONLY_CLIENTS 1024 // Only clients can touch
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#define SF_DOOR_SILENT 0x80000000 // This bit marks that func_door are actually func_water
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/**
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/**
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* gibshooter
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* gibshooter
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@ -475,6 +486,27 @@
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#define SF_CORNER_TELEPORT 0x002
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#define SF_CORNER_TELEPORT 0x002
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#define SF_CORNER_FIREONCE 0x004
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#define SF_CORNER_FIREONCE 0x004
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/**
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* func_plat
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*/
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#define SF_PLAT_TOGGLE 0x0001
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/**
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* path_track
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*/
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#define SF_PATH_DISABLED 0x00000001
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#define SF_PATH_FIREONCE 0x00000002
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#define SF_PATH_ALTREVERSE 0x00000004
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#define SF_PATH_DISABLE_TRAIN 0x00000008
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#define SF_PATH_ALTERNATE 0x00008000
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/**
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* path_corner
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*/
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#define SF_CORNER_WAITFORTRIG 0x001
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#define SF_CORNER_TELEPORT 0x002
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#define SF_CORNER_FIREONCE 0x004
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/**
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/**
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* trigger_push
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* trigger_push
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*/
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*/
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@ -493,6 +525,7 @@
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* trigger_auto
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* trigger_auto
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*/
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*/
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#define SF_AUTO_FIREONCE 0x0001
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#define SF_AUTO_FIREONCE 0x0001
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#define SF_AUTO_NORESET 0x0002
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/**
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/**
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* trigger_relay
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* trigger_relay
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@ -555,6 +588,16 @@
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#define SF_TRIG_PUSH_ONCE 1
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#define SF_TRIG_PUSH_ONCE 1
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/**
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* trigger_multiple
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*/
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#define SF_TRIGGER_MULTIPLE_NOTOUCH 0x0001
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/**
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* trigger_counter
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*/
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#define SF_TRIGGER_COUNTER_NOMESSAGE 0x0001
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/**
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/**
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* func_breakable
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* func_breakable
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*/
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*/
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@ -662,7 +705,9 @@
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#define ITEM_FLAG_LIMITINWORLD (1<<3)
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#define ITEM_FLAG_LIMITINWORLD (1<<3)
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#define ITEM_FLAG_EXHAUSTIBLE (1<<4)
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#define ITEM_FLAG_EXHAUSTIBLE (1<<4)
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/**
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* PlaybackEvent flags
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*/
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#define FEV_NOTHOST (1<<0) // Skip local host for event send.
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#define FEV_NOTHOST (1<<0) // Skip local host for event send.
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#define FEV_RELIABLE (1<<1) // Send the event reliably. You must specify the origin and angles
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#define FEV_RELIABLE (1<<1) // Send the event reliably. You must specify the origin and angles
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// for this to work correctly on the server for anything
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// for this to work correctly on the server for anything
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@ -688,3 +733,76 @@
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#define FCAP_ONOFF_USE 0x00000020 // can be used by the player
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#define FCAP_ONOFF_USE 0x00000020 // can be used by the player
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#define FCAP_DIRECTIONAL_USE 0x00000040 // Player sends +/- 1 when using (currently only tracktrains)
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#define FCAP_DIRECTIONAL_USE 0x00000040 // Player sends +/- 1 when using (currently only tracktrains)
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#define FCAP_MASTER 0x00000080 // Can be used to "master" other entities (like multisource)
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#define FCAP_MASTER 0x00000080 // Can be used to "master" other entities (like multisource)
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#define FCAP_MUST_RESET 0x00000100 // Should reset on the new round
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#define FCAP_MUST_RELEASE 0x00000200 // Should release on the new round
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#define FCAP_DONT_SAVE 0x80000000 // Don't save this
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// UNDONE: This will ignore transition volumes (trigger_transition), but not the PVS!!!
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#define FCAP_FORCE_TRANSITION 0x00000080 // ALWAYS goes across transitions
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/**
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* All monsters need this data
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*/
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#define DONT_BLEED -1
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#define BLOOD_COLOR_RED 247
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#define BLOOD_COLOR_YELLOW 195
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#define BLOOD_COLOR_GREEN BLOOD_COLOR_YELLOW
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/**
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* Player physics flags
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*/
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#define PFLAG_ONLADDER (1<<0)
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#define PFLAG_ONSWING (1<<0)
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#define PFLAG_ONTRAIN (1<<1)
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#define PFLAG_ONBARNACLE (1<<2)
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#define PFLAG_DUCKING (1<<3) // In the process of ducking, but totally squatted yet
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#define PFLAG_USING (1<<4) // Using a continuous entity
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#define PFLAG_OBSERVER (1<<5) // Player is locked in stationary cam mode. Spectators can move, observers can't.
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/**
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* Player hide HUD values
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*/
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#define HIDEHUD_WEAPONS (1<<0)
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#define HIDEHUD_FLASHLIGHT (1<<1)
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#define HIDEHUD_ALL (1<<2)
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#define HIDEHUD_HEALTH (1<<3)
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#define HIDEHUD_TIMER (1<<4)
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#define HIDEHUD_MONEY (1<<5)
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#define HIDEHUD_CROSSHAIR (1<<6)
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#define HIDEHUD_OBSERVER_CROSSHAIR (1<<7)
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/**
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* Entity classification
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*/
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#define CLASS_NONE 0
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#define CLASS_MACHINE 1
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#define CLASS_PLAYER 2
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#define CLASS_HUMAN_PASSIVE 3
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#define CLASS_HUMAN_MILITARY 4
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#define CLASS_ALIEN_MILITARY 5
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#define CLASS_ALIEN_PASSIVE 6
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#define CLASS_ALIEN_MONSTER 7
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#define CLASS_ALIEN_PREY 8
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#define CLASS_ALIEN_PREDATOR 9
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#define CLASS_INSECT 10
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#define CLASS_PLAYER_ALLY 11
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#define CLASS_PLAYER_BIOWEAPON 12 // hornets and snarks.launched by players
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#define CLASS_ALIEN_BIOWEAPON 13 // hornets and snarks.launched by the alien menace
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#define CLASS_VEHICLE 14
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#define CLASS_BARNACLE 99 // special because no one pays attention to it, and it eats a wide cross-section of creatures.
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/**
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* Entities that toggle (buttons/triggers/doors) need this
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*/
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#define TS_AT_TOP 0
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#define TS_AT_BOTTOM 1
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#define TS_GOING_UP 2
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#define TS_GOING_DOWN 3
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/**
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* Entity use states (buttons/triggers/platforms)
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*/
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#define USE_OFF 0
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#define USE_ON 1
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#define USE_SET 2
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#define USE_TOGGLE 3
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