UltimateZoneBuilder/Build/Compilers/ZDoom/zdefs.acs
MaxED 2351922b9f Fixed: rearranging resources by dragging them in the Game Configurations window was not processed.
Updated ZDoom_DECORATE.cfg.
Updated ZDoom_ACS.cfg.
Updated ZDoom ACC.
2016-07-30 22:23:44 +00:00

1107 lines
34 KiB
Text

//**************************************************************************
//**
//** zdefs.acs
//**
//** Common definitions for use when compiling ACS scripts for ZDoom
//**
//**************************************************************************
#define TRUE 1
#define FALSE 0
#define ON 1
#define OFF 0
#define YES 1
#define NO 0
#define LINE_FRONT 0
#define LINE_BACK 1
#define SIDE_FRONT 0
#define SIDE_BACK 1
#define TEXTURE_TOP 0
#define TEXTURE_MIDDLE 1
#define TEXTURE_BOTTOM 2
// same information as combinable bit flags
#define TEXFLAG_TOP 1
#define TEXFLAG_MIDDLE 2
#define TEXFLAG_BOTTOM 4
#define TEXFLAG_ADDOFFSET 8
#define GAME_SINGLE_PLAYER 0
#define GAME_NET_COOPERATIVE 1
#define GAME_NET_DEATHMATCH 2
#define GAME_TITLE_MAP 3
// Classes are only useful with Hexen
#define CLASS_FIGHTER 0
#define CLASS_CLERIC 1
#define CLASS_MAGE 2
#define SKILL_VERY_EASY 0
#define SKILL_EASY 1
#define SKILL_NORMAL 2
#define SKILL_HARD 3
#define SKILL_VERY_HARD 4
#define BLOCK_NOTHING 0
#define BLOCK_CREATURES 1
#define BLOCK_EVERYTHING 2
#define BLOCK_RAILING 3
#define BLOCK_PLAYERS 4
#define SCROLL 0
#define CARRY 1
#define SCROLL_AND_CARRY 2
// Means-of-death for Sector_SetDamage --------------------------------------
#define MOD_UNKNOWN 0
#define MOD_ROCKET 5
#define MOD_R_SPLASH 6
#define MOD_PLASMARIFLE 7
#define MOD_BFG_BOOM 8
#define MOD_BFG_SPLASH 9
#define MOD_CHAINSAW 10
#define MOD_SSHOTGUN 11
#define MOD_WATER 12
#define MOD_SLIME 13
#define MOD_LAVA 14
#define MOD_CRUSH 15
#define MOD_TELEFRAG 16
#define MOD_FALLING 17
#define MOD_SUICIDE 18
#define MOD_BARREL 19
#define MOD_EXIT 20
#define MOD_SPLASH 21
#define MOD_HIT 22
#define MOD_RAILGUN 23
#define MOD_ICE 24
#define MOD_DISINTEGRATE 25
#define MOD_POISON 26
#define MOD_ELECTRIC 27
// Return values for PlayMovie ----------------------------------------------
#define MOVIE_Played 0
#define MOVIE_Played_NoVideo 1
#define MOVIE_Played_Aborted 2
#define MOVIE_Failed -1
// Player properties --------------------------------------------------------
#define PROP_FROZEN 0
#define PROP_NOTARGET 1
#define PROP_INSTANTWEAPONSWITCH 2
#define PROP_FLY 3
#define PROP_TOTALLYFROZEN 4
#define PROP_BUDDHA 16
// The following properties correspond to powers given by certain items
#define PROP_INVULNERABILITY 5
#define PROP_STRENGTH 6
#define PROP_INVISIBILITY 7
#define PROP_RADIATIONSUIT 8
#define PROP_ALLMAP 9
#define PROP_INFRARED 10
#define PROP_WEAPONLEVEL2 11
#define PROP_FLIGHT 12
#define PROP_SPEED 15
// Player input -------------------------------------------------------------
// These are the original inputs sent by the player.
#define INPUT_OLDBUTTONS 0
#define INPUT_BUTTONS 1
#define INPUT_PITCH 2
#define INPUT_YAW 3
#define INPUT_ROLL 4
#define INPUT_FORWARDMOVE 5
#define INPUT_SIDEMOVE 6
#define INPUT_UPMOVE 7
// These are the inputs, as modified by P_PlayerThink().
// Most of the time, these will match the original inputs, but
// they can be different if a player is frozen or using a
// chainsaw.
#define MODINPUT_OLDBUTTONS 8
#define MODINPUT_BUTTONS 9
#define MODINPUT_PITCH 10
#define MODINPUT_YAW 11
#define MODINPUT_ROLL 12
#define MODINPUT_FORWARDMOVE 13
#define MODINPUT_SIDEMOVE 14
#define MODINPUT_UPMOVE 15
// Player buttons -----------------------------------------------------------
#define BT_ATTACK 1
#define BT_USE 2
#define BT_JUMP 4
#define BT_CROUCH 8
#define BT_TURN180 16
#define BT_ALTATTACK 32
#define BT_RELOAD 64
#define BT_ZOOM 128
#define BT_SPEED 256
#define BT_STRAFE 512
#define BT_MOVERIGHT 1024
#define BT_MOVELEFT 2048
#define BT_BACK 4096
#define BT_FORWARD 8192
#define BT_RIGHT 16384
#define BT_LEFT 32768
#define BT_LOOKUP 65536
#define BT_LOOKDOWN 131072
#define BT_MOVEUP 262144
#define BT_MOVEDOWN 524288
#define BT_SHOWSCORES 1048576
// Do whatever you want with these.
#define BT_USER1 2097152
#define BT_USER2 4194304
#define BT_USER3 8388608
#define BT_USER4 16777216
// Text colors --------------------------------------------------------------
#define CR_UNTRANSLATED -1
#define CR_BRICK 0
#define CR_TAN 1
#define CR_GRAY 2
#define CR_GREY 2
#define CR_GREEN 3
#define CR_BROWN 4
#define CR_GOLD 5
#define CR_RED 6
#define CR_BLUE 7
#define CR_ORANGE 8
#define CR_WHITE 9
#define CR_YELLOW 10
#define CR_BLACK 12
#define CR_LIGHTBLUE 13
#define CR_CREAM 14
#define CR_OLIVE 15
#define CR_DARKGREEN 16
#define CR_DARKRED 17
#define CR_DARKBROWN 18
#define CR_PURPLE 19
#define CR_DARKGRAY 20
#define CR_DARKGREY 20
#define CR_CYAN 21
// HUD message types --------------------------------------------------------
#define HUDMSG_PLAIN 0
#define HUDMSG_FADEOUT 1
#define HUDMSG_TYPEON 2
#define HUDMSG_FADEINOUT 3
// OR this with one of the above to log the hudmessage to the console.
// i.e. instead of HUDMSG_PLAIN, you can use HUDMSG_PLAIN | HUDMSG_LOG
#define HUDMSG_LOG 0x80000000
// OR this with one of the above if the color you passed is a string
// instead of one of the CR_ constants.
#define HUDMSG_COLORSTRING 0x40000000
// OR this with one of the above to use additive blending when drawing the
// HUD message.
#define HUDMSG_ADDBLEND 0x20000000
// OR this with one of the above to use the extra alpha parameter
#define HUDMSG_ALPHA 0x10000000
// Or this with one of the above to not wrap lines
#define HUDMSG_NOWRAP 0x08000000
// HUD message layers; these are not flags
#define HUDMSG_LAYER_OVERHUD 0x00000000
#define HUDMSG_LAYER_UNDERHUD 0x00001000
#define HUDMSG_LAYER_OVERMAP 0x00002000
// HUD message visibility flags
#define HUDMSG_NOTWITH3DVIEW 0x00010000
#define HUDMSG_NOTWITHFULLMAP 0x00020000
#define HUDMSG_NOTWITHOVERLAYMAP 0x00040000
// "Scripted" Marine weapon types -------------------------------------------
#define MARINEWEAPON_Dummy 0
#define MARINEWEAPON_Fist 1
#define MARINEWEAPON_BerserkFist 2
#define MARINEWEAPON_Chainsaw 3
#define MARINEWEAPON_Pistol 4
#define MARINEWEAPON_Shotgun 5
#define MARINEWEAPON_SuperShotgun 6
#define MARINEWEAPON_Chaingun 7
#define MARINEWEAPON_RocketLauncher 8
#define MARINEWEAPON_PlasmaRifle 9
#define MARINEWEAPON_Railgun 10
#define MARINEWEAPON_BFG 11
// Actor properties you can get/set -----------------------------------------
#define APROP_Health 0
#define APROP_Speed 1
#define APROP_Damage 2
#define APROP_Alpha 3
#define APROP_RenderStyle 4
#define APROP_SeeSound 5 // Sounds can only be set, not gotten
#define APROP_AttackSound 6
#define APROP_PainSound 7
#define APROP_DeathSound 8
#define APROP_ActiveSound 9
#define APROP_Ambush 10
#define APROP_Invulnerable 11
#define APROP_JumpZ 12
#define APROP_ChaseGoal 13
#define APROP_Frightened 14
#define APROP_Gravity 15
#define APROP_Friendly 16
#define APROP_SpawnHealth 17
#define APROP_Dropped 18
#define APROP_Notarget 19
#define APROP_Species 20
#define APROP_Nametag 21
#define APROP_Score 22
#define APROP_Notrigger 23
#define APROP_DamageFactor 24
#define APROP_MasterTID 25
#define APROP_TargetTID 26
#define APROP_TracerTID 27
#define APROP_Waterlevel 28
#define APROP_ScaleX 29
#define APROP_ScaleY 30
#define APROP_Dormant 31
#define APROP_Mass 32
#define APROP_Accuracy 33
#define APROP_Stamina 34
#define APROP_Height 35
#define APROP_Radius 36
#define APROP_Reactiontime 37
#define APROP_MeleeRange 38
#define APROP_ViewHeight 39
#define APROP_AttackZOffset 40
#define APROP_StencilColor 41
#define APROP_Friction 42
#define APROP_DamageMultiplier 43
#define APROP_MaxStepHeight 44
#define APROP_MaxDropOffHeight 45
#define APROP_DamageType 46
// Render Styles ------------------------------------------------------------
#define STYLE_None 0 // Do not draw
#define STYLE_Normal 1 // Normal; just copy the image to the screen
#define STYLE_Fuzzy 2 // Draw silhouette using "fuzz" effect
#define STYLE_SoulTrans 3 // Draw translucent with amount in r_transsouls
#define STYLE_OptFuzzy 4 // Draw as fuzzy, translucent or shadow, based on user preference
#define STYLE_Stencil 5 // Draw as solid color
#define STYLE_AddStencil 6 // Draw as additive solid color
#define STYLE_AddShaded 7 //
#define STYLE_Translucent 64 // Draw translucent
#define STYLE_Add 65 // Draw additive
#define STYLE_Shaded 66 //
#define STYLE_TranslucentStencil 67
#define STYLE_Shadow 68 // Draw dark translucent stencil
#define STYLE_Subtract 69 // Draw subtractive
// Properties you can use with GetLevelInfo() -------------------------------
#define LEVELINFO_PAR_TIME 0
#define LEVELINFO_CLUSTERNUM 1
#define LEVELINFO_LEVELNUM 2
#define LEVELINFO_TOTAL_SECRETS 3
#define LEVELINFO_FOUND_SECRETS 4
#define LEVELINFO_TOTAL_ITEMS 5
#define LEVELINFO_FOUND_ITEMS 6
#define LEVELINFO_TOTAL_MONSTERS 7
#define LEVELINFO_KILLED_MONSTERS 8
#define LEVELINFO_SUCK_TIME 9
// Properties you can use with GetPlayerInfo() ------------------------------
#define PLAYERINFO_TEAM 0
#define PLAYERINFO_AIMDIST 1
#define PLAYERINFO_COLOR 2
#define PLAYERINFO_GENDER 3
#define PLAYERINFO_NEVERSWITCH 4
#define PLAYERINFO_MOVEBOB 5
#define PLAYERINFO_STILLBOB 6
#define PLAYERINFO_PLAYERCLASS 7
#define PLAYERINFO_FOV 8
#define PLAYERINFO_DESIREDFOV 9
// Flags for ReplaceTextures ------------------------------------------------
#define NOT_BOTTOM 1
#define NOT_MIDDLE 2
#define NOT_TOP 4
#define NOT_FLOOR 8
#define NOT_CEILING 16
// Flags for SectorDamage ---------------------------------------------------
#define DAMAGE_PLAYERS 1
#define DAMAGE_NONPLAYERS 2
#define DAMAGE_IN_AIR 4
#define DAMAGE_SUBCLASSES_PROTECT 8
// Flags for MorphActor -----------------------------------------------------
#define MRF_OLDEFFECTS 0x00000000
#define MRF_ADDSTAMINA 0x00000001
#define MRF_FULLHEALTH 0x00000002
#define MRF_UNDOBYTOMEOFPOWER 0x00000004
#define MRF_UNDOBYCHAOSDEVICE 0x00000008
#define MRF_FAILNOTELEFRAG 0x00000010
#define MRF_FAILNOLAUGH 0x00000020
#define MRF_WHENINVULNERABLE 0x00000040
#define MRF_LOSEACTUALWEAPON 0x00000080
#define MRF_NEWTIDBEHAVIOUR 0x00000100
#define MRF_UNDOBYDEATH 0x00000200
#define MRF_UNDOBYDEATHFORCED 0x00000400
#define MRF_UNDOBYDEATHSAVES 0x00000800
#define MRF_UNDOALWAYS 0x00001000
#define MRF_TRANSFERTRANSLATION 0x00002000
// Shared spawnable things from Hexen. You can spawn these in the other -----
// games if you provide sprites for them, otherwise they'll be invisible. ---
#define T_ROCK1 41
#define T_ROCK2 42
#define T_ROCK3 43
#define T_DIRT1 44
#define T_DIRT2 45
#define T_DIRT3 46
#define T_DIRT4 47
#define T_DIRT5 48
#define T_DIRT6 49
#define T_STAINEDGLASS1 54
#define T_STAINEDGLASS2 55
#define T_STAINEDGLASS3 56
#define T_STAINEDGLASS4 57
#define T_STAINEDGLASS5 58
#define T_STAINEDGLASS6 59
#define T_STAINEDGLASS7 60
#define T_STAINEDGLASS8 61
#define T_STAINEDGLASS9 62
#define T_STAINEDGLASS0 63
// Doom Spawnable things (used for thingcount() and thing spawners) ---------
#define T_NONE 0
#define T_SHOTGUY 1
#define T_CHAINGUY 2
#define T_BARON 3
#define T_ZOMBIE 4
#define T_IMP 5
#define T_ARACHNOTRON 6
#define T_SPIDERMASTERMIND 7
#define T_DEMON 8
#define T_SPECTRE 9
#define T_IMPFIREBALL 10
#define T_CLIP 11
#define T_SHELLS 12
#define T_CACODEMON 19
#define T_REVENANT 20
#define T_BRIDGE 21
#define T_ARMORBONUS 22
#define T_STIMPACK 23
#define T_MEDKIT 24
#define T_SOULSPHERE 25
#define T_SHOTGUN 27
#define T_CHAINGUN 28
#define T_ROCKETLAUNCHER 29
#define T_PLASMAGUN 30
#define T_BFG 31
#define T_CHAINSAW 32
#define T_SUPERSHOTGUN 33
#define T_PLASMABOLT 51
#define T_TRACER 53
#define T_GREENARMOR 68
#define T_BLUEARMOR 69
#define T_CELL 75
#define T_BLUEKEYCARD 85
#define T_REDKEYCARD 86
#define T_YELLOWKEYCARD 87
#define T_YELLOWSKULLKEY 88
#define T_REDSKULLKEY 89
#define T_BLUESKULLKEY 90
#define T_TEMPLARGEFLAME 98
#define T_STEALTHBARON 100
#define T_STEALTHKNIGHT 101
#define T_STEALTHZOMBIE 102
#define T_STEALTHSHOTGUY 103
#define T_LOSTSOUL 110
#define T_VILE 111
#define T_MANCUBUS 112
#define T_HELLKNIGHT 113
#define T_CYBERDEMON 114
#define T_PAINELEMENTAL 115
#define T_WOLFSS 116
#define T_STEALTHARACHNOTRON 117
#define T_STEALTHVILE 118
#define T_STEALTHCACODEMON 119
#define T_STEALTHCHAINGUY 120
#define T_STEALTHSERGEANT 121
#define T_STEALTHIMP 122
#define T_STEALTHMANCUBUS 123
#define T_STEALTHREVENANT 124
#define T_BARREL 125
#define T_CACODEMONSHOT 126
#define T_ROCKET 127
#define T_BFGSHOT 128
#define T_ARACHNOTRONPLASMA 129
#define T_BLOOD 130
#define T_PUFF 131
#define T_MEGASPHERE 132
#define T_INVULNERABILITY 133
#define T_BERSERK 134
#define T_INVISIBILITY 135
#define T_IRONFEET 136
#define T_COMPUTERMAP 137
#define T_LIGHTAMP 138
#define T_AMMOBOX 139
#define T_ROCKETAMMO 140
#define T_ROCKETBOX 141
#define T_BATTERY 142
#define T_SHELLBOX 143
#define T_BACKPACK 144
#define T_GUTS 145
#define T_BLOODPOOL 146
#define T_BLOODPOOL1 147
#define T_BLOODPOOL2 148
#define T_FLAMINGBARREL 149
#define T_BRAINS 150
#define T_SCRIPTEDMARINE 151
#define T_HEALTHBONUS 152
#define T_MANCUBUSSHOT 153
#define T_BARONBALL 154
// Heretic Spawnable things (used for thingcount() and thing spawners) ------
#define T_CLINK 1
#define T_MUMMYLEADER 2
#define T_BEAST 3
#define T_MUMMY 4
//#define T_IMP 5 // Defined above
#define T_KNIGHT 6
#define T_IMPLEADER 7
#define T_MUMMYGHOST 8
#define T_MUMMYLEADERGHOST 9
//#define T_IMPFIREBALL 10
#define T_WIMPYWANDAMMO 11
#define T_HEFTYWANDAMMO 12
#define T_ITEMEGG 14
#define T_ITEMFLIGHT 15
#define T_ITEMTELEPORT 18
#define T_WIZARD 19
#define T_IRONLICH 20
#define T_ITEMHEALTHPOTION 23
#define T_ITEMHEALTHFLASH 24 // incorrect name but keep it for compatibility
#define T_ITEMHEALTHFLASK 24
#define T_ITEMHEALTHFULL 25
#define T_CROSSBOW 27
#define T_BLASTER 28
#define T_PHOENIXROD 29
#define T_SKULLROD 30
#define T_MACE 31
#define T_GAUNTLETS 32
#define T_WIMPYCROSSBOWAMMO 33
#define T_HEFTYCROSSBOWAMMO 34
#define T_WIMPYMACEAMMO 35
#define T_HEFTYMACEAMMO 36
#define T_WIMPYBLASTERAMMO 37
#define T_HEFTYBLASTERAMMO 38
#define T_MORPHBLAST 40
#define T_SHIELD1 68
#define T_SHIELD2 69
#define T_ITEMTIMEBOMB 72
#define T_ITEMTORCH 73
#define T_BLUEKEY 85
#define T_GREENKEY 86
#define T_YELLOWKEY 87
#define T_SOUND_WIND 110
#define T_SOUND_WATERFALL 111
#define T_BEASTBALL 120
#define T_FEATHER 121
#define T_CHICKEN 122
#define T_VOLCANOBALL 123
#define T_TINYVOLCANOBALL 124
#define T_POD 125
#define T_PODGENERATOR 126
#define T_KNIGHTAXE 127
#define T_KNIGHTBLOODAXE 128
#define T_KNIGHTGHOST 129
#define T_MUMMYHEAD 131
#define T_SNAKE 132
#define T_ITEMINVULNERABILITY 133
#define T_ITEMTOME 134
#define T_ITEMINVISIBILITY 135
#define T_ITEMBAGOFHOLDING 136
#define T_ITEMALLMAP 137
#define T_SNAKEPROJECTILE 138
#define T_SNAKEPROJECTILEBIG 139
#define T_WIZARDSHOT 140
#define T_DSPARILTELEPORTDEST 141
#define T_DSPARILONSERPENT 142
#define T_DSPARILALONE 143
#define T_SERPENTFIREBALL 144
#define T_DSPARILBLUESHOT 145
#define T_DSPARILWIZARDSPAWNER 146
#define T_CROSSBOWMAINBLAST 147
#define T_CROSSBOWMINIBLAST 148
#define T_CROSSBOWPOWERBLAST 149
#define T_VOLCANO 150
#define T_POWERWANDMINIBLAST 151
#define T_POWERWANDBIGGERBLAST 152
#define T_DEATHBALL 153
#define T_NOGRAVITYMACEBALL 154
#define T_BOUNCYMACEBALL 155
#define T_HEAVYMACEBALL 156
#define T_RIPPER 157
#define T_WIMPYSKULLRODAMMO 158
#define T_HEFTYSKULLRODAMMO 159
#define T_SKULLRODBLAST 160
#define T_WIMPYPHOENIXRODAMMO 161
#define T_HEFTYPHOENIXRODAMMO 162
#define T_PHOENIXSHOT 163
#define T_IRONLICHBLUESHOT 164
#define T_WHIRLWIND 165
#define T_REDTELEGLITTER 166
#define T_BLUETELEGLITTER 167
// Hexen Spawnable things (used for thingcount() and thing spawners) ------
#define T_CENTAUR 1
#define T_CENTAURLEADER 2
#define T_DEMON1 3
#define T_ETTIN 4
#define T_FIREGARGOYLE 5
#define T_WATERLURKER 6
#define T_WATERLURKERLEADER 7
#define T_WRAITH 8
#define T_WRAITHBURIED 9
#define T_FIREBALL1 10
#define T_MANA1 11
#define T_MANA2 12
#define T_ITEMBOOTS 13
#define T_ITEMPORK 14
#define T_ITEMSUMMON 16
#define T_ITEMTPORTOTHER 17
#define T_BISHOP 19
#define T_ICEGOLEM 20
#define T_DRAGONSKINBRACERS 22
#define T_ITEMBOOSTMANA 26
#define T_FIGHTERAXE 27
#define T_FIGHTERHAMMER 28
#define T_FIGHTERSWORD1 29
#define T_FIGHTERSWORD2 30
#define T_FIGHTERSWORD3 31
#define T_CLERICSTAFF 32
#define T_CLERICHOLY1 33
#define T_CLERICHOLY2 34
#define T_CLERICHOLY3 35
#define T_MAGESHARDS 36
#define T_MAGESTAFF1 37
#define T_MAGESTAFF2 38
#define T_MAGESTAFF3 39
#define T_ARROW 50
#define T_DART 51
#define T_POISONDART 52
#define T_RIPPERBALL 53
#define T_BLADE 64
#define T_ICESHARD 65
#define T_FLAME_SMALL 66
#define T_FLAME_LARGE 67
#define T_MESHARMOR 68
#define T_FALCONSHIELD 69
#define T_PLATINUMHELM 70
#define T_AMULETOFWARDING 71
#define T_ITEMFLECHETTE 72
#define T_ITEMREPULSION 74
#define T_MANA3 75
#define T_PUZZSKULL 76
#define T_PUZZGEMBIG 77
#define T_PUZZGEMRED 78
#define T_PUZZGEMGREEN1 79
#define T_PUZZGEMGREEN2 80
#define T_PUZZGEMBLUE1 81
#define T_PUZZGEMBLUE2 82
#define T_PUZZBOOK1 83
#define T_PUZZBOOK2 84
#define T_METALKEY 85
#define T_SMALLMETALKEY 86
#define T_AXEKEY 87
#define T_FIREKEY 88
#define T_EMERALDKEY 89
#define T_MACEKEY 90
#define T_SILVERKEY 91
#define T_RUSTYKEY 92
#define T_HORNKEY 93
#define T_SERPENTKEY 94
#define T_WATERDRIP 95
#define T_TEMPSMALLFLAME 96
#define T_PERMSMALLFLAME 97
#define T_PERMLARGEFLAME 99
#define T_DEMON_MASH 100
#define T_DEMON2_MASH 101
#define T_ETTIN_MASH 102
#define T_CENTAUR_MASH 103
#define T_THRUSTSPIKEUP 104
#define T_THRUSTSPIKEDOWN 105
#define T_FLESH_DRIP1 106
#define T_FLESH_DRIP2 107
#define T_SPARK_DRIP 108
// Flags returned by ClassifyActor
#define ACTOR_NONE 0
#define ACTOR_WORLD 1
#define ACTOR_PLAYER 2
#define ACTOR_BOT 4
#define ACTOR_VOODOODOLL 8
#define ACTOR_MONSTER 16
#define ACTOR_ALIVE 32
#define ACTOR_DEAD 64
#define ACTOR_MISSILE 128
#define ACTOR_GENERIC 256
// Physical volumes for SoundSequenceOnSector
#define SECSEQ_FLOOR 1
#define SECSEQ_CEILING 2
#define SECSEQ_FULLHEIGHT 3
#define SECSEQ_INTERIOR 4
// Channels for PlaySound and StopSound
#define CHAN_AUTO 0
#define CHAN_WEAPON 1
#define CHAN_VOICE 2
#define CHAN_ITEM 3
#define CHAN_BODY 4
#define CHAN_5 5
#define CHAN_6 6
#define CHAN_7 7
// Modifier flags for PlaySound
#define CHAN_LISTENERZ 8
#define CHAN_MAYBE_LOCAL 16
#define CHAN_UI 32
#define CHAN_NOPAUSE 64
// Standard attenuation values for PlaySound
#define ATTN_NONE 0 // full volume the entire level
#define ATTN_NORM 1.0
#define ATTN_IDLE 1.001
#define ATTN_STATIC 3.0 // dimish very rapidly with distance
// Identifiers for PlayActorSound
#define SOUND_See 0
#define SOUND_Attack 1
#define SOUND_Pain 2
#define SOUND_Death 3
#define SOUND_Active 4
#define SOUND_Use 5
#define SOUND_Bounce 6
#define SOUND_WallBounce 7
#define SOUND_CrushPain 8
#define SOUND_Howl 9
// Flags for SpawnDecal
#define SDF_ABSANGLE 1
#define SDF_PERMANENT 2
// Actor pointer selectors
#DEFINE AAPTR_DEFAULT 0
#DEFINE AAPTR_NULL 0x1
#DEFINE AAPTR_TARGET 0x2
#DEFINE AAPTR_MASTER 0x4
#DEFINE AAPTR_TRACER 0x8
#DEFINE AAPTR_PLAYER_GETTARGET 0x10
#DEFINE AAPTR_PLAYER_GETCONVERSATION 0x20
#DEFINE AAPTR_PLAYER1 0x40
#DEFINE AAPTR_PLAYER2 0x80
#DEFINE AAPTR_PLAYER3 0x100
#DEFINE AAPTR_PLAYER4 0x200
#DEFINE AAPTR_PLAYER5 0x400
#DEFINE AAPTR_PLAYER6 0x800
#DEFINE AAPTR_PLAYER7 0x1000
#DEFINE AAPTR_PLAYER8 0x2000
#DEFINE AAPTR_FRIENDPLAYER 0x4000
#DEFINE AAPTR_GET_LINETARGET 0x8000
// Actor pointer operation flags
#DEFINE PTROP_UNSAFETARGET 1
#DEFINE PTROP_UNSAFEMASTER 2
#DEFINE PTROP_NOSAFEGUARDS PTROP_UNSAFETARGET |PTROP_UNSAFEMASTER
// Line activation flags
#define SPAC_Cross 1 // when player crosses line
#define SPAC_Use 2 // when player uses line
#define SPAC_MCross 4 // when monster crosses line
#define SPAC_Impact 8 // when projectile hits line
#define SPAC_Push 16 // when player pushes line
#define SPAC_PCross 32 // when projectile crosses line
#define SPAC_UseThrough 64 // when player uses line (doesn't block)
#define SPAC_AnyCross 128 // when anything without the TELEPORT flag crosses the line
#define SPAC_MUse 256 // monsters can use
#define SPAC_MPush 512 // monsters can push
#define SPAC_UseBack 1024 // can be used from the back side
#define SPAC_None 0
// GetArmorInfo
#define ARMORINFO_CLASSNAME 0
#define ARMORINFO_SAVEAMOUNT 1
#define ARMORINFO_SAVEPERCENT 2
#define ARMORINFO_MAXABSORB 3
#define ARMORINFO_MAXFULLABSORB 4
#define ARMORINFO_ACTUALSAVEAMOUNT 5
// ==========================================================================
// Skulltag Definitions
// ==========================================================================
// Skulltag Teams -----------------------------------------------------------
#define TEAM_BLUE 0
#define TEAM_RED 1
#define NO_TEAM 2
// Team properties ----------------------------------------------------------
#define TPROP_Name 0
#define TPROP_Score 1
#define TPROP_IsValid 2
#define TPROP_NumPlayers 3
#define TPROP_NumLivePlayers 4
#define TPROP_TextColor 5
#define TPROP_PlayerStartNum 6
#define TPROP_Spread 7
#define TPROP_Carrier 8
#define TPROP_Assister 9
#define TPROP_FragCount 10
#define TPROP_DeathCount 11
#define TPROP_WinCount 12
#define TPROP_PointCount 13
#define TPROP_ReturnTics 14
#define TPROP_TeamItem 15
#define TPROP_WinnerTheme 16
#define TPROP_LoserTheme 17
// Skulltag Invasion --------------------------------------------------------
#define IS_WAITINGFORPLAYERS 0
#define IS_FIRSTCOUNTDOWN 1
#define IS_INPROGRESS 2
#define IS_BOSSFIGHT 3
#define IS_WAVECOMPLETE 4
#define IS_COUNTDOWN 5
#define T_GRENADE 216
#define T_BFG10KSHOT 217
#define T_DARKIMPFIREBALL 218
#define T_CACOLANTERNSHOT 219
#define T_ABADDONSHOT 221
// Skulltag Monsters --------------------------------------------------------
#define T_DARKIMP 155
#define T_BLOODDEMON 156
#define T_SSGGUY 157
#define T_HECTEBUS 158
#define T_CACOLANTERN 159
#define T_BELPHEGOR 215
#define T_ABADDON 220
// Skulltag Weapons ---------------------------------------------------------
#define T_PISTOL 162
#define T_GRENADELAUNCHER 163
#define T_RAILGUN 164
#define T_BFG10000 165
#define T_MINIGUN 214
// Skulltag Armor/Health Items ----------------------------------------------
#define T_MAXHEALTHBONUS 166
#define T_MAXARMORBONUS 167
#define T_REDARMOR 168
// Skulltag Powerups --------------------------------------------------------
#define T_TURBOSPHERE 169
#define T_ANTIGRAVBELT 170
#define T_TIMEFREEZER 171
#define T_INFRAGOGGLES 172
#define T_INFRATRACKER 173
#define T_TRANSLUCENCY 174
#define T_DOOMSPHERE 175
#define T_RANDOMPOWERUP 176
// Skulltag Flags -----------------------------------------------------------
#define T_BLUEFLAG 177
#define T_REDFLAG 178
#define T_WHITEFLAG 179
// Skulltag Runes -----------------------------------------------------------
#define T_STRENGTH 180
#define T_RAGE 181
#define T_DRAIN 182
#define T_SPREAD 183
#define T_RESISTANCE 184
#define T_REGENERATION 185
#define T_PROSPERITY 186
#define T_REFLECTION 187
#define T_HIGHJUMP 188
#define T_HASTE 189
// Zandronum database additions ---------------------------------------------
#define DB_ORDER_ASC 0
#define DB_ORDER_DESC 1
// Events when you have input grabbed
#define EV_KeyDown 1 // data1: unshifted ASCII, data2: shifted ASCII
#define EV_KeyRepeat 2 // data1: unshifted ASCII, data2: shifted ASCII
#define EV_KeyUp 3 // data1: unshifted ASCII, data2: shifted ASCII
#define EV_Char 4 // data1: translated character for text input
#define EV_MouseMove 5 // data1: x, data2: y
#define EV_LButtonDown 6
#define EV_LButtonUp 7
#define EV_LButtonDblClick 8
#define EV_MButtonDown 9
#define EV_MButtonUp 10
#define EV_MButtonDblClick 11
#define EV_RButtonDown 12
#define EV_RButtonUp 13
#define EV_RButtonDblClick 14
#define EV_WheelDown 15
#define EV_WheelUp 16
// Key modifiers (or'd with event type)
#define GKM_SHIFT 256
#define GKM_CTRL 512
#define GKM_ALT 1024
// Button modifiers are only valid for EV_MouseMove events
#define GKM_LBUTTON 2048
#define GKM_MBUTTON 4096
#define GKM_RBUTTON 8192
// Special codes for some GUI keys, including a few real ASCII codes.
#define GK_PGDN 1
#define GK_PGUP 2
#define GK_HOME 3
#define GK_END 4
#define GK_LEFT 5
#define GK_RIGHT 6
#define GK_ALERT 7 // ASCII bell
#define GK_BACKSPACE 8 // ASCII
#define GK_TAB 9 // ASCII
#define GK_LINEFEED 10 // ASCII
#define GK_DOWN 10
#define GK_VTAB 11 // ASCII
#define GK_UP 11
#define GK_FORMFEED 12 // ASCII
#define GK_RETURN 13 // ASCII
#define GK_F1 14
#define GK_F2 15
#define GK_F3 16
#define GK_F4 17
#define GK_F5 18
#define GK_F6 19
#define GK_F7 20
#define GK_F8 21
#define GK_F9 22
#define GK_F10 23
#define GK_F11 24
#define GK_F12 25
#define GK_DEL 26
#define GK_ESCAPE 27 // ASCII
#define GK_FREE1 28
#define GK_FREE2 29
#define GK_FREE3 30
#define GK_CESCAPE 31 // color escape
#define CHANGELEVEL_KEEPFACING 1
#define CHANGELEVEL_RESETINVENTORY 2
#define CHANGELEVEL_NOMONSTERS 4
#define CHANGELEVEL_CHANGESKILL 8
#define CHANGELEVEL_NOINTERMISSION 16
#define CHANGELEVEL_RESETHEALTH 32
#define CHANGELEVEL_PRERAISEWEAPON 64
#define NO_CHANGE 32767.0
#define SECF_SILENT 1
#define SECF_NOFALLINGDAMAGE 2
#define SECF_FLOORDROP 4
#define SECF_NORESPAWN 8
#define SECF_FRICTION 16
#define SECF_PUSH 32
#define SECF_SILENTMOVE 64
#define SECF_DMGTERRAINFX 128
#define SECF_DMGENDGODMODE 256
#define SECF_DMGENDLEVEL 512
#define SECF_DMGHAZARD 1024
#define BLOCKF_CREATURES 1
#define BLOCKF_MONSTERS 2
#define BLOCKF_PLAYERS 4
#define BLOCKF_FLOATERS 8
#define BLOCKF_PROJECTILES 16
#define BLOCKF_EVERYTHING 32
#define BLOCKF_RAILING 64
#define BLOCKF_USE 128
#define BLOCKF_SIGHT 256
#define BLOCKF_HITSCAN 512
#define BLOCKF_SOUND 1024
#define FOGP_DENSITY 0
#define FOGP_OUTSIDEDENSITY 1
#define FOGP_SKYFOG 2
#define PRINTNAME_LEVELNAME -1
#define PRINTNAME_LEVEL -2
#define PRINTNAME_SKILL -3
#define CSF_NOFAKEFLOORS 1
#define CSF_NOBLOCKALL 2
#define FHF_NORANDOMPUFFZ 1
#define FHF_NOIMPACTDECAL 2
// PickActor flags
#define PICKAF_FORCETID 1
#define PICKAF_RETURNTID 2
// magic value to set the ice translation through ACS
#define TRANSLATION_ICE 0x100007
// Actor flags
#define MF_SPECIAL 0x00000001
#define MF_SOLID 0x00000002
#define MF_SHOOTABLE 0x00000004
#define MF_NOSECTOR 0x00000008
#define MF_NOBLOCKMAP 0x00000010
#define MF_AMBUSH 0x00000020
#define MF_JUSTHIT 0x00000040
#define MF_JUSTATTACKED 0x00000080
#define MF_SPAWNCEILING 0x00000100
#define MF_NOGRAVITY 0x00000200
#define MF_DROPOFF 0x00000400
#define MF_PICKUP 0x00000800
#define MF_NOCLIP 0x00001000
#define MF_INCHASE 0x00002000
#define MF_FLOAT 0x00004000
#define MF_TELEPORT 0x00008000
#define MF_MISSILE 0x00010000
#define MF_DROPPED 0x00020000
#define MF_SHADOW 0x00040000
#define MF_NOBLOOD 0x00080000
#define MF_CORPSE 0x00100000
#define MF_INFLOAT 0x00200000
#define MF_INBOUNCE 0x00200000
#define MF_COUNTKILL 0x00400000
#define MF_COUNTITEM 0x00800000
#define MF_SKULLFLY 0x01000000
#define MF_NOTDMATCH 0x02000000
#define MF_SPAWNSOUNDSOURCE 0x04000000
#define MF_FRIENDLY 0x08000000
#define MF_UNMORPHED 0x10000000
#define MF_NOLIFTDROP 0x20000000
#define MF_STEALTH 0x40000000
#define MF_ICECORPSE 0x80000000
// Linedef flags
#define ML_BLOCKING 0x00000001
#define ML_BLOCKMONSTERS 0x00000002
#define ML_TWOSIDED 0x00000004
#define ML_DONTPEGTOP 0x00000008
#define ML_DONTPEGBOTTOM 0x00000010
#define ML_SECRET 0x00000020
#define ML_SOUNDBLOCK 0x00000040
#define ML_DONTDRAW 0x00000080
#define ML_MAPPED 0x00000100
#define ML_REPEAT_SPECIAL 0x00000200
#define ML_ADDTRANS 0x00000400
#define ML_MONSTERSCANACTIVATE 0x00002000
#define ML_BLOCK_PLAYERS 0x00004000
#define ML_BLOCKEVERYTHING 0x00008000
#define ML_ZONEBOUNDARY 0x00010000
#define ML_RAILING 0x00020000
#define ML_BLOCK_FLOATERS 0x00040000
#define ML_CLIP_MIDTEX 0x00080000
#define ML_WRAP_MIDTEX 0x00100000
#define ML_3DMIDTEX 0x00200000
#define ML_CHECKSWITCHRANGE 0x00400000
#define ML_FIRSTSIDEONLY 0x00800000
#define ML_BLOCKPROJECTILE 0x01000000
#define ML_BLOCKUSE 0x02000000
#define ML_BLOCKSIGHT 0x04000000
#define ML_BLOCKHITSCAN 0x08000000
#define QF_RELATIVE 1
#define QF_SCALEDOWN 1 << 1
#define QF_SCALEUP 1 << 2
#define QF_MAX 1 << 3
#define QF_FULLINTENSITY 1 << 4
#define QF_WAVE 1 << 5
#define WARPF_ABSOLUTEOFFSET 0x1
#define WARPF_ABSOLUTEANGLE 0x2
#define WARPF_USECALLERANGLE 0x4
#define WARPF_NOCHECKPOSITION 0x8
#define WARPF_INTERPOLATE 0x10
#define WARPF_WARPINTERPOLATION 0x20
#define WARPF_COPYINTERPOLATION 0x40
#define WARPF_STOP 0x80
#define WARPF_TOFLOOR 0x100
#define WARPF_TESTONLY 0x200
#define WARPF_ABSOLUTEPOSITION 0x400
#define WARPF_BOB 0x800
#define WARPF_MOVEPTR 0x1000
#define WARPF_USEPTR 0x2000
#define WARPF_COPYVELOCITY 0x4000
#define WARPF_COPYPITCH 0x8000
#define CPXF_ANCESTOR (1 << 0)
#define CPXF_LESSOREQUAL (1 << 1)
#define CPXF_NOZ (1 << 2)
#define CPXF_COUNTDEAD (1 << 3)
#define CPXF_DEADONLY (1 << 4)
#define CPXF_EXACT (1 << 5)
#define CPXF_SETTARGET (1 << 6)
#define CPXF_SETMASTER (1 << 7)
#define CPXF_SETTRACER (1 << 8)
#define CPXF_FARTHEST (1 << 9)
#define CPXF_CLOSEST (1 << 10)
#define CPXF_SETONPTR (1 << 11)
#define CPXF_CHECKSIGHT (1 << 12)