Constants

hlsdk_const.inc

amxmodx 1.8.2 hg65

IN_ATTACK

IN_ATTACK
#define IN_ATTACK                       (1<<0)

IN_JUMP

IN_JUMP
#define IN_JUMP                         (1<<1)

IN_DUCK

IN_DUCK
#define IN_DUCK                         (1<<2)

IN_FORWARD

IN_FORWARD
#define IN_FORWARD                      (1<<3)

IN_BACK

IN_BACK
#define IN_BACK                         (1<<4)

IN_USE

IN_USE
#define IN_USE                          (1<<5)

IN_CANCEL

IN_CANCEL
#define IN_CANCEL                       (1<<6)

IN_LEFT

IN_LEFT
#define IN_LEFT                         (1<<7)

IN_RIGHT

IN_RIGHT
#define IN_RIGHT                        (1<<8)

IN_MOVELEFT

IN_MOVELEFT
#define IN_MOVELEFT                     (1<<9)

IN_MOVERIGHT

IN_MOVERIGHT
#define IN_MOVERIGHT                    (1<<10)

IN_ATTACK2

IN_ATTACK2
#define IN_ATTACK2                      (1<<11)

IN_RUN

IN_RUN
#define IN_RUN                          (1<<12)

IN_RELOAD

IN_RELOAD
#define IN_RELOAD                       (1<<13)

IN_ALT1

IN_ALT1
#define IN_ALT1                         (1<<14)

IN_SCORE

IN_SCORE
#define IN_SCORE                        (1<<15)     // Used by client.dll for when scoreboard is held down

FL_FLY

FL_FLY
#define	FL_FLY                          (1<<0)      // Changes the SV_Movestep() behavior to not need to be on ground

FL_SWIM

FL_SWIM
#define	FL_SWIM                         (1<<1)      // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)

FL_CONVEYOR

FL_CONVEYOR
#define	FL_CONVEYOR                     (1<<2)

FL_CLIENT

FL_CLIENT
#define	FL_CLIENT                       (1<<3)

FL_INWATER

FL_INWATER
#define	FL_INWATER                      (1<<4)

FL_MONSTER

FL_MONSTER
#define	FL_MONSTER                      (1<<5)

FL_GODMODE

FL_GODMODE
#define	FL_GODMODE                      (1<<6)

FL_NOTARGET

FL_NOTARGET
#define	FL_NOTARGET                     (1<<7)

FL_SKIPLOCALHOST

FL_SKIPLOCALHOST
#define	FL_SKIPLOCALHOST                (1<<8)      // Don't send entity to local host, it's predicting this entity itself

FL_ONGROUND

FL_ONGROUND
#define	FL_ONGROUND	                    (1<<9)      // At rest / on the ground

FL_PARTIALGROUND

FL_PARTIALGROUND
#define	FL_PARTIALGROUND                (1<<10)     // Not all corners are valid

FL_WATERJUMP

FL_WATERJUMP
#define	FL_WATERJUMP                    (1<<11)     // Player jumping out of water

FL_FROZEN

FL_FROZEN
#define FL_FROZEN                       (1<<12)     // Player is frozen for 3rd person camera

FL_FAKECLIENT

FL_FAKECLIENT
#define FL_FAKECLIENT                   (1<<13)     // JAC: fake client, simulated server side; don't send network messages to them

FL_DUCKING

FL_DUCKING
#define FL_DUCKING                      (1<<14)     // Player flag -- Player is fully crouched

FL_FLOAT

FL_FLOAT
#define FL_FLOAT                        (1<<15)     // Apply floating force to this entity when in water

FL_GRAPHED

FL_GRAPHED
#define FL_GRAPHED                      (1<<16)     // Worldgraph has this ent listed as something that blocks a connection

FL_IMMUNE_WATER

FL_IMMUNE_WATER
#define FL_IMMUNE_WATER                 (1<<17)

FL_IMMUNE_SLIME

FL_IMMUNE_SLIME
#define	FL_IMMUNE_SLIME                 (1<<18)

FL_IMMUNE_LAVA

FL_IMMUNE_LAVA
#define FL_IMMUNE_LAVA                  (1<<19)

FL_PROXY

FL_PROXY
#define FL_PROXY                        (1<<20)     // This is a spectator proxy

FL_ALWAYSTHINK

FL_ALWAYSTHINK
#define FL_ALWAYSTHINK                  (1<<21)     // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path)

FL_BASEVELOCITY

FL_BASEVELOCITY
#define FL_BASEVELOCITY                 (1<<22)     // Base velocity has been applied this frame (used to convert base velocity into momentum)

FL_MONSTERCLIP

FL_MONSTERCLIP
#define FL_MONSTERCLIP                  (1<<23)     // Only collide in with monsters who have FL_MONSTERCLIP set

FL_ONTRAIN

FL_ONTRAIN
#define FL_ONTRAIN                      (1<<24)     // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.

FL_WORLDBRUSH

FL_WORLDBRUSH
#define FL_WORLDBRUSH                   (1<<25)     // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)

FL_SPECTATOR

FL_SPECTATOR
#define FL_SPECTATOR                    (1<<26)     // This client is a spectator, don't run touch functions, etc.

FL_CUSTOMENTITY

FL_CUSTOMENTITY
#define FL_CUSTOMENTITY                 (1<<29)     // This is a custom entity

FL_KILLME

FL_KILLME
#define FL_KILLME                       (1<<30)     // This entity is marked for death -- This allows the engine to kill ents at the appropriate time

FL_DORMANT

FL_DORMANT
#define FL_DORMANT                      (1<<31)     // Entity is dormant, no updates to client

WALKMOVE_NORMAL

WALKMOVE_NORMAL
#define	WALKMOVE_NORMAL                 0           // Normal walkmove

WALKMOVE_WORLDONLY

WALKMOVE_WORLDONLY
#define WALKMOVE_WORLDONLY              1           // Doesn't hit ANY entities, no matter what the solid type

WALKMOVE_CHECKONLY

WALKMOVE_CHECKONLY
#define WALKMOVE_CHECKONLY              2           // Move, but don't touch triggers

MOVETYPE_NONE

MOVETYPE_NONE
#define	MOVETYPE_NONE                   0           // Never moves

MOVETYPE_WALK

MOVETYPE_WALK
#define	MOVETYPE_WALK                   3           // Player only - moving on the ground

MOVETYPE_STEP

MOVETYPE_STEP
#define	MOVETYPE_STEP                   4           // Gravity, special edge handling -- monsters use this

MOVETYPE_FLY

MOVETYPE_FLY
#define	MOVETYPE_FLY                    5           // No gravity, but still collides with stuff

MOVETYPE_TOSS

MOVETYPE_TOSS
#define	MOVETYPE_TOSS                   6           // Gravity/Collisions

MOVETYPE_PUSH

MOVETYPE_PUSH
#define	MOVETYPE_PUSH                   7           // No clip to world, push and crush

MOVETYPE_NOCLIP

MOVETYPE_NOCLIP
#define	MOVETYPE_NOCLIP                 8           // No gravity, no collisions, still do velocity/avelocity

MOVETYPE_FLYMISSILE

MOVETYPE_FLYMISSILE
#define	MOVETYPE_FLYMISSILE             9           // Extra size to monsters

MOVETYPE_BOUNCE

MOVETYPE_BOUNCE
#define	MOVETYPE_BOUNCE                 10          // Just like Toss, but reflect velocity when contacting surfaces

MOVETYPE_BOUNCEMISSILE

MOVETYPE_BOUNCEMISSILE
#define MOVETYPE_BOUNCEMISSILE          11          // Bounce w/o gravity

MOVETYPE_FOLLOW

MOVETYPE_FOLLOW
#define MOVETYPE_FOLLOW                 12          // Track movement of aiment

MOVETYPE_PUSHSTEP

MOVETYPE_PUSHSTEP
#define	MOVETYPE_PUSHSTEP               13          // BSP model that needs physics/world collisions (uses nearest hull for world collision)

SOLID_NOT

SOLID_NOT
#define	SOLID_NOT                       0           // No interaction with other objects

SOLID_TRIGGER

SOLID_TRIGGER
#define	SOLID_TRIGGER                   1           // Touch on edge, but not blocking

SOLID_BBOX

SOLID_BBOX
#define	SOLID_BBOX                      2           // Touch on edge, block

SOLID_SLIDEBOX

SOLID_SLIDEBOX
#define	SOLID_SLIDEBOX                  3           // Touch on edge, but not an onground

SOLID_BSP

SOLID_BSP
#define	SOLID_BSP                       4           // BSP clip, touch on edge, block

DEAD_NO

DEAD_NO
#define	DEAD_NO                         0           // Alive

DEAD_DYING

DEAD_DYING
#define	DEAD_DYING                      1           // Playing death animation or still falling off of a ledge waiting to hit ground

DEAD_DEAD

DEAD_DEAD
#define	DEAD_DEAD                       2           // Dead, lying still

DEAD_RESPAWNABLE

DEAD_RESPAWNABLE
#define DEAD_RESPAWNABLE                3

DEAD_DISCARDBODY

DEAD_DISCARDBODY
#define DEAD_DISCARDBODY                4

DAMAGE_NO

DAMAGE_NO
#define	DAMAGE_NO                       0.0

DAMAGE_YES

DAMAGE_YES
#define	DAMAGE_YES                      1.0

DAMAGE_AIM

DAMAGE_AIM
#define	DAMAGE_AIM                      2.0

EF_BRIGHTFIELD

EF_BRIGHTFIELD
#define	EF_BRIGHTFIELD                  1           // Swirling cloud of particles

EF_MUZZLEFLASH

EF_MUZZLEFLASH
#define	EF_MUZZLEFLASH                  2           // Single frame ELIGHT on entity attachment 0

EF_BRIGHTLIGHT

EF_BRIGHTLIGHT
#define	EF_BRIGHTLIGHT                  4           // DLIGHT centered at entity origin

EF_DIMLIGHT

EF_DIMLIGHT
#define	EF_DIMLIGHT                     8           // Player flashlight

EF_INVLIGHT

EF_INVLIGHT
#define EF_INVLIGHT                     16          // Get lighting from ceiling

EF_NOINTERP

EF_NOINTERP
#define EF_NOINTERP                     32          // Don't interpolate the next frame

EF_LIGHT

EF_LIGHT
#define EF_LIGHT                        64          // Rocket flare glow sprite

EF_NODRAW

EF_NODRAW
#define EF_NODRAW                       128         // Don't draw entity

CONTENTS_EMPTY

CONTENTS_EMPTY
#define	CONTENTS_EMPTY                  -1

CONTENTS_SOLID

CONTENTS_SOLID
#define	CONTENTS_SOLID                  -2

CONTENTS_WATER

CONTENTS_WATER
#define	CONTENTS_WATER                  -3

CONTENTS_SLIME

CONTENTS_SLIME
#define	CONTENTS_SLIME                  -4

CONTENTS_LAVA

CONTENTS_LAVA
#define	CONTENTS_LAVA                   -5

CONTENTS_SKY

CONTENTS_SKY
#define	CONTENTS_SKY                    -6

CONTENTS_ORIGIN

CONTENTS_ORIGIN
#define	CONTENTS_ORIGIN                 -7          // Removed at csg time

CONTENTS_CLIP

CONTENTS_CLIP
#define	CONTENTS_CLIP                   -8          // Changed to contents_solid

CONTENTS_CURRENT_0

CONTENTS_CURRENT_0
#define	CONTENTS_CURRENT_0              -9

CONTENTS_CURRENT_90

CONTENTS_CURRENT_90
#define	CONTENTS_CURRENT_90             -10

CONTENTS_CURRENT_180

CONTENTS_CURRENT_180
#define	CONTENTS_CURRENT_180            -11

CONTENTS_CURRENT_270

CONTENTS_CURRENT_270
#define	CONTENTS_CURRENT_270            -12

CONTENTS_CURRENT_UP

CONTENTS_CURRENT_UP
#define	CONTENTS_CURRENT_UP             -13

CONTENTS_CURRENT_DOWN

CONTENTS_CURRENT_DOWN
#define	CONTENTS_CURRENT_DOWN           -14

CONTENTS_TRANSLUCENT

CONTENTS_TRANSLUCENT
#define CONTENTS_TRANSLUCENT            -15

CONTENTS_LADDER

CONTENTS_LADDER
#define	CONTENTS_LADDER                 -16

CONTENT_FLYFIELD

CONTENT_FLYFIELD
#define	CONTENT_FLYFIELD                -17

CONTENT_GRAVITY_FLYFIELD

CONTENT_GRAVITY_FLYFIELD
#define	CONTENT_GRAVITY_FLYFIELD        -18

CONTENT_FOG

CONTENT_FOG
#define	CONTENT_FOG                     -19

DMG_GENERIC

DMG_GENERIC
#define DMG_GENERIC                     0           // Generic damage was done

DMG_CRUSH

DMG_CRUSH
#define DMG_CRUSH                       (1<<0)      // Crushed by falling or moving object

DMG_BULLET

DMG_BULLET
#define DMG_BULLET                      (1<<1)      // Shot

DMG_SLASH

DMG_SLASH
#define DMG_SLASH                       (1<<2)      // Cut, clawed, stabbed

DMG_BURN

DMG_BURN
#define DMG_BURN                        (1<<3)      // Heat burned

DMG_FREEZE

DMG_FREEZE
#define DMG_FREEZE                      (1<<4)      // Frozen

DMG_FALL

DMG_FALL
#define DMG_FALL                        (1<<5)      // Fell too far

DMG_BLAST

DMG_BLAST
#define DMG_BLAST                       (1<<6)      // Explosive blast damage

DMG_CLUB

DMG_CLUB
#define DMG_CLUB                        (1<<7)      // Crowbar, punch, headbutt

DMG_SHOCK

DMG_SHOCK
#define DMG_SHOCK                       (1<<8)      // Electric shock

DMG_SONIC

DMG_SONIC
#define DMG_SONIC                       (1<<9)      // Sound pulse shockwave

DMG_ENERGYBEAM

DMG_ENERGYBEAM
#define DMG_ENERGYBEAM                  (1<<10)     // Laser or other high energy beam

DMG_NEVERGIB

DMG_NEVERGIB
#define DMG_NEVERGIB                    (1<<12)     // With this bit OR'd in, no damage type will be able to gib victims upon death

DMG_ALWAYSGIB

DMG_ALWAYSGIB
#define DMG_ALWAYSGIB                   (1<<13)     // With this bit OR'd in, any damage type can be made to gib victims upon death.

DMG_DROWN

DMG_DROWN
#define DMG_DROWN                       (1<<14)     // Drowning

DMG_PARALYZE

DMG_PARALYZE
#define DMG_PARALYZE                    (1<<15)     // Slows affected creature down

DMG_NERVEGAS

DMG_NERVEGAS
#define DMG_NERVEGAS                    (1<<16)     // Nerve toxins, very bad

DMG_POISON

DMG_POISON
#define DMG_POISON                      (1<<17)     // Blood poisioning

DMG_RADIATION

DMG_RADIATION
#define DMG_RADIATION                   (1<<18)     // Radiation exposure

DMG_DROWNRECOVER

DMG_DROWNRECOVER
#define DMG_DROWNRECOVER                (1<<19)     // Drowning recovery

DMG_ACID

DMG_ACID
#define DMG_ACID                        (1<<20)     // Toxic chemicals or acid burns

DMG_SLOWBURN

DMG_SLOWBURN
#define DMG_SLOWBURN                    (1<<21)     // In an oven

DMG_SLOWFREEZE

DMG_SLOWFREEZE
#define DMG_SLOWFREEZE                  (1<<22)     // In a subzero freezer

DMG_MORTAR

DMG_MORTAR
#define DMG_MORTAR                      (1<<23)     // Hit by air raid (done to distinguish grenade from mortar)

DMG_TIMEBASED

DMG_TIMEBASED
#define DMG_TIMEBASED                   (~(0x3fff)) // Mask for time-based damage

DONT_IGNORE_MONSTERS

DONT_IGNORE_MONSTERS
#define DONT_IGNORE_MONSTERS            0

IGNORE_MONSTERS

IGNORE_MONSTERS
#define IGNORE_MONSTERS                 1

IGNORE_MISSILE

IGNORE_MISSILE
#define IGNORE_MISSILE                  2

IGNORE_GLASS

IGNORE_GLASS
#define IGNORE_GLASS                    0x100

HULL_POINT

HULL_POINT
#define HULL_POINT                      0

HULL_HUMAN

HULL_HUMAN
#define HULL_HUMAN                      1

HULL_LARGE

HULL_LARGE
#define HULL_LARGE                      2

HULL_HEAD

HULL_HEAD
#define HULL_HEAD                       3

FTRACE_SIMPLEBOX

FTRACE_SIMPLEBOX
#define FTRACE_SIMPLEBOX                (1<<0)      // Traceline with a simple box

EFLAG_SLERP

EFLAG_SLERP
#define EFLAG_SLERP                     1           // Do studio interpolation of this entity

SF_TRAIN_WAIT_RETRIGGER

SF_TRAIN_WAIT_RETRIGGER
#define	SF_TRAIN_WAIT_RETRIGGER         1

SF_TRAIN_START_ON

SF_TRAIN_START_ON
#define SF_TRAIN_START_ON               4           // Train is initially moving

SF_TRAIN_PASSABLE

SF_TRAIN_PASSABLE
#define SF_TRAIN_PASSABLE               8           // Train is not solid -- used to make water trains

SF_WALL_START_OFF

SF_WALL_START_OFF
#define SF_WALL_START_OFF               0x0001

SF_CONVEYOR_VISUAL

SF_CONVEYOR_VISUAL
#define SF_CONVEYOR_VISUAL              0x0001

SF_CONVEYOR_NOTSOLID

SF_CONVEYOR_NOTSOLID
#define SF_CONVEYOR_NOTSOLID            0x0002

SF_BUTTON_DONTMOVE

SF_BUTTON_DONTMOVE
#define SF_BUTTON_DONTMOVE              1

SF_BUTTON_TOGGLE

SF_BUTTON_TOGGLE
#define	SF_BUTTON_TOGGLE                32          // Button stays pushed until reactivated

SF_BUTTON_SPARK_IF_OFF

SF_BUTTON_SPARK_IF_OFF
#define	SF_BUTTON_SPARK_IF_OFF          64          // Button sparks in OFF state

SF_BUTTON_TOUCH_ONLY

SF_BUTTON_TOUCH_ONLY
#define SF_BUTTON_TOUCH_ONLY            256         // Button only fires as a result of USE key.

SF_ROTBUTTON_NOTSOLID

SF_ROTBUTTON_NOTSOLID
#define SF_ROTBUTTON_NOTSOLID           1

SF_GLOBAL_SET

SF_GLOBAL_SET
#define SF_GLOBAL_SET                   1           // Set global state to initial state on spawn

SF_MULTI_INIT

SF_MULTI_INIT
#define SF_MULTI_INIT                   1

SF_MOMENTARY_DOOR

SF_MOMENTARY_DOOR
#define SF_MOMENTARY_DOOR               0x0001

SF_BTARGET_USE

SF_BTARGET_USE
#define SF_BTARGET_USE                  0x0001

SF_BTARGET_ON

SF_BTARGET_ON
#define SF_BTARGET_ON                   0x0002

SF_DOOR_ROTATE_Y

SF_DOOR_ROTATE_Y
#define SF_DOOR_ROTATE_Y                0

SF_DOOR_START_OPEN

SF_DOOR_START_OPEN
#define	SF_DOOR_START_OPEN              1

SF_DOOR_ROTATE_BACKWARDS

SF_DOOR_ROTATE_BACKWARDS
#define SF_DOOR_ROTATE_BACKWARDS        2

SF_DOOR_PASSABLE

SF_DOOR_PASSABLE
#define SF_DOOR_PASSABLE                8

SF_DOOR_ONEWAY

SF_DOOR_ONEWAY
#define SF_DOOR_ONEWAY                  16

SF_DOOR_NO_AUTO_RETURN

SF_DOOR_NO_AUTO_RETURN
#define	SF_DOOR_NO_AUTO_RETURN          32

SF_DOOR_ROTATE_Z

SF_DOOR_ROTATE_Z
#define SF_DOOR_ROTATE_Z                64

SF_DOOR_ROTATE_X

SF_DOOR_ROTATE_X
#define SF_DOOR_ROTATE_X                128

SF_DOOR_USE_ONLY

SF_DOOR_USE_ONLY
#define SF_DOOR_USE_ONLY                256         // Door must be opened by player's use button

SF_DOOR_NOMONSTERS

SF_DOOR_NOMONSTERS
#define SF_DOOR_NOMONSTERS              512         // Monster can't open

SF_DOOR_SILENT

SF_DOOR_SILENT
#define SF_DOOR_SILENT                  0x80000000

SF_GIBSHOOTER_REPEATABLE

SF_GIBSHOOTER_REPEATABLE
#define	SF_GIBSHOOTER_REPEATABLE        1           // Allows a gibshooter to be refired

SF_FUNNEL_REVERSE

SF_FUNNEL_REVERSE
#define SF_FUNNEL_REVERSE               1           // Funnel effect repels particles instead of attracting them

SF_BUBBLES_STARTOFF

SF_BUBBLES_STARTOFF
#define SF_BUBBLES_STARTOFF             0x0001

SF_BLOOD_RANDOM

SF_BLOOD_RANDOM
#define SF_BLOOD_RANDOM                 0x0001

SF_BLOOD_STREAM

SF_BLOOD_STREAM
#define SF_BLOOD_STREAM                 0x0002

SF_BLOOD_PLAYER

SF_BLOOD_PLAYER
#define SF_BLOOD_PLAYER                 0x0004

SF_BLOOD_DECAL

SF_BLOOD_DECAL
#define SF_BLOOD_DECAL                  0x0008

SF_SHAKE_EVERYONE

SF_SHAKE_EVERYONE
#define SF_SHAKE_EVERYONE               0x0001      // Don't check radius

SF_SHAKE_DISRUPT

SF_SHAKE_DISRUPT
#define SF_SHAKE_DISRUPT                0x0002      // Disrupt controls

SF_SHAKE_INAIR

SF_SHAKE_INAIR
#define SF_SHAKE_INAIR                  0x0004      // Shake players in air

SF_FADE_IN

SF_FADE_IN
#define SF_FADE_IN                      0x0001      // Fade in, not out

SF_FADE_MODULATE

SF_FADE_MODULATE
#define SF_FADE_MODULATE                0x0002      // Modulate, don't blend

SF_FADE_ONLYONE

SF_FADE_ONLYONE
#define SF_FADE_ONLYONE                 0x0004

SF_BEAM_STARTON

SF_BEAM_STARTON
#define SF_BEAM_STARTON                 0x0001

SF_BEAM_TOGGLE

SF_BEAM_TOGGLE
#define SF_BEAM_TOGGLE                  0x0002

SF_BEAM_RANDOM

SF_BEAM_RANDOM
#define SF_BEAM_RANDOM                  0x0004

SF_BEAM_RING

SF_BEAM_RING
#define SF_BEAM_RING                    0x0008

SF_BEAM_SPARKSTART

SF_BEAM_SPARKSTART
#define SF_BEAM_SPARKSTART              0x0010

SF_BEAM_SPARKEND

SF_BEAM_SPARKEND
#define SF_BEAM_SPARKEND                0x0020

SF_BEAM_DECALS

SF_BEAM_DECALS
#define SF_BEAM_DECALS                  0x0040

SF_BEAM_SHADEIN

SF_BEAM_SHADEIN
#define SF_BEAM_SHADEIN                 0x0080

SF_BEAM_SHADEOUT

SF_BEAM_SHADEOUT
#define SF_BEAM_SHADEOUT                0x0100

SF_BEAM_TEMPORARY

SF_BEAM_TEMPORARY
#define SF_BEAM_TEMPORARY               0x8000

SF_SPRITE_STARTON

SF_SPRITE_STARTON
#define SF_SPRITE_STARTON               0x0001

SF_SPRITE_ONCE

SF_SPRITE_ONCE
#define SF_SPRITE_ONCE                  0x0002

SF_SPRITE_TEMPORARY

SF_SPRITE_TEMPORARY
#define SF_SPRITE_TEMPORARY             0x8000

SF_MESSAGE_ONCE

SF_MESSAGE_ONCE
#define SF_MESSAGE_ONCE                 0x0001      // Fade in, not out

SF_MESSAGE_ALL

SF_MESSAGE_ALL
#define SF_MESSAGE_ALL                  0x0002      // Send to all clients

SF_ENVEXPLOSION_NODAMAGE

SF_ENVEXPLOSION_NODAMAGE
#define	SF_ENVEXPLOSION_NODAMAGE        (1<<0)      // When set, ENV_EXPLOSION will not actually inflict damage

SF_ENVEXPLOSION_REPEATABLE

SF_ENVEXPLOSION_REPEATABLE
#define	SF_ENVEXPLOSION_REPEATABLE      (1<<1)      // Can this entity be refired?

SF_ENVEXPLOSION_NOFIREBALL

SF_ENVEXPLOSION_NOFIREBALL
#define SF_ENVEXPLOSION_NOFIREBALL      (1<<2)      // Don't draw the fireball

SF_ENVEXPLOSION_NOSMOKE

SF_ENVEXPLOSION_NOSMOKE
#define SF_ENVEXPLOSION_NOSMOKE         (1<<3)      // Don't draw the smoke

SF_ENVEXPLOSION_NODECAL

SF_ENVEXPLOSION_NODECAL
#define SF_ENVEXPLOSION_NODECAL         (1<<4)      // Don't make a scorch mark

SF_ENVEXPLOSION_NOSPARKS

SF_ENVEXPLOSION_NOSPARKS
#define SF_ENVEXPLOSION_NOSPARKS        (1<<5)      // Don't make a scorch mark

SF_TANK_ACTIVE

SF_TANK_ACTIVE
#define SF_TANK_ACTIVE                  0x0001

SF_TANK_PLAYER

SF_TANK_PLAYER
#define SF_TANK_PLAYER                  0x0002

SF_TANK_HUMANS

SF_TANK_HUMANS
#define SF_TANK_HUMANS                  0x0004

SF_TANK_ALIENS

SF_TANK_ALIENS
#define SF_TANK_ALIENS                  0x0008

SF_TANK_LINEOFSIGHT

SF_TANK_LINEOFSIGHT
#define SF_TANK_LINEOFSIGHT             0x0010

SF_TANK_CANCONTROL

SF_TANK_CANCONTROL
#define SF_TANK_CANCONTROL              0x0020

SF_TANK_SOUNDON

SF_TANK_SOUNDON
#define SF_TANK_SOUNDON                 0x8000

SF_DETONATE

SF_DETONATE
#define SF_DETONATE                     0x0001

SF_SUIT_SHORTLOGON

SF_SUIT_SHORTLOGON
#define SF_SUIT_SHORTLOGON              0x0001

SF_SCORE_NEGATIVE

SF_SCORE_NEGATIVE
#define SF_SCORE_NEGATIVE               0x0001

SF_SCORE_TEAM

SF_SCORE_TEAM
#define SF_SCORE_TEAM                   0x0002

SF_ENVTEXT_ALLPLAYERS

SF_ENVTEXT_ALLPLAYERS
#define SF_ENVTEXT_ALLPLAYERS           0x0001

SF_TEAMMASTER_FIREONCE

SF_TEAMMASTER_FIREONCE
#define SF_TEAMMASTER_FIREONCE          0x0001

SF_TEAMMASTER_ANYTEAM

SF_TEAMMASTER_ANYTEAM
#define SF_TEAMMASTER_ANYTEAM           0x0002

SF_TEAMSET_FIREONCE

SF_TEAMSET_FIREONCE
#define SF_TEAMSET_FIREONCE             0x0001

SF_TEAMSET_CLEARTEAM

SF_TEAMSET_CLEARTEAM
#define SF_TEAMSET_CLEARTEAM            0x0002

SF_PKILL_FIREONCE

SF_PKILL_FIREONCE
#define SF_PKILL_FIREONCE               0x0001

SF_GAMECOUNT_FIREONCE

SF_GAMECOUNT_FIREONCE
#define SF_GAMECOUNT_FIREONCE           0x0001

SF_GAMECOUNT_RESET

SF_GAMECOUNT_RESET
#define SF_GAMECOUNT_RESET              0x0002

SF_PLAYEREQUIP_USEONLY

SF_PLAYEREQUIP_USEONLY
#define SF_PLAYEREQUIP_USEONLY          0x0001

SF_PTEAM_FIREONCE

SF_PTEAM_FIREONCE
#define SF_PTEAM_FIREONCE               0x0001

SF_PTEAM_KILL

SF_PTEAM_KILL
#define SF_PTEAM_KILL                   0x0002

SF_PTEAM_GIB

SF_PTEAM_GIB
#define SF_PTEAM_GIB                    0x0004

SF_PLAT_TOGGLE

SF_PLAT_TOGGLE
#define SF_PLAT_TOGGLE                  0x0001

SF_TRACK_ACTIVATETRAIN

SF_TRACK_ACTIVATETRAIN
#define SF_TRACK_ACTIVATETRAIN          0x00000001

SF_TRACK_ROTMOVE

SF_TRACK_ROTMOVE
#define SF_TRACK_ROTMOVE                0x00000004

SF_TRACK_STARTBOTTOM

SF_TRACK_STARTBOTTOM
#define SF_TRACK_STARTBOTTOM            0x00000008

SF_TRACK_DONT_MOVE

SF_TRACK_DONT_MOVE
#define SF_TRACK_DONT_MOVE              0x00000010

SF_TRACKTRAIN_NOPITCH

SF_TRACKTRAIN_NOPITCH
#define SF_TRACKTRAIN_NOPITCH           0x0001

SF_TRACKTRAIN_NOCONTROL

SF_TRACKTRAIN_NOCONTROL
#define SF_TRACKTRAIN_NOCONTROL         0x0002

SF_TRACKTRAIN_FORWARDONLY

SF_TRACKTRAIN_FORWARDONLY
#define SF_TRACKTRAIN_FORWARDONLY       0x0004

SF_TRACKTRAIN_PASSABLE

SF_TRACKTRAIN_PASSABLE
#define SF_TRACKTRAIN_PASSABLE          0x0008

SF_PATH_DISABLED

SF_PATH_DISABLED
#define SF_PATH_DISABLED                0x00000001

SF_PATH_FIREONCE

SF_PATH_FIREONCE
#define SF_PATH_FIREONCE                0x00000002

SF_PATH_ALTREVERSE

SF_PATH_ALTREVERSE
#define SF_PATH_ALTREVERSE              0x00000004

SF_PATH_DISABLE_TRAIN

SF_PATH_DISABLE_TRAIN
#define SF_PATH_DISABLE_TRAIN           0x00000008

SF_PATH_ALTERNATE

SF_PATH_ALTERNATE
#define SF_PATH_ALTERNATE               0x00008000

SF_CORNER_WAITFORTRIG

SF_CORNER_WAITFORTRIG
#define SF_CORNER_WAITFORTRIG           0x001

SF_CORNER_TELEPORT

SF_CORNER_TELEPORT
#define SF_CORNER_TELEPORT              0x002

SF_CORNER_FIREONCE

SF_CORNER_FIREONCE
#define SF_CORNER_FIREONCE              0x004

SF_TRIGGER_PUSH_START_OFF

SF_TRIGGER_PUSH_START_OFF
#define	SF_TRIGGER_PUSH_START_OFF       2           // Spawnflag that makes trigger_push spawn turned OFF

SF_TRIGGER_HURT_TARGETONCE

SF_TRIGGER_HURT_TARGETONCE
#define SF_TRIGGER_HURT_TARGETONCE      1           // Only fire hurt target once

SF_TRIGGER_HURT_START_OFF

SF_TRIGGER_HURT_START_OFF
#define	SF_TRIGGER_HURT_START_OFF       2           // Spawnflag that makes trigger_push spawn turned OFF

SF_TRIGGER_HURT_NO_CLIENTS

SF_TRIGGER_HURT_NO_CLIENTS
#define	SF_TRIGGER_HURT_NO_CLIENTS      8           // Spawnflag that makes trigger_push spawn turned OFF

SF_TRIGGER_HURT_CLIENTONLYFIRE

SF_TRIGGER_HURT_CLIENTONLYFIRE
#define SF_TRIGGER_HURT_CLIENTONLYFIRE	16          // Trigger hurt will only fire its target if it is hurting a client

SF_TRIGGER_HURT_CLIENTONLYTOUCH

SF_TRIGGER_HURT_CLIENTONLYTOUCH
#define SF_TRIGGER_HURT_CLIENTONLYTOUCH 32          // Only clients may touch this trigger

SF_AUTO_FIREONCE

SF_AUTO_FIREONCE
#define SF_AUTO_FIREONCE                0x0001

SF_RELAY_FIREONCE

SF_RELAY_FIREONCE
#define SF_RELAY_FIREONCE               0x0001

SF_MULTIMAN_CLONE

SF_MULTIMAN_CLONE
#define SF_MULTIMAN_CLONE               0x80000000

SF_MULTIMAN_THREAD

SF_MULTIMAN_THREAD
#define SF_MULTIMAN_THREAD              0x00000001

SF_RENDER_MASKFX

SF_RENDER_MASKFX
#define SF_RENDER_MASKFX                (1<<0)

SF_RENDER_MASKAMT

SF_RENDER_MASKAMT
#define SF_RENDER_MASKAMT               (1<<1)

SF_RENDER_MASKMODE

SF_RENDER_MASKMODE
#define SF_RENDER_MASKMODE              (1<<2)

SF_RENDER_MASKCOLOR

SF_RENDER_MASKCOLOR
#define SF_RENDER_MASKCOLOR             (1<<3)

SF_CHANGELEVEL_USEONLY

SF_CHANGELEVEL_USEONLY
#define SF_CHANGELEVEL_USEONLY          0x0002

SF_ENDSECTION_USEONLY

SF_ENDSECTION_USEONLY
#define SF_ENDSECTION_USEONLY           0x0001

SF_CAMERA_PLAYER_POSITION

SF_CAMERA_PLAYER_POSITION
#define SF_CAMERA_PLAYER_POSITION       1

SF_CAMERA_PLAYER_TARGET

SF_CAMERA_PLAYER_TARGET
#define SF_CAMERA_PLAYER_TARGET         2

SF_CAMERA_PLAYER_TAKECONTROL

SF_CAMERA_PLAYER_TAKECONTROL
#define SF_CAMERA_PLAYER_TAKECONTROL    4

SF_BRUSH_ROTATE_Y_AXIS

SF_BRUSH_ROTATE_Y_AXIS
#define SF_BRUSH_ROTATE_Y_AXIS          0

SF_BRUSH_ROTATE_INSTANT

SF_BRUSH_ROTATE_INSTANT
#define SF_BRUSH_ROTATE_INSTANT         1

SF_BRUSH_ROTATE_BACKWARDS

SF_BRUSH_ROTATE_BACKWARDS
#define SF_BRUSH_ROTATE_BACKWARDS       2

SF_BRUSH_ROTATE_Z_AXIS

SF_BRUSH_ROTATE_Z_AXIS
#define SF_BRUSH_ROTATE_Z_AXIS          4

SF_BRUSH_ROTATE_X_AXIS

SF_BRUSH_ROTATE_X_AXIS
#define SF_BRUSH_ROTATE_X_AXIS          8

SF_PENDULUM_AUTO_RETURN

SF_PENDULUM_AUTO_RETURN
#define SF_PENDULUM_AUTO_RETURN         16

SF_PENDULUM_PASSABLE

SF_PENDULUM_PASSABLE
#define	SF_PENDULUM_PASSABLE            32

SF_BRUSH_ROTATE_SMALLRADIUS

SF_BRUSH_ROTATE_SMALLRADIUS
#define SF_BRUSH_ROTATE_SMALLRADIUS     128

SF_BRUSH_ROTATE_MEDIUMRADIUS

SF_BRUSH_ROTATE_MEDIUMRADIUS
#define SF_BRUSH_ROTATE_MEDIUMRADIUS    256

SF_BRUSH_ROTATE_LARGERADIUS

SF_BRUSH_ROTATE_LARGERADIUS
#define SF_BRUSH_ROTATE_LARGERADIUS     512

SF_TRIGGER_ALLOWMONSTERS

SF_TRIGGER_ALLOWMONSTERS
#define	SF_TRIGGER_ALLOWMONSTERS        1           // Monsters allowed to fire this trigger

SF_TRIGGER_NOCLIENTS

SF_TRIGGER_NOCLIENTS
#define	SF_TRIGGER_NOCLIENTS            2           // Players not allowed to fire this trigger

SF_TRIGGER_PUSHABLES

SF_TRIGGER_PUSHABLES
#define SF_TRIGGER_PUSHABLES            4           // Only pushables can fire this trigger

SF_TRIG_PUSH_ONCE

SF_TRIG_PUSH_ONCE
#define SF_TRIG_PUSH_ONCE               1

SF_BREAK_TRIGGER_ONLY

SF_BREAK_TRIGGER_ONLY
#define SF_BREAK_TRIGGER_ONLY           1           // May only be broken by trigger

SF_BREAK_TOUCH

SF_BREAK_TOUCH
#define	SF_BREAK_TOUCH                  2           // Can be 'crashed through' by running player (plate glass)

SF_BREAK_PRESSURE

SF_BREAK_PRESSURE
#define SF_BREAK_PRESSURE               4           // Can be broken by a player standing on it

SF_BREAK_CROWBAR

SF_BREAK_CROWBAR
#define SF_BREAK_CROWBAR                256         // Instant break if hit with crowbar

SF_PUSH_BREAKABLE

SF_PUSH_BREAKABLE
#define SF_PUSH_BREAKABLE               128

SF_LIGHT_START_OFF

SF_LIGHT_START_OFF
#define SF_LIGHT_START_OFF              1

SPAWNFLAG_NOMESSAGE

SPAWNFLAG_NOMESSAGE
#define SPAWNFLAG_NOMESSAGE             1

SPAWNFLAG_NOTOUCH

SPAWNFLAG_NOTOUCH
#define SPAWNFLAG_NOTOUCH               1

SPAWNFLAG_DROIDONLY

SPAWNFLAG_DROIDONLY
#define SPAWNFLAG_DROIDONLY             4

SPAWNFLAG_USEONLY

SPAWNFLAG_USEONLY
#define SPAWNFLAG_USEONLY               1           // Can't be touched, must be used (buttons)

SF_MONSTER_WAIT_TILL_SEEN

SF_MONSTER_WAIT_TILL_SEEN
#define	SF_MONSTER_WAIT_TILL_SEEN       1           // Spawnflag that makes monsters wait until player can see them before attacking

SF_MONSTER_GAG

SF_MONSTER_GAG
#define	SF_MONSTER_GAG                  2           // No idle noises from this monster

SF_MONSTER_HITMONSTERCLIP

SF_MONSTER_HITMONSTERCLIP
#define SF_MONSTER_HITMONSTERCLIP       4

SF_MONSTER_PRISONER

SF_MONSTER_PRISONER
#define SF_MONSTER_PRISONER             16          // Monster won't attack anyone, no one will attacke him

SF_MONSTER_WAIT_FOR_SCRIPT

SF_MONSTER_WAIT_FOR_SCRIPT
#define	SF_MONSTER_WAIT_FOR_SCRIPT      128         // Spawnflag that makes monsters wait to check for attacking until the script is done or they've been attacked

SF_MONSTER_PREDISASTER

SF_MONSTER_PREDISASTER
#define SF_MONSTER_PREDISASTER          256         // This is a predisaster scientist or barney; influences how they speak

SF_MONSTER_FADECORPSE

SF_MONSTER_FADECORPSE
#define SF_MONSTER_FADECORPSE           512         // Fade out corpse after death

SF_MONSTER_FALL_TO_GROUND

SF_MONSTER_FALL_TO_GROUND
#define SF_MONSTER_FALL_TO_GROUND       0x80000000

SF_MONSTER_TURRET_AUTOACTIVATE

SF_MONSTER_TURRET_AUTOACTIVATE
#define SF_MONSTER_TURRET_AUTOACTIVATE  32

SF_MONSTER_TURRET_STARTINACTIVE

SF_MONSTER_TURRET_STARTINACTIVE
#define SF_MONSTER_TURRET_STARTINACTIVE 64

SF_MONSTER_WAIT_UNTIL_PROVOKED

SF_MONSTER_WAIT_UNTIL_PROVOKED
#define SF_MONSTER_WAIT_UNTIL_PROVOKED  64          // Don't attack the player unless provoked

SF_DECAL_NOTINDEATHMATCH

SF_DECAL_NOTINDEATHMATCH
#define SF_DECAL_NOTINDEATHMATCH        2048

SF_WORLD_DARK

SF_WORLD_DARK
#define SF_WORLD_DARK                   0x0001      // Fade from black at startup

SF_WORLD_TITLE

SF_WORLD_TITLE
#define SF_WORLD_TITLE                  0x0002      // Display game title at startup

SF_WORLD_FORCETEAM

SF_WORLD_FORCETEAM
#define SF_WORLD_FORCETEAM              0x0004      // Force teams

SF_NORESPAWN

SF_NORESPAWN
#define SF_NORESPAWN                    (1<<30)

HLI_HEALTHKIT

HLI_HEALTHKIT
#define HLI_HEALTHKIT			1

HLI_ANTIDOTE

HLI_ANTIDOTE
#define HLI_ANTIDOTE			2

HLI_SECURITY

HLI_SECURITY
#define HLI_SECURITY			3

HLI_BATTERY

HLI_BATTERY
#define HLI_BATTERY			4

HLW_NONE

HLW_NONE
#define HLW_NONE			0

HLW_CROWBAR

HLW_CROWBAR
#define HLW_CROWBAR			1

HLW_GLOCK

HLW_GLOCK
#define HLW_GLOCK			2

HLW_PYTHON

HLW_PYTHON
#define HLW_PYTHON			3

HLW_MP5

HLW_MP5
#define HLW_MP5				4

HLW_CHAINGUN

HLW_CHAINGUN
#define HLW_CHAINGUN			5

HLW_CROSSBOW

HLW_CROSSBOW
#define HLW_CROSSBOW			6

HLW_SHOTGUN

HLW_SHOTGUN
#define HLW_SHOTGUN			7

HLW_RPG

HLW_RPG
#define HLW_RPG				8

HLW_GAUSS

HLW_GAUSS
#define HLW_GAUSS			9

HLW_EGON

HLW_EGON
#define HLW_EGON			10

HLW_HORNETGUN

HLW_HORNETGUN
#define HLW_HORNETGUN			11

HLW_HANDGRENADE

HLW_HANDGRENADE
#define HLW_HANDGRENADE			12

HLW_TRIPMINE

HLW_TRIPMINE
#define HLW_TRIPMINE			13

HLW_SATCHEL

HLW_SATCHEL
#define HLW_SATCHEL			14

HLW_SNARK

HLW_SNARK
#define HLW_SNARK			15

HLW_SUIT

HLW_SUIT
#define HLW_SUIT			31

HLW_ALLWEAPONS

HLW_ALLWEAPONS
#define HLW_ALLWEAPONS			(~(1<<HLW_SUIT))

FEV_NOTHOST

FEV_NOTHOST
#define FEV_NOTHOST		(1<<0)	// Skip local host for event send.

FEV_RELIABLE

FEV_RELIABLE
#define FEV_RELIABLE	(1<<1)	// Send the event reliably.  You must specify the origin and angles

FEV_GLOBAL

FEV_GLOBAL
#define FEV_GLOBAL		(1<<2)	// Don't restrict to PAS/PVS, send this event to _everybody_ on the server ( useful for stopping CHAN_STATIC

FEV_UPDATE

FEV_UPDATE
#define FEV_UPDATE		(1<<3)	// If this client already has one of these events in its queue, just update the event instead of sending it as a duplicate

FEV_HOSTONLY

FEV_HOSTONLY
#define	FEV_HOSTONLY	(1<<4)	// Only send to entity specified as the invoker

FEV_SERVER

FEV_SERVER
#define FEV_SERVER		(1<<5)	// Only send if the event was created on the server.

FEV_CLIENT

FEV_CLIENT
#define FEV_CLIENT		(1<<6)	// Only issue event client side ( from shared code )

FCAP_CUSTOMSAVE

FCAP_CUSTOMSAVE
#define		FCAP_CUSTOMSAVE				0x00000001

FCAP_ACROSS_TRANSITION

FCAP_ACROSS_TRANSITION
#define		FCAP_ACROSS_TRANSITION		0x00000002		// should transfer between transitions

FCAP_MUST_SPAWN

FCAP_MUST_SPAWN
#define		FCAP_MUST_SPAWN				0x00000004		// Spawn after restore

FCAP_DONT_SAVE

FCAP_DONT_SAVE
#define		FCAP_DONT_SAVE				0x80000000		// Don't save this

FCAP_IMPULSE_USE

FCAP_IMPULSE_USE
#define		FCAP_IMPULSE_USE			0x00000008		// can be used by the player

FCAP_CONTINUOUS_USE

FCAP_CONTINUOUS_USE
#define		FCAP_CONTINUOUS_USE			0x00000010		// can be used by the player

FCAP_ONOFF_USE

FCAP_ONOFF_USE
#define		FCAP_ONOFF_USE				0x00000020		// can be used by the player

FCAP_DIRECTIONAL_USE

FCAP_DIRECTIONAL_USE
#define		FCAP_DIRECTIONAL_USE		0x00000040		// Player sends +/- 1 when using (currently only tracktrains)

FCAP_MASTER

FCAP_MASTER
#define		FCAP_MASTER					0x00000080		// Can be used to "master" other entities (like multisource)