field vector "origin" field float "origin_x" field float "origin_y" field float "origin_z" 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" field int "health" // sound channels // channel 0 never willingly overrides // other channels (1-7) allways override a playing sound on that channel #define CHAN_AUTO 0 #define CHAN_WEAPON 1 #define CHAN_VOICE 2 #define CHAN_ITEM 3 #define CHAN_BODY 4 #define CHAN_ENT1 5 #define CHAN_ENT2 6 // modifier flags #define CHAN_NO_PHS_ADD 8 // send to all clients, not just ones in PHS (ATTN 0 will also do this) #define CHAN_RELIABLE 16 // send by reliable message, not datagram // 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 MOVETYPE_NONE 0 #define MOVETYPE_NOCLIP 1 #define MOVETYPE_PUSH 2 #define MOVETYPE_STOP 3 #define MOVETYPE_WALK 4 #define MOVETYPE_STEP 5 #define MOVETYPE_FLY 6 #define MOVETYPE_TOSS 7 #define MOVETYPE_FLYMISSILE 8 #define MOVETYPE_BOUNCE 9 #define MOVETYPE_DAN 10 // Defines for animation emotions (facial expressions) #define EMOTION_NORMAL 1 #define EMOTION_FEAR 2 #define EMOTION_ANGRY 3 #define EMOTION_PAIN 4 #define EMOTION_DEAD 5 #define EMOTION_TALK 6 #define EMOTION_TALKANGRY 7 #define EMOTION_TALKAFRAID 8 // Defines for animation sequences #define UNKNOWN 0 #define RUN 1 #define JUMP 2 #define DEATH 5 #define DEATHTHROWN 6 #define DUCK_DN 7 #define DUCK_MID 8 #define DUCK_UP 9 #define DUCK_SHOOT 10 #define IDLE 11 #define IDLESTRETCH 12 #define IDLELOOK 13 #define SHOOT 14 #define WALK 15 #define AFRAIDRUN 19 #define GUN_IDLE 17 // The following are direct calls to specific animations #define CCH_A_FWD_P_2 82 #define CCH_A_FWD_R_2 83 #define CCH_SONKNEES_2FRNT_N_N 84 #define CCH_XCCHCOWER_MID_A_A 86 #define CCH_XCCHCOWER_MID2_A_A 87 #define CCH_XCROUCH_UP_MRS_2 80 #define CCH_XCROUCH_UP_PK_A 81 #define CCH_XONKNEES_N_N_N 85 #define LB_PGENERICDIE_N_N_N 90 #define LS_XGETKICKED_N_N_N 43 #define PRN_XCOVERHEAD_N_A_A 88 #define SI_ISIT_N_A_A 125 #define SI_XALERTSTAND_UP_A_A 126 #define SI_XBYWALL_N_N_N 44 #define STD_ASHUFFLE_N_P_2 171 #define STD_ASHUFFLE_N_P_A 172 #define STD_ASHUFFLE_N_MS_2 173 #define STD_ASHUFFLE_N_R_2 174 #define STD_ASHUFFLE_N_L_2 175 #define STD_F_FWD_P_2 58 #define STD_F_FWD_S_2 59 #define STD_FATTITUDE_N_P_A 42 #define STD_FAUTOSWEEP_N_PM_A 96 #define STD_FCORNERPEAK_LT_P_A 65 #define STD_FCORNERPEAK_RT_P_A 66 #define STD_FGANGBANGER_N_M_2 97 #define STD_FSWATSTYLE_FWD_M_2 98 #define STD_FVIOLENT_DWN_M_2 100 #define STD_FVIOLENT_DWN_P_N 101 #define STD_IALERT_N_P_N 67 #define STD_ICLEANGUN_N_A_N 20 #define STD_ICLEANGUN2_N_MRS_2 68 #define STD_ILEANLOOK_FRM_PK_N 54 #define STD_ILEANLOOK_MID_PK_N 55 #define STD_ILEANLOOK_TO_PK_N 56 #define STD_ILOOKING_N_A_A 21 #define STD_ILOOKING_N_MRS_2 29 #define STD_IMONITORUP_N_A_N 22 #define STD_IMONITORUP2_N_A_N 69 #define STD_ISMOKE_FRM_A_N 76 #define STD_ISMOKE_N_A_N 77 #define STD_ISMOKE_TO_A_N 78 #define STD_ISTAND_N_MRS_2 31 #define STD_ITALK_N_A_N 23 #define STD_ITALK_N_MRS_2 32 #define STD_ITALKGEST1_N_A_N 24 #define STD_ITALKGEST2_N_A_N 25 #define STD_ITALKGEST3_N_A_N 26 #define STD_ITOUCHNUTS_N_A_N 79 #define STD_ITURNVALVE_FRM_N_N 33 #define STD_ITURNVALVE_N_N_N 34 #define STD_ITURNVALVE_TO_N_N 35 #define STD_IWIPEBROW_N_A_N 27 #define STD_JDIVE2PRONE_N_A_N 70 #define STD_JDOWN_N_A_A 57 #define STD_JDROP_N_A_A 36 #define STD_JRUN_FWD_A_A 75 #define STD_JUPTO_N_A_A 102 #define STD_MKICKLOW_N_A_A 37 #define STD_MNINJAKICK_N_A_B 103 #define STD_MPISTOLWHIP_N_P_N 38 #define STD_R_DWNST_MRS_2 105 #define STD_R_N_MRS_2 60 #define STD_R_N_PK_N 61 #define STD_RAFRAID_N_N_N 71 #define STD_RAIMSTRAF_LT_MRS_2 106 #define STD_RAIMSTRAF_LT_P_CBN 107 #define STD_RAIMSTRAF_RT_MRS_2 108 #define STD_RAIMSTRAF_RT_P_CBN 109 #define STD_RBACKAIM_N_MRS_2 110 #define STD_RBACKAIM_N_P_2 111 #define STD_RGUNUP_N_P_2 62 #define STD_MRIFLEBUTT_N_MRS_2 104 #define STD_SBLOWN_2BK_N_N 72 #define STD_SFALLFWD_2FRNT_N_N 112 #define STD_SINBACK_2FRNT_N_N 39 #define STD_SSTUMBLE_2FRNT_N_N 113 #define STD_SSTUMBLE_2BK_P_N 45 #define STD_SVIOLENT_N_N_N 89 #define STD_WATTITUDE_N_PK_A 91 #define STD_WBCKSIGNAL_N_N_N 53 #define STD_WCARRY1_N_N_N 50 #define STD_WJOG_N_MRS_2 92 #define STD_WJOGGUNDWN_N_P_2 93 #define STD_WJOGGUNUP_N_P_A 94 #define STD_WNORMAL_N_PK_A 51 #define STD_WPATROL_N_MRS_2 52 #define STD_WPUSH_N_N_N 46 #define STD_WPUSHCART_N_N_N 95 #define STD_XAFRAIDSHAKE_N_N_N 47 #define STD_XALARMPUSH_N_A_N 30 #define STD_XBOOMCROUCH_N_A_N 73 #define STD_XCCHCOWER_DWN_A_A 114 #define STD_XCHOKE_N_N_N 115 #define STD_XDANCE_N_N_N 116 #define STD_XDONTSHOOT_N_A_N 63 #define STD_XGOPRONE_N_A_A 117 #define STD_XFEARWAVE_N_N_N 64 #define STD_XKICKDOOR_N_A_A 48 #define STD_XTUMBLE_2FRNT_N_N 74 #define STD_XLADDER_DWN_A_A 118 #define STD_XLADDER_UP_A_A 119 #define STD_XROLL_LT_A_A 120 #define STD_XROLL_RT_A_A 121 #define STD_XROLLTOCCH_FWD_A_A 122 #define STD_XSTARTLED_N_A_A 123 #define STD_XSTUMBLE_N_A_A 124 #define STD_XYELLATYOU_N_A_A 49 #define STD_XYELLPOINT_FWD_A_N 40 #define STD_XYELLWAVE_BK_A_N 41 #define SCRIPT_RELEASE 99 #define PRN_C_N_A_2 127 #define PRN_XCOVERHEAD_TO_A_A 128 #define PRN_XFALLING_N_N_N 129 #define PRN_XFALLLAND_N_N_N 130 #define PRN_XTOSTAND_N_A_A 131 #define CCH_RAIM_FWD_MRS_2 132 #define CCH_RAIM_FWD_P_2 133 #define CCH_XCCHCOWER2_MID_A_A 134 //it's actually lb_pcrawl_bk_a_n. see below. #define LB_PCRAWL_BCK_P_N 135 #define LB_XLEANUPSHOOT_N_P_N 136 #define CCH_A_FWD_MS_2 137 #define CCH_F_FWD_L_2 138 #define CCH_RAIM_N_L_2 139 #define CCH_TLOBGRENADE_N_A_N 140 #define STD_ECHOKEKNEES_TO_N_N 141 #define CCH_ECHOKEKNEES_N_N_N 142 #define CCH_ECHOKEDEATH_N_N_N 143 #define STD_SELECTROCUTE_N_N_N 144 #define STD_EOFFLADDER_UP_A_N 145 #define STD_EPOUNDDOOR_N_A_N 146 #define STD_F_FWD_R_2 147 #define STD_EBUSTGLASS_N_MRS_2 148 #define STD_ECOMEHERE_N_A_N 149 #define STD_EFALLDEATH_N_N_N 150 #define STD_EFALLIMPACT_N_N_N 151 #define STD_EFLIPTABLE_N_A_N 152 #define STD_EPUSHBUTTONS_N_N_N 153 #define STD_EPUSHCRATE_N_A_N 154 #define STD_ESIGNALALARM_N_A_N 155 #define STD_ETYPING_N_N_N 156 #define STD_EWALL2WALK_N_MRS_2 157 #define STD_EWALL2WALK_N_PK_N 158 #define STD_EWALLIDLE_N_MRS_2 159 #define STD_EWALLIDLE_N_PK_N 160 #define STD_EWALLLOOK_LT_MRS_2 161 #define STD_EWALLLOOK_LT_PK_N 162 #define STD_EWALLLOOK_RT_MRS_2 163 #define STD_EWALLLOOK_RT_PK_N 164 #define STD_EWRENCHH_FRM_N_N 165 #define STD_EWRENCHH_N_N_N 166 #define STD_EWRENCHH_TO_N_N 167 #define STD_EWRENCHV_FRM_N_N 168 #define STD_EWRENCHV_N_N_N 169 #define STD_EWRENCHV_TO_N_N 170 #define STD_IPISS_N_A_A 176 #define STD_ATHREAT_DWN_P_N 177 #define STD_ATHREAT_FWD_P_N 178 #define STD_ATHREATYEL_DWN_P_N 179 #define STD_ATHREATYEL_FWD_P_N 180 #define STD_EEXAMINEWALL_N_A_N 181 #define STD_ERAGESHOOT_N_P_N 182 #define STD_ESABREMOCK_N_A_N 183 #define STD_RTOSTOP_N_PK_N 184 #define STD_ETALKBOTH_N_A_N 185 #define STD_ETALK_N_A_N 186 #define STD_EHEADNOD_N_A_N 187 #define STD_EHEADSHAKE_N_A_N 188 #define STD_EJUMPRAIL_N_A_N 189 #define STD_WTOSTOP_N_PK_A 190 #define STD_ESPIN180_LT_A_N 191 #define STD_ESPIN180_RT_A_N 192 #define STD_ETORUN_N_P_N 193 #define STD_ILEAN_N_P_N 194 #define STD_WBACKAIM_N_MS_2 195 #define STD_ETALKRIGHT_N_A_N 196 #define STD_ECLIMBLEDG_DWN_A_N 197 #define STD_ECLIMBLEDG_MID_A_N 198 #define STD_ECLIMBLEDGE_UP_A_N 199 #define STD_EDROPGRENADE_N_A_N 200 #define STD_EFRMSHADOW_N_MRS_2 201 #define STD_EFRMSHADOW_N_P_N 202 #define STD_EHANDTALK_FRM_P_N 203 #define STD_EHANDTALK_N_P_N 204 #define STD_EHANDTALK_TO_MRS_N 205 #define STD_EHANDTALK_TO_P_N 206 #define STD_EHANDTALK_FRM_MRS_N 207 #define STD_EHEADSET_FRM_P_N 208 #define STD_EHEADSET_MID_P_N 209 #define STD_EHEADSET_TO_P_N 210 #define STD_ESALUTE_FRM_MRS_N 211 #define STD_ESALUTE_N_MRS_N 212 #define STD_ESALUTE_TO_MRS_N 213 #define STD_ETALKLEFT_N_A_N 214 #define STD_ETALKLKLT_FRM_A_N 215 #define STD_ETALKLKLT_MID_A_N 216 #define STD_ETALKLKLT_TO_A_N 217 #define STD_ETALKLKRT_FRM_A_N 218 #define STD_ETALKLKRT_MID_A_N 219 #define STD_ETALKLKRT_TO_A_N 220 #define STD_ETORUN_N_MRS_2 221 #define STD_ETURN90_LT_A_N 222 #define STD_ETURN90_RT_A_N 223 #define STD_IGUNUP_N_A_N 224 #define STD_RONFIRE_N_N_N 225 #define STD_RONFIRETODTH_N_N_N 226 #define STD_RTOSTOP_N_MRS_2 227 #define STD_SSHOULDER_LT_N_N 228 #define STD_SUNHURT_BK_PK_N 229 #define STD_EDROPCROUCH_N_A_A 230 #define STD_TRUN_N_A_N 231 #define STD_W_N_PN_N 232 #define STD_WCARRY2_N_N_N 233 #define STD_WTALK_LT_MRS_2 234 #define A4_ASCRAMBLE_N_A_N 235 #define CCH_ENODLEFT_N_A_A 236 #define CCH_ENODRIGHT_N_A_A 237 #define CCH_ESCANTALK_LT_A_A 238 #define CCH_ESCANTALK_RT_A_A 239 #define CCH_IREADY_N_A_A 240 #define STD_FAUTOSWEEP_N_M_2 241 #define STD_L_N_MS_2 242 #define STD_ISTAND_N_A_N 243 #define STD_ECHOKESHOOT_N_A_N 244 #define STD_SONFIRE_2BK_N_N 245 #define STD_ETALK_FRM_A_N 246 #define STD_ETALK_TO_A_N 247 #define STD_JDROP_TO_A_N 248 #define STD_ATHREATSHT_DWN_P_N 249 #define LB_PHOLDLEG_LT_N_N 250 #define STD_XCOCK_N_S_2 251 #define STD_STOKNEES_2BK_N_N 252 #define STD_SGUT_2SIDE_N_N 253 #define STD_XLADDERFRM_UP_A_A 254 #define STD_SGUNFROMHAND_N_N_N 255 #define CCH_ETOSTAND_N_A_N 256 #define STD_ININJA_N_P_N 257 #define STD_XHANDSPRING_FWD_A_N 258 #define STD_EGANGSALUTE_N_A_N 259 #define STD_WBACKWARDS_N_A_N 260 #define STD_SSABREDEATH_BK_N_N 261 #define STD_WSTEALTH_N_PK_N 262 #define STD_JTHROWSTAR_FWD_A_N 263 #define PRN_A_N_A_2 264 #define STD_EYELL_N_A_N 265 #define STD_IALERTLK_RT_MRS_2 266 #define STD_EPUSHBUTTONH_N_A_N 267 #define STD_IALERT_N_MRS_2 268 #define STD_RDYNAMIC_N_A_N 269 #define STD_WAIM_FWD_P_2 270 #define STD_A_FWD_P_2 271 #define STD_IETALKPOSE_N_A_N 272 #define STD_FRAPIDSWEEP_LT_P_2 273 #define STD_IALERTTRN_LT_P_N 274 #define STD_ESUPRISE90_LT_A_N 275 #define STD_FAUTOSWEEP_UP_M_2 276 #define STD_XATKPAUSE1_N_MRS_2 277 #define LB_PCRAWL_BK_P_N 278 #define SI_EWALLIDLE_N_A_N 279 #define SI_EWALLTALK_N_A_N 280 #define STD_ETOAIM_N_P_2 281 #define STD_A_UP_P_2 282 #define SI_EWALLFEAR_N_A_N 283 #define STD_ESALUTE_TO_A_N 284 #define STD_ESALUTE_N_A_N 285 #define STD_ESALUTE_FRM_A_N 286 #define STD_ESALUTATIONS_N_A_N 287 #define STD_ECLIMBSHAFT_N_A_N 288 #define STD_XATKPAUSE2_N_PK_N 289 #define CCH_W_N_A_N 290 #define CCH_EWALK2CCH_N_A_N 291 #define CCH_ETALK_DWN_P_N 292 #define STD_ITALKPOSE_UP_A_N 293 #define CCH_ITALKPOSE_DWN_A_N 294 #define STD_ETALK_UP_A_N 295 #define CCH_EHEADNOD_N_A_N 296 #define CCH_ECCH2WALK_N_A_N 297 #define STD_XATKPAUSE1_N_PK_N 298 #define STD_WFAST_N_A_N 299 #define STD_ERAGEIDLE_N_P_N 300 #define CCH_XCCHCOWER_UP_A_A 301 #define STD_IETALKPOSE_RT_A_N 302 #define STD_EBOOKLOOK_N_A_N 303 #define STD_EBOOKSCAN_N_A_N 304 #define STD_XOPENDOOR_N_A_N 305 #define STD_XCROUCH_DWN_PK_A 306 #define CCH_EHEADSET_FRM_A_N 307 #define CCH_EHEADSET_MID_A_N 308 #define STD_SHEAD_2FRNT_N_N 309 #define STD_W_N_MRS_2 310 #define STD_EDKRAIM_N_A_N 311 #define CCH_EHAWKKNEES_N_N_N 312 #define STD_EDKRAIMTALK_N_A_N 313 #define STD_EDKRFIRELK_RT_A_N 314 #define CCH_EHAWKDEATH_N_N_N 315 #define CCH_EHAWKKNEETLK_N_N_N 316 #define CCH_EHAWKCROUCH_N_A_N 317 #define CCH_EHEADSET_TO_A_N 318 #define LB_ESLIDE_N_PK_N 319 #define STD_A_FWD_P_CB 320 #define STD_IGUNUPLOOK_N_A_N 321 #define STD_FRAPID_N_P_2 322 #define STD_EDKRAIMLK_FWD_A_N 323 #define STD_EWHIRL_RT_A_N 324 #define STD_FSWEEPUP_FRM_A_A 325 #define STD_FSWEEPUP_TO_A_A 326 #define STD_XTAKECOVER_N_A_N 327 #define STD_ESABREBLUFF_N_A_A 328 #define STD_EAUTOSWEEP_N_PM_A 329 #define CCH_F_FWD_S_2 330 #define STD_F_FWD_P_CB 331 #define STD_SOUTWINDOW_N_A_N 332 #define STD_XCROUCH_DWN_MRS_2 333 #define STD_XCROUCH_DWN_P_2 334 #define STD_TGRENADE_N_A_N 335 #define STD_TUNDER_N_A_N 336 #define CCH_XCROUCH_UP_L_2 337 #define STD_XCROUCH_DWN_L_2 338 #define STD_XCROUCH_DWN_P_A 339 #define STD_RAIM_N_MRS_2 340 #define STD_WFIRE_FWD_MS_2 341 #define CCH_AFIRE_FWD_MS_2 342 #define STD_F_FWD_M_2 343 #define CCH_F_FWD_M_2 344 #define STD_EPUSHOVER_N_PK_A 345 #define STD_EMERCHALL_N_A_A 346 #define STD_EMERCHONE_N_A_A 347 #define STD_IEMERCHANT_N_A_A 348 #define STD_EMERCHWAVE_RT_A_A 349 #define STD_EMERCHTALK_N_A_A 350 #define STD_EMERCHWAVE_LT_A_A 351 #define STD_EBEG_N_A_A 352 #define STD_ICLEANGUN2_N_PK_N 353 #define CCH_XCCHCOWER_N_A_N 354 // if we wind up #define'ing more than 500 anims, update ANIMLISTSIZE in ds.exe/ds.cpp #define SOLID_NOT 0 #define SOLID_SOLID 2 // erm, why wasn't this made SOLID_BBOX? grrrr #define SOLID_BSP 3 #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 // Commands for the helicopter // Note: Scripter REALLY needs Ghoul support #define HELI_TAKEOFF 1 #define HELI_LAND 2 #define HELI_REPAIR 3 #define HELI_REARM 4 #define HELI_GOTO_COORDS 5 #define HELI_GOTOREL_ENTITY 6 #define HELI_GOTOREL_ENT_X 7 #define HELI_GOTOREL_ENT_Y 8 #define HELI_GOTOREL_ENT_Z 9 #define HELI_MOVEREL 10 #define HELI_PAUSE 11 #define HELI_FACE_RELENT 12 #define HELI_FACE_ABSCOORDS 13 #define HELI_FACE_ABSDIR 14 #define HELI_FACE_RELCOORDS 15 #define HELI_PILOT_FACERELENT 16 #define HELI_PILOT_FACERELCOORDS 17 #define HELI_PILOT_FACEABSCOORDS 18 #define HELI_GUNNER_FACERELENT 19 #define HELI_GUNNER_FACERELCOORDS 20 #define HELI_GUNNER_FACEABSCOORDS 21 #define HELI_STRAFE_RT 22 #define HELI_STRAFE_LT 23 #define HELI_ROCKETS_ENABLE 24 #define HELI_ROCKETS_DISABLE 25 #define HELI_CHAINGUN_ENABLE 26 #define HELI_CHAINGUN_DISABLE 27 #define HELI_FIREAT_RELENT 28 #define HELI_FIREAT_ABSCOORDS 29 #define HELI_FIREAT_RELCOORDS 30 #define HELI_AUTOFIRE_ON 31 #define HELI_AUTOFIRE_OFF 32 #define HELI_HOVER_PASSIVE 33 #define HELI_HOVER_AGGRESSIVE 34 #define HELI_SET_WORLDMINS 35 #define HELI_SET_WORLDMAXS 36 #define HELI_SET_MAXHEALTH 37 #define HELI_SET_HEALTH 38 #define HELI_SET_DEATHDEST 39 #define HELI_SET_TRACEDIMS 40 #define HELI_AI 41 #define HELI_WAYPOINT 42 #define HELI_VOLUME 43 #define HELI_VOLUMEMINS 44 #define HELI_VOLUMEMAXS 45 #define HELI_DEBUG 46 #define HELI_CHANGE_SKIN 47 #define HELI_CHANGE_BODY 48 #define HELI_OUT_OF_CONTROL 49 // use these for snowcats as well as tanks #define TANK_GOTOCOORDS 1 #define TANK_FIRECANNONATCOORDS 2 #define TANK_MACHGUNAUTO 3 #define TANK_DIE 4 #define TANK_AIMTURRET 5 // defines for null targeting #define HEAD 1 // #define NECK 2 #define LSHOULDER 3 #define RSHOULDER 4 #define CHEST 5 #define GUT 6 #define GROIN 7 #define GUNHAND 8 #define NUG_O_POPPIN 9