/* * $Header: /HexenWorld/HCode/constant.hc 67 10/02/98 6:37p Mgummelt $ */ // // constants // float FALSE = 0; float TRUE = 1; float HX_FRAME_TIME = 0.05; float HX_FPS = 20; // edict.flags float FL_FLY = 1; float FL_SWIM = 2; float FL_PUSH = 4; // Object is pushable float FL_CLIENT = 8; // set for all client edicts float FL_INWATER = 16; // for enter / leave water splash float FL_MONSTER = 32; float FL_GODMODE = 64; // player cheat float FL_NOTARGET = 128; // player cheat float FL_ITEM = 256; // extra wide size for bonus items float FL_ONGROUND = 512; // standing on something float FL_PARTIALGROUND = 1024; // not all corners are valid float FL_WATERJUMP = 2048; // player jumping out of water float FL_JUMPRELEASED = 4096; // for jump debouncing float FL_FLASHLIGHT = 8192; // quake 2 thingy float FL_ARTIFACTUSED = 16384; // an artifact was just used float FL_MOVECHAIN_ANGLE = 32768; // when in a move chain, will update the angle float FL_FIRERESIST = 65536; // resistant to fire and heat and lava float FL_FIREHEAL = 131072; // healed by fire, heat, and lava float FL_COLDHEAL = 524288; // healed by freezing float FL_ARCHIVE_OVERRIDE = 1048576; // quake 2 thingy float FL_CLASS_DEPENDENT = 2097152; // model will appear different to each player float FL_SPECIAL_ABILITY1 = 4194304; // has 1st special ability float FL_SPECIAL_ABILITY2 = 8388608; // has 2nd special ability //edict.flags2 //FIXME: Shielded and small may be able to be determined by //other means... float FL2_ADJUST_MON_DAM = 1; //Do more damage to monsters float FL_NODAMAGE = 2; //Special flag put on a missle to make it not do damage- used only by mezzoman float FL_SMALL = 4; //Small enough to be crsuhed underfoot float FL_ALIVE = 8; //Dead or alive. float FL_FAKE_WATER = 16; //Fake water float FL_SUMMONED = 32; //Summoned monster, stops it from precaching float FL_LEDGEHOLD = 64; //Can realistically pull yourself up over ledges, etc. float FL2_FADE_UP = 128; //Succ. float FL_TORNATO_SAFE = 512; float FL2_DEADMEAT = 1024; //Tagged for death float FL_CHAINED = 2048; //Held by chains float FL2_CROUCHED = 4096; float FL2_CROUCH_TOGGLE = 8192; float FL2_FIRERESIST = 16384; // resistant to fire and heat and lava float FL2_POISONED = 262144; // healed by freezing float FL2_ONFIRE = 4194304; // on fire // edict.drawflags float MLS_MASKIN = 7; // MLS: Model Light Style float MLS_MASKOUT = 248; float MLS_NONE = 0; float MLS_FULLBRIGHT = 1; float MLS_POWERMODE = 2; float MLS_TORCH = 3; float MLS_FIREFLICKER = 4; float MLS_CRYSTALGOLEM = 5; float MLS_ABSLIGHT = 7; float SCALE_TYPE_MASKIN = 24; float SCALE_TYPE_MASKOUT = 231; float SCALE_TYPE_UNIFORM = 0; // Scale X, Y, and Z float SCALE_TYPE_XYONLY = 8; // Scale X and Y float SCALE_TYPE_ZONLY = 16; // Scale Z float SCALE_ORIGIN_MASKIN = 96; float SCALE_ORIGIN_MASKOUT = 159; float SCALE_ORIGIN_CENTER = 0; // Scaling origin at object center float SCALE_ORIGIN_BOTTOM = 32; // Scaling origin at object bottom float SCALE_ORIGIN_TOP = 64; // Scaling origin at object top float DRF_TRANSLUCENT = 128; // Artifact Flags float AFL_CUBE_RIGHT = 1; float AFL_CUBE_LEFT = 2; float AFL_TORCH = 4; float AFL_SUPERHEALTH = 8; // edict.movetype values float MOVETYPE_NONE = 0; // never moves //float MOVETYPE_ANGLENOCLIP = 1; //float MOVETYPE_ANGLECLIP = 2; float MOVETYPE_WALK = 3; // players only float MOVETYPE_STEP = 4; // discrete, not real time unless fall float MOVETYPE_FLY = 5; float MOVETYPE_TOSS = 6; // gravity float MOVETYPE_PUSH = 7; // no clip to world, push and crush float MOVETYPE_NOCLIP = 8; float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters float MOVETYPE_BOUNCE = 10; float MOVETYPE_BOUNCEMISSILE = 11; // bounce with extra size and no gravity float MOVETYPE_PUSHPULL = 13; // pushable/pullable object float MOVETYPE_SWIM = 14; // object won't move out of water // particle types float PARTICLETYPE_STATIC = 0; float PARTICLETYPE_GRAV = 1; float PARTICLETYPE_FASTGRAV = 2; float PARTICLETYPE_SLOWGRAV = 3; float PARTICLETYPE_FIRE = 4; float PARTICLETYPE_EXPLODE = 5; float PARTICLETYPE_EXPLODE2 = 6; float PARTICLETYPE_BLOB = 7; float PARTICLETYPE_BLOB2 = 8; float PARTICLETYPE_RAIN = 9; float PARTICLETYPE_C_EXPLODE = 10; float PARTICLETYPE_C_EXPLODE2 = 11; float PARTICLETYPE_SPIT = 12; float PARTICLETYPE_FIREBALL = 13; float PARTICLETYPE_ICE = 14; float PARTICLETYPE_SPELL = 15; //MISSION PACK float PARTICLETYPE_DARKEN = 24; //Particle will darken to darkest color of that shade, valid only for colors <= 232 float PARTICLETYPE_REDFIRE = 26; //Particle will darken to darkest color of that shade, valid only for colors <= 232 float PARTICLETYPE_ACIDBALL = 27; //Built-in model trail float PARTICLETYPE_BLUESTEP = 28; //Built-in model trail // Hexen hull constants float HULL_IMPLICIT = 0; //Choose the hull based on bounding box- like in Quake float HULL_POINT = 1; //0 0 0, 0 0 0 float HULL_PLAYER = 2; //'-16 -16 0', '16 16 56' float HULL_SCORPION = 3; //'-24 -24 -20', '24 24 20' float HULL_CROUCH = 4; //'-16 -16 0', '16 16 28' //Next 2 clip though world? float HULL_HYDRA = 5; //'-28 -28 -24', '28 28 24' float HULL_GOLEM = 6; //???,??? // Keep around old constants until all references are removed float HULL_OLD = 0; float HULL_SMALL = 1; float HULL_NORMAL = 2; float HULL_BIG = 3; // edict.solid values float SOLID_NOT = 0; // no interaction with other objects float SOLID_TRIGGER = 1; // touch on edge, but not blocking float SOLID_BBOX = 2; // touch on edge, block float SOLID_SLIDEBOX = 3; // touch on edge, but not an onground float SOLID_BSP = 4; // bsp clip, touch on edge, block float SOLID_PHASE = 5; // will interact with all objects except entities with FL_MONSTER & FL_CLIENT - those it will pass through // range values float RANGE_MELEE = 0; float RANGE_NEAR = 1; float RANGE_MID = 2; float RANGE_FAR = 3; // deadflag values float DEAD_NO = 0; float DEAD_DYING = 1; float DEAD_DEAD = 2; float DEAD_RESPAWNABLE = 3; // takedamage values float DAMAGE_NO = 0; // Entity cannot be hurt float DAMAGE_YES = 1; // Can be hurt float DAMAGE_NO_GRENADE = 2; // Will not trigger a grenade to explode // use inventory flags to show which item is the current item float INV_NONE = 0; float INV_TORCH = 1; float INV_HP_BOOST = 2; float INV_SUPER_HP_BOOST = 3; float INV_MANA_BOOST = 4; float INV_TELEPORT = 5; float INV_TOME = 6; float INV_SUMMON = 7; float INV_INVISIBILITY = 8; float INV_GLYPH = 9; float INV_HASTE = 10; float INV_BLAST = 11; float INV_POLYMORPH = 12; float INV_FLIGHT = 13; float INV_CUBEOFFORCE = 14; float INV_INVINCIBILITY = 15; float ARTIFACT_TORCH = 1; float ARTIFACT_HP_BOOST = 2; float ARTIFACT_SUPER_HP_BOOST = 3; float ARTIFACT_MANA_BOOST = 4; float ARTIFACT_TELEPORT = 5; float ARTIFACT_TOME = 6; float ARTIFACT_SUMMON = 7; float ARTIFACT_INVISIBILITY = 8; float ARTIFACT_GLYPH = 9; float ARTIFACT_HASTE = 10; float ARTIFACT_BLAST = 11; float ARTIFACT_POLYMORPH = 12; float ARTIFACT_FLIGHT = 13; float ARTIFACT_CUBEOFFORCE = 14; float ARTIFACT_INVINCIBILITY = 15; // Use ring flags to show which rings hero carries float RING_NONE = 0; float RING_FLIGHT = 1; float RING_WATER = 2; float RING_REGENERATION = 4; float RING_TURNING = 8; // Use artifact flags to show which artifacts are in use float ART_NONE = 0; float ART_HASTE = 1; float ART_INVINCIBILITY = 2; float ART_TOMEOFPOWER = 4; float ART_INVISIBILITY = 8; float ARTFLAG_FROZEN = 16; // 128 float ARTFLAG_STONED = 32; // 256 float ARTFLAG_DIVINE_INTERVENTION = 64; // 512 // Gobal skin textures float GLOBAL_SKIN_STONE = 100; float GLOBAL_SKIN_ICE = 101; // Player Classes float CLASS_NONE = 0; float CLASS_PALADIN = 1; float CLASS_CRUSADER = 2; float CLASS_NECROMANCER = 3; float CLASS_ASSASSIN = 4; //MP float CLASS_SUCCUBUS = 5; // Monster Classes float CLASS_GRUNT = 1; float CLASS_HENCHMAN = 2; float CLASS_LEADER = 3; float CLASS_BOSS = 4; float CLASS_FINAL_BOSS = 5; float MAX_HEALTH = 200; // Player Mode float MODE_NORMAL = 0; // normal play mode float MODE_CAMERA = 1; // player is a camera right now float AS_STRAIGHT = 1; float AS_SLIDING = 2; float AS_MELEE = 3; float AS_MISSILE = 4; float AS_WAIT = 5; float AS_FERRY = 6; // Generic Weapon Names float IT_WEAPON1 = 4096; float IT_WEAPON2 = 1; float IT_WEAPON3 = 2; float IT_WEAPON4 = 4; float IT_TESTWEAP = 8; float IT_WEAPON4_1 = 16; // First half of weapon float IT_WEAPON4_2 = 32; // Second half of weapon // paladin weapons float IT_GAUNTLETS = 4096; // items float IT_AXE = 4096; float IT_SHOTGUN = 1; float IT_SUPER_SHOTGUN = 2; float IT_NAILGUN = 4; float IT_SUPER_NAILGUN = 8; float IT_GRENADE_LAUNCHER = 16; float IT_ROCKET_LAUNCHER = 32; float IT_LIGHTNING = 64; float IT_EXTRA_WEAPON = 128; float IT_ARMOR1 = 8192; float IT_ARMOR2 = 16384; float IT_ARMOR3 = 32768; float IT_SUPERHEALTH = 65536; float IT_INVISIBILITY = 524288; float IT_INVULNERABILITY = 1048576; float IT_SUIT = 2097152; float IT_QUAD = 4194304; // rings - amount of time they work float FLIGHT_TIME = 30; float WATER_TIME = 30; float ABSORPTION_TIME = 30; float REGEN_TIME = 30; float TURNING_TIME = 30; // artifacts - amount of time they work float HASTE_TIME = 15; float TOME_TIME = 30; float RESPAWN_TIME = 30; // weapon damage values float WEAPON1_BASE_DAMAGE = 12; float WEAPON1_ADD_DAMAGE = 12; float WEAPON1_PWR_BASE_DAMAGE = 30; float WEAPON1_PWR_ADD_DAMAGE = 20; float WEAPON1_PUSH = 5; // glyph of the ancients float GLYPH_BASE_DAMAGE = 100; float GLYPH_ADD_DAMAGE = 20; // Modifier for HASTE //float HASTE_MOD = 2; float BLAST_RADIUS = 200; float BLASTDAMAGE = 2; // Damage values for attacks from monsters float DMG_ARCHER_PUNCH = 4; float DMG_MUMMY_PUNCH = 8; float DMG_MUMMY_BITE = 2; //Thing Types float THINGTYPE_GREYSTONE = 1; float THINGTYPE_WOOD = 2; float THINGTYPE_METAL = 3; float THINGTYPE_FLESH = 4; float THINGTYPE_FIRE = 5; float THINGTYPE_CLAY = 6; float THINGTYPE_LEAVES = 7; float THINGTYPE_HAY = 8; float THINGTYPE_BROWNSTONE = 9; float THINGTYPE_CLOTH = 10; float THINGTYPE_WOOD_LEAF = 11; float THINGTYPE_WOOD_METAL = 12; float THINGTYPE_WOOD_STONE = 13; float THINGTYPE_METAL_STONE = 14; float THINGTYPE_METAL_CLOTH = 15; float THINGTYPE_WEBS = 16; float THINGTYPE_GLASS = 17; float THINGTYPE_ICE = 18; float THINGTYPE_CLEARGLASS = 19; float THINGTYPE_REDGLASS = 20; float THINGTYPE_ACID = 21; float THINGTYPE_METEOR = 22; float THINGTYPE_GREENFLESH = 23; float THINGTYPE_BONE = 24; float THINGTYPE_DIRT = 25; // point content values float CONTENT_EMPTY = -1; float CONTENT_SOLID = -2; float CONTENT_WATER = -3; float CONTENT_SLIME = -4; float CONTENT_LAVA = -5; float CONTENT_SKY = -6; float STATE_TOP = 0; float STATE_BOTTOM = 1; float STATE_UP = 2; float STATE_DOWN = 3; float STATE_MOVING = 4; vector VEC_ORIGIN = '0 0 0'; vector VEC_HULL_MIN = '-16 -16 -24'; vector VEC_HULL_MAX = '16 16 32'; //Temp- because player models origins are at feet, //Above values raise them 12 above the floor! //But what about monsters using this Hull size?? //vector VEC_HULL_MIN = '-16 -16 0'; //vector VEC_HULL_MAX = '16 16 56'; vector VEC_HULL2_MIN = '-32 -32 -24'; vector VEC_HULL2_MAX = '32 32 64'; // protocol bytes float SVC_TEMPENTITY = 23; float SVC_KILLEDMONSTER = 27; float SVC_FOUNDSECRET = 28; float SVC_INTERMISSION = 30; float SVC_FINALE = 31; float SVC_CDTRACK = 32; float SVC_SELLSCREEN = 33; float SVC_UPDATE_KINGOFHILL = 51;//MP float SVC_SET_VIEW_TINT = 53; float SVC_SET_VIEW_FLAGS = 56; float SVC_CLEAR_VIEW_FLAGS = 57; // Client Effects float CE_RAIN = 1; float CE_FOUNTAIN = 2; float CE_QUAKE = 3; float CE_WHITE_SMOKE = 4; float CE_BLUESPARK = 5; float CE_YELLOWSPARK = 6; float CE_SM_CIRCLE_EXP = 7; float CE_BG_CIRCLE_EXP = 8; float CE_SM_WHITE_FLASH = 9; float CE_WHITE_FLASH = 10; float CE_YELLOWRED_FLASH = 11; float CE_BLUE_FLASH = 12; float CE_SM_BLUE_FLASH = 13; float CE_RED_FLASH = 14; float CE_SM_EXPLOSION = 15; float CE_LG_EXPLOSION = 16; float CE_FLOOR_EXPLOSION = 17; float CE_RIDER_DEATH = 18; float CE_BLUE_EXPLOSION = 19; float CE_GREEN_SMOKE = 20; float CE_GREY_SMOKE = 21; float CE_RED_SMOKE = 22; float CE_SLOW_WHITE_SMOKE = 23; float CE_REDSPARK = 24; float CE_GREENSPARK = 25; float CE_TELESMK1 = 26; float CE_TELESMK2 = 27; float CE_ICE_HIT = 28;// icehit.spr 0-5 float CE_MEDUSA_HIT = 29;// medhit.spr 0-6 float CE_MEZZO_REFLECT = 30;// mezzoref.spr 0-5 float CE_FLOOR_EXPLOSION2 = 31;// flrexpl2.spr 0-19 float CE_XBOW_EXPLOSION = 32;// xbowexpl.spr 0-16 float CE_NEW_EXPLOSION = 33;// gen_expl.spr 0-13 float CE_MAGIC_MISSILE_EXPLOSION = 34;// mm_expld.spr float CE_GHOST = 35;// ghost.spr- translucent float CE_BONE_EXPLOSION = 36;// bonexpld.spr float CE_REDCLOUD = 37;// rcloud.spr float CE_TELEPORTERPUFFS = 38; float CE_TELEPORTERBODY = 39; float CE_BONESHARD = 40; float CE_BONESHRAPNEL = 41; float CE_HWMISSILESTAR = 42; float CE_HWEIDOLONSTAR = 43; float CE_HWSHEEPINATOR = 44; float CE_TRIPMINE = 45; float CE_HWBONEBALL = 46; float CE_HWRAVENSTAFF = 47; float CE_TRIPMINESTILL = 48; float CE_SCARABCHAIN = 49; float CE_SM_EXPLOSION2 = 50; float CE_HWSPLITFLASH = 51; float CE_HWXBOWSHOOT = 52; float CE_HWRAVENPOWER = 53; float CE_HWDRILLA = 54; float CE_DEATHBUBBLES = 55; //MISSION PACK float CE_FLAMESTREAM = 56; float CE_BLDRN_EXPL = 57; float CE_ACID_MUZZFL = 58; float CE_ACID_HIT = 59; float CE_FIREWALL_SMALL = 60; float CE_FIREWALL_MEDIUM = 61; float CE_FIREWALL_LARGE = 62; float CE_LBALL_EXPL = 63; float CE_ACID_SPLAT = 64; float CE_ACID_EXPL = 65; float CE_FBOOM = 66; float CE_BOMB = 67; float CE_BRN_BOUNCE = 68; float CE_LSHOCK = 69; float CE_FLAMEWALL = 70; float CE_FLAMEWALL2 = 71; float CE_FLOOR_EXPLOSION3 = 72; float CE_ONFIRE = 73; // Temporary entities float TE_SPIKE = 0; float TE_SUPERSPIKE = 1; float TE_GUNSHOT = 2; float TE_EXPLOSION = 3; float TE_TAREXPLOSION = 4; float TE_LIGHTNING1 = 5; float TE_LIGHTNING2 = 6; float TE_WIZSPIKE = 7; float TE_KNIGHTSPIKE = 8; float TE_LIGHTNING3 = 9; float TE_LAVASPLASH = 10; float TE_TELEPORT = 11; float TE_STREAM_CHAIN = 25; float TE_STREAM_SUNSTAFF1 = 26; float TE_STREAM_SUNSTAFF2 = 27; float TE_STREAM_LIGHTNING = 28; float TE_STREAM_COLORBEAM = 29; float TE_STREAM_ICECHUNKS = 30; float TE_STREAM_GAZE = 31; float TE_STREAM_FAMINE = 32; float TE_BIGGRENADE = 33; float TE_CHUNK = 34; float TE_HWBONEPOWER = 35; float TE_HWBONEPOWER2 = 36; float TE_METEORHIT = 37; float TE_HWRAVENDIE = 38; float TE_HWRAVENEXPLODE = 39; float TE_XBOWHIT = 40; float TE_CHUNK2 = 41; float TE_ICEHIT = 42; float TE_ICESTORM = 43; float TE_HWMISSILEFLASH = 44; float TE_SUNSTAFF_CHEAP = 45; float TE_LIGHTNING_HAMMER = 46; float TE_DRILLA_EXPLODE = 47; float TE_DRILLA_DRILL = 48; float TE_HWTELEPORT = 49; float TE_SWORD_EXPLOSION = 50; float TE_AXE_BOUNCE = 51; float TE_AXE_EXPLODE = 52; float TE_TIME_BOMB = 53; float TE_FIREBALL = 54; float TE_SUNSTAFF_POWER = 55; float TE_PURIFY2_EXPLODE = 56; float TE_PLAYER_DEATH = 57; float TE_PURIFY1_EFFECT = 58; float TE_TELEPORT_LINGER = 59; float TE_LINE_EXPLOSION = 60; float TE_METEOR_CRUSH = 61; //MP float TE_STREAM_LIGHTNING_SMALL = 62; float TE_ACIDBALL = 63; float TE_ACIDBLOB = 64; float TE_FIREWALL = 65; float TE_FIREWALL_IMPACT = 66; float TE_HWBONERIC = 67; float TE_POWERFLAME = 68; float TE_BLOODRAIN = 69; float TE_AXE = 70; float TE_PURIFY2_MISSILE = 71; float TE_SWORD_SHOT = 72; float TE_ICESHOT = 73; float TE_METEOR = 74; float TE_LIGHTNINGBALL = 75; float TE_MEGAMETEOR = 76; float TE_CUBEBEAM = 77; float TE_LIGHTNINGEXPLODE = 78; float TE_ACID_BALL_FLY = 79; float TE_ACID_BLOB_FLY = 80; float TE_CHAINLIGHTNING = 81; // Stream flags float STREAM_ATTACHED = 16; float STREAM_TRANSLUCENT = 32; // sound channels // channel 0 never willingly overrides // other channels (1-7) allways override a playing sound on that channel float CHAN_AUTO = 0; float CHAN_WEAPON = 1; float CHAN_VOICE = 2; float CHAN_ITEM = 3; float CHAN_BODY = 4; float CHAN_UPDATE = 7;// All sounds on this channel are updated by the EF_UPDATESOUND flag //MP float PHS_OVERRIDE_R = 8;//CHAN_????+PHS_OVERRIDE_R Forces the sound channel to be reliable and not use the PHS float SOUND_STARTED = 7777777;//Just used to keep track of whether I played a certain sound or not- 7777777 because t_dith is used as time+X elsewhere in code float SOUND_STOPPED = 0;//clears out t_width fpr next playsound check float ATTN_NONE = 0; float ATTN_NORM = 1; float ATTN_IDLE = 2; float ATTN_STATIC = 3; //MP float ATTN_LOOP = 4;//Sound will start on client even if volume is 0- so if player comes into range, it will be playing- attenuates like ATTN_NORM // update types float UPDATE_GENERAL = 0; float UPDATE_STATIC = 1; float UPDATE_BINARY = 2; float UPDATE_TEMP = 3; // entity effects float EF_ONFIRE = 1;//MP float EF_MUZZLEFLASH = 2; float EF_BRIGHTLIGHT = 4; float EF_TORCHLIGHT = 6; float EF_DIMLIGHT = 8; float EF_DARKLIGHT = 16; float EF_DARKFIELD = 32; float EF_LIGHT = 64; float EF_NODRAW = 128; float EF_BRIGHTFIELD = 1024; float EF_INVINC_CIRC = 16;//Succubus' invincibility effect float EF_POWERFLAMEBURN = 2048; float EF_POWERFLAME = 4096; float EF_UPDATESOUND = 8192; float EF_POISON_GAS = 2097152;//MP float EF_ACIDBLOB = 4194304;//MP //float EF_PURIFY2_EFFECT = 2097152; //float EF_AXE_EFFECT = 4194304; //float EF_SWORD_EFFECT = 8388608; float EF_TORNADO_EFFECT = 16777216; float EF_ICESTORM_EFFECT = 33554432; //float EF_ICEBALL_EFFECT = 67108864; //float EF_METEOR_EFFECT = 134217728; float EF_HAMMER_EFFECTS = 268435456; float EF_BEETLE_EFFECTS = 536870912; // messages float MSG_BROADCAST = 0; // unreliable to all float MSG_ONE = 1; // reliable to one (msg_entity) float MSG_ALL = 2; // reliable to all float MSG_INIT = 3; // write to the init string float MSG_MULTICAST = 4; // for multicast() call // message levels float PRINT_LOW = 0; // pickup messages float PRINT_MEDIUM = 1; // death messages float PRINT_HIGH = 2; // critical messages float PRINT_CHAT = 3; // also goes to chat console // multicast sets float MULTICAST_ALL = 0; // every client float MULTICAST_PHS = 1; // within hearing float MULTICAST_PVS = 2; // within sight float MULTICAST_ALL_R = 3; // every client, reliable float MULTICAST_PHS_R = 4; // within hearing, reliable float MULTICAST_PVS_R = 5; // within sight, reliable float STEP_HEIGHT = 18; // Max step height // monster AI states float AI_DECIDE = 0; // An action was just finished - time to decide what to do float AI_STAND = 1; // Standing guard float AI_WALK = 2; // Walking float AI_CHARGE = 4; // Charging enemy float AI_WANDER = 8; // Wandering around mindlessly float AI_MELEE_ATTACK = 16; // float AI_MISSILE_ATTACK = 32; // float AI_MISSILE_REATTACK = 64; // Attacking again from attack stance (archer) float AI_PAIN = 128; // Monster has only 1 type of pain float AI_PAIN_CLOSE = 256; // Pain when close to enemy float AI_PAIN_FAR = 512; // Pain when far from enemy float AI_DEAD = 1024; // float AI_TURNLOOK = 2048; // Turning to look for enemy float AI_DEAD_GIB = 4096; // Can be gibbed when killed float AI_DEAD_TWITCH = 8192; // Twitches while dead // Return values for AdvanceFrame() float AF_NORMAL = 0; float AF_BEGINNING = 1; float AF_END = 2; float CHUNK_MAX = 30; // Max number of chunks (models) that can be alive at one time float MAX_LEVELS = 10; // server flags float SFL_EPISODE_1 = 1; float SFL_EPISODE_2 = 2; float SFL_EPISODE_3 = 4; float SFL_EPISODE_4 = 8; float SFL_NEW_UNIT = 16; float SFL_NEW_EPISODE = 32; // = 64; // = 128; float SFL_CROSS_TRIGGER_1 = 256; float SFL_CROSS_TRIGGER_2 = 512; float SFL_CROSS_TRIGGER_3 = 1024; float SFL_CROSS_TRIGGER_4 = 2048; float SFL_CROSS_TRIGGER_5 = 4096; float SFL_CROSS_TRIGGER_6 = 8192; float SFL_CROSS_TRIGGER_7 = 16384; float SFL_CROSS_TRIGGER_8 = 32768; float SFL_CROSS_TRIGGERS = 65280; float attck_cnt; float WF_NORMAL_ADVANCE = 0; // States when using advanceweaponframe float WF_CYCLE_STARTED = 1; float WF_CYCLE_WRAPPED = 2; float WF_LAST_FRAME = 3; float WORLDTYPE_CASTLE = 0; float WORLDTYPE_EGYPT = 1; float WORLDTYPE_MESO = 2; float WORLDTYPE_ROMAN = 3; //Spawnflags for monster spawners float IMP = 1; float ARCHER = 2; float WIZARD = 4; float SCORPION = 8; float SPIDER = 16; float ONDEATH = 32; float QUIET = 64; float TRIGGERONLY = 128; //spawnflag for all monsters float JUMP = 4; //Gives monster the ability to jump float PLAY_DEAD = 8; //Makes a monster play dead at start float NO_DROP = 32; //Keeps them from dropping to the ground at spawntime //spawnflag for items, weapons, artifacts float FLOATING = 1; //Keeps them from dropping to the ground at spawntime //Spawnflags for barrels float BARREL_DOWNHILL = 1; float BARREL_NO_DROP = 2; float ON_SIDE = 4; float BARREL_SINK = 8; float BARREL_UNBREAKABLE = 16; float BARREL_NORMAL = 32; float BARREL_EXPLODING = 64; float BARREL_INDESTRUCTIBLE = 128; //For func_rotate float GRADUAL = 32; float TOGGLE_REVERSE = 64; float KEEP_START = 128; float NO_RESPAWN = 0; // For the spawning of artifacts float RESPAWN = 1; float RING_REGENERATION_MAX = 150; // Number of health points ring gives you back float RING_FLIGHT_MAX = 60; // Number of seconds you can fly float RING_WATER_MAX = 60; // Number of seconds you can stay under water float RING_TURNING_MAX = 60; // Number of seconds you can turn missiles float SVC_SETVIEWPORT = 5; // Net.Protocol 0x05- for camera float SVC_SETVIEWANGLES = 10; // Net.Protocol 0x0A- for camera //act_states - for player anim float ACT_STAND = 0; float ACT_RUN = 1; float ACT_SWIM_FLY = 2; float ACT_ATTACK = 3; float ACT_PAIN = 4; float ACT_JUMP = 5; float ACT_CROUCH_STAND = 6; float ACT_CROUCH_MOVE = 7; float ACT_DEAD = 8; float ACT_DECAP = 9; float XBOW_IMPACT_DEFAULT = 0; float XBOW_IMPACT_GREENFLESH = 2; float XBOW_IMPACT_REDFLESH = 4; float XBOW_IMPACT_WOOD = 6; float XBOW_IMPACT_STONE = 8; float XBOW_IMPACT_METAL = 10; float XBOW_IMPACT_ICE = 12; float XBOW_IMPACT_MUMMY = 14; float DM_CAPTURE_THE_TOKEN = 1; float DM_HUNTER = 2; float GF_HAS_TOKEN = 1; float GF_HAS_LEFT_HUNTER = 2; //MISSION PACK //for worldspawn float MISSIONPACK = 1;//Spawnflag on world to use some mission-pack specific code for brush ents //SIEGE float ST_DEFENDER = 1; float ST_ATTACKER = 2;