field vector "origin" field int "movetype" field vector "start_origin" field vector "start_angles" field int "state" field float "distance" field entity "owner" field float "wait" field vector "velocity" field vector "angle_velocity" field entity "team_chain" field float "yaw_speed" field int "modelindex" field int "count" field int "solid" field vector "angles" field vector "delta_angles" field int "skinnum" field int "c_mode" field float "ideal_yaw" field vector "p_origin" field int "takedamage" // Defines for print level #define PRINT_LOW 0 // pickup messages #define PRINT_MEDIUM 1 // death messages #define PRINT_HIGH 2 // critical messages #define PRINT_CHAT 3 // chat messages // Physic movetypes #define PHYSICSTYPE_NONE 0 // MOVETYPE_NONE #define PHYSICSTYPE_STATIC 1 #define PHYSICSTYPE_NOCLIP 2 // MOVETYPE_NOCLIP #define PHYSICSTYPE_FLY 3 // MOVETYPE_FLY, MOVETYPE_FLYMISSILE, MOVETYPE_BOUNCE #define PHYSICSTYPE_STEP 4 // MOVETYPE_WALK, MOVETYPE_STEP, MOVETYPE_TOSS, MOVETYPE_BOUNCE #define PHYSICSTYPE_PUSH 5 // MOVETYPE_PUSH #define PHYSICSTYPE_STOP 6 // MOVETYPE_STOP #define MOVETYPE_FLYMISSILE 7 #define PHYSICSTYPE_SCRIPT_ANGULAR 8 #define NUM_PHYSICSTYPES 9 #define MOVETYPE_NONE 10 // never moves #define MOVETYPE_NOCLIP 11 // origin and angles change with no interaction #define MOVETYPE_PUSH 12 // no clip to world, push on box contact #define MOVETYPE_STOP 13 // no clip to world, stops on box contact #define MOVETYPE_WALK 14 // gravity #define MOVETYPE_STEP 15 // gravity, special edge handling #define MOVETYPE_FLY 16 #define MOVETYPE_TOSS 17 // gravity #define MOVETYPE_BOUNCE 18 #define MOVETYPE_SCRIPT_ANGULAR 19 // moves with the rotation of another entity // Defines for animation sequences #define ACTION1_ANIMATION 0 #define ACTION2_ANIMATION 1 #define ACTION3_ANIMATION 2 #define ACTION4_ANIMATION 3 #define ACTION5_ANIMATION 4 #define ACTION6_ANIMATION 5 #define ACTION7_ANIMATION 6 #define ACTION8_ANIMATION 7 #define ACTION9_ANIMATION 8 #define ACTION10_ANIMATION 9 #define ACTION11_ANIMATION 10 #define ACTION12_ANIMATION 11 #define ACTION13_ANIMATION 12 #define ACTION14_ANIMATION 13 #define ACTION15_ANIMATION 14 #define ACTION16_ANIMATION 15 #define ACTION17_ANIMATION 16 #define ACTION18_ANIMATION 17 #define ACTION19_ANIMATION 18 #define ACTION20_ANIMATION 19 #define ATTACK1_ANIMATION 20 #define ATTACK2_ANIMATION 21 #define ATTACK3_ANIMATION 22 #define BACKPEDAL1_ANIMATION 23 #define DEATH1_ANIMATION 24 #define DEATH2_ANIMATION 25 #define DEATH3_ANIMATION 26 #define DEATH4_ANIMATION 27 #define GIB1_ANIMATION 28 #define IDLE1_ANIMATION 29 #define IDLE2_ANIMATION 30 #define IDLE3_ANIMATION 31 #define IDLE4_ANIMATION 32 #define IDLE5_ANIMATION 33 #define IDLE6_ANIMATION 34 #define JUMP1_ANIMATION 35 #define PAIN1_ANIMATION 36 #define PAIN2_ANIMATION 37 #define PAIN3_ANIMATION 38 #define PIVOTLEFTGO_ANIMATION 39 #define PIVOTLEFT_ANIMATION 40 #define PIVOTLEFTSTOP_ANIMATION 41 #define PIVOTRIGHTGO_ANIMATION 42 #define PIVOTRIGHT_ANIMATION 43 #define PIVOTRIGHTSTOP_ANIMATION 44 #define RUN1_ANIMATION 45 #define STEPLEFT_ANIMATION 46 #define STEPRIGHT_ANIMATION 47 #define THINKAGAIN_ANIMATION 48 #define TRANS1_ANIMATION 49 #define TRANS2_ANIMATION 50 #define TRANS3_ANIMATION 51 #define TRANS4_ANIMATION 52 #define TRANS5_ANIMATION 53 #define TRANS6_ANIMATION 54 #define WALKSTART_ANIMATION 55 #define WALK1_ANIMATION 56 #define WALK2_ANIMATION 57 #define WALK3_ANIMATION 58 #define WALK4_ANIMATION 59 #define WALKSTOP1_ANIMATION 60 #define WALKSTOP2_ANIMATION 61 #define ATTACK4_ANIMATION 62 #define ATTACK5_ANIMATION 63 #define SOLID_NOT 0 #define SOLID_SOLID 2 #define DAMAGE_NO 0 // Won't take damage #define DAMAGE_YES 1 // Takes damage #define DAMAGE_AIM 2 // Can be autotargeted??? #define DAMAGE_NO_RADIUS 3 // Will not take damage from radius blasts