mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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1107 lines
34 KiB
Text
Executable file
1107 lines
34 KiB
Text
Executable file
//**************************************************************************
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//**
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//** zdefs.acs
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//**
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//** Common definitions for use when compiling ACS scripts for ZDoom
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//**
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//**************************************************************************
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#define TRUE 1
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#define FALSE 0
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#define ON 1
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#define OFF 0
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#define YES 1
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#define NO 0
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#define LINE_FRONT 0
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#define LINE_BACK 1
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#define SIDE_FRONT 0
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#define SIDE_BACK 1
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#define TEXTURE_TOP 0
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#define TEXTURE_MIDDLE 1
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#define TEXTURE_BOTTOM 2
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// same information as combinable bit flags
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#define TEXFLAG_TOP 1
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#define TEXFLAG_MIDDLE 2
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#define TEXFLAG_BOTTOM 4
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#define TEXFLAG_ADDOFFSET 8
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#define GAME_SINGLE_PLAYER 0
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#define GAME_NET_COOPERATIVE 1
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#define GAME_NET_DEATHMATCH 2
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#define GAME_TITLE_MAP 3
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// Classes are only useful with Hexen
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#define CLASS_FIGHTER 0
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#define CLASS_CLERIC 1
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#define CLASS_MAGE 2
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#define SKILL_VERY_EASY 0
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#define SKILL_EASY 1
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#define SKILL_NORMAL 2
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#define SKILL_HARD 3
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#define SKILL_VERY_HARD 4
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#define BLOCK_NOTHING 0
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#define BLOCK_CREATURES 1
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#define BLOCK_EVERYTHING 2
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#define BLOCK_RAILING 3
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#define BLOCK_PLAYERS 4
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#define SCROLL 0
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#define CARRY 1
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#define SCROLL_AND_CARRY 2
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// Means-of-death for Sector_SetDamage --------------------------------------
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#define MOD_UNKNOWN 0
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#define MOD_ROCKET 5
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#define MOD_R_SPLASH 6
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#define MOD_PLASMARIFLE 7
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#define MOD_BFG_BOOM 8
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#define MOD_BFG_SPLASH 9
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#define MOD_CHAINSAW 10
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#define MOD_SSHOTGUN 11
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#define MOD_WATER 12
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#define MOD_SLIME 13
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#define MOD_LAVA 14
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#define MOD_CRUSH 15
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#define MOD_TELEFRAG 16
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#define MOD_FALLING 17
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#define MOD_SUICIDE 18
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#define MOD_BARREL 19
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#define MOD_EXIT 20
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#define MOD_SPLASH 21
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#define MOD_HIT 22
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#define MOD_RAILGUN 23
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#define MOD_ICE 24
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#define MOD_DISINTEGRATE 25
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#define MOD_POISON 26
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#define MOD_ELECTRIC 27
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// Return values for PlayMovie ----------------------------------------------
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#define MOVIE_Played 0
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#define MOVIE_Played_NoVideo 1
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#define MOVIE_Played_Aborted 2
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#define MOVIE_Failed -1
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// Player properties --------------------------------------------------------
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#define PROP_FROZEN 0
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#define PROP_NOTARGET 1
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#define PROP_INSTANTWEAPONSWITCH 2
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#define PROP_FLY 3
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#define PROP_TOTALLYFROZEN 4
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#define PROP_BUDDHA 16
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// The following properties correspond to powers given by certain items
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#define PROP_INVULNERABILITY 5
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#define PROP_STRENGTH 6
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#define PROP_INVISIBILITY 7
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#define PROP_RADIATIONSUIT 8
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#define PROP_ALLMAP 9
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#define PROP_INFRARED 10
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#define PROP_WEAPONLEVEL2 11
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#define PROP_FLIGHT 12
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#define PROP_SPEED 15
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// Player input -------------------------------------------------------------
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// These are the original inputs sent by the player.
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#define INPUT_OLDBUTTONS 0
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#define INPUT_BUTTONS 1
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#define INPUT_PITCH 2
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#define INPUT_YAW 3
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#define INPUT_ROLL 4
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#define INPUT_FORWARDMOVE 5
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#define INPUT_SIDEMOVE 6
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#define INPUT_UPMOVE 7
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// These are the inputs, as modified by P_PlayerThink().
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// Most of the time, these will match the original inputs, but
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// they can be different if a player is frozen or using a
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// chainsaw.
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#define MODINPUT_OLDBUTTONS 8
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#define MODINPUT_BUTTONS 9
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#define MODINPUT_PITCH 10
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#define MODINPUT_YAW 11
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#define MODINPUT_ROLL 12
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#define MODINPUT_FORWARDMOVE 13
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#define MODINPUT_SIDEMOVE 14
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#define MODINPUT_UPMOVE 15
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// Player buttons -----------------------------------------------------------
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#define BT_ATTACK 1
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#define BT_USE 2
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#define BT_JUMP 4
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#define BT_CROUCH 8
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#define BT_TURN180 16
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#define BT_ALTATTACK 32
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#define BT_RELOAD 64
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#define BT_ZOOM 128
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#define BT_SPEED 256
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#define BT_STRAFE 512
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#define BT_MOVERIGHT 1024
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#define BT_MOVELEFT 2048
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#define BT_BACK 4096
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#define BT_FORWARD 8192
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#define BT_RIGHT 16384
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#define BT_LEFT 32768
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#define BT_LOOKUP 65536
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#define BT_LOOKDOWN 131072
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#define BT_MOVEUP 262144
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#define BT_MOVEDOWN 524288
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#define BT_SHOWSCORES 1048576
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// Do whatever you want with these.
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#define BT_USER1 2097152
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#define BT_USER2 4194304
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#define BT_USER3 8388608
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#define BT_USER4 16777216
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// Text colors --------------------------------------------------------------
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#define CR_UNTRANSLATED -1
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#define CR_BRICK 0
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#define CR_TAN 1
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#define CR_GRAY 2
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#define CR_GREY 2
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#define CR_GREEN 3
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#define CR_BROWN 4
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#define CR_GOLD 5
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#define CR_RED 6
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#define CR_BLUE 7
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#define CR_ORANGE 8
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#define CR_WHITE 9
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#define CR_YELLOW 10
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#define CR_BLACK 12
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#define CR_LIGHTBLUE 13
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#define CR_CREAM 14
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#define CR_OLIVE 15
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#define CR_DARKGREEN 16
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#define CR_DARKRED 17
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#define CR_DARKBROWN 18
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#define CR_PURPLE 19
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#define CR_DARKGRAY 20
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#define CR_DARKGREY 20
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#define CR_CYAN 21
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// HUD message types --------------------------------------------------------
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#define HUDMSG_PLAIN 0
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#define HUDMSG_FADEOUT 1
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#define HUDMSG_TYPEON 2
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#define HUDMSG_FADEINOUT 3
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// OR this with one of the above to log the hudmessage to the console.
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// i.e. instead of HUDMSG_PLAIN, you can use HUDMSG_PLAIN | HUDMSG_LOG
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#define HUDMSG_LOG 0x80000000
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// OR this with one of the above if the color you passed is a string
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// instead of one of the CR_ constants.
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#define HUDMSG_COLORSTRING 0x40000000
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// OR this with one of the above to use additive blending when drawing the
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// HUD message.
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#define HUDMSG_ADDBLEND 0x20000000
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// OR this with one of the above to use the extra alpha parameter
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#define HUDMSG_ALPHA 0x10000000
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// Or this with one of the above to not wrap lines
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#define HUDMSG_NOWRAP 0x08000000
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// HUD message layers; these are not flags
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#define HUDMSG_LAYER_OVERHUD 0x00000000
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#define HUDMSG_LAYER_UNDERHUD 0x00001000
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#define HUDMSG_LAYER_OVERMAP 0x00002000
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// HUD message visibility flags
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#define HUDMSG_NOTWITH3DVIEW 0x00010000
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#define HUDMSG_NOTWITHFULLMAP 0x00020000
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#define HUDMSG_NOTWITHOVERLAYMAP 0x00040000
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// "Scripted" Marine weapon types -------------------------------------------
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#define MARINEWEAPON_Dummy 0
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#define MARINEWEAPON_Fist 1
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#define MARINEWEAPON_BerserkFist 2
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#define MARINEWEAPON_Chainsaw 3
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#define MARINEWEAPON_Pistol 4
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#define MARINEWEAPON_Shotgun 5
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#define MARINEWEAPON_SuperShotgun 6
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#define MARINEWEAPON_Chaingun 7
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#define MARINEWEAPON_RocketLauncher 8
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#define MARINEWEAPON_PlasmaRifle 9
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#define MARINEWEAPON_Railgun 10
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#define MARINEWEAPON_BFG 11
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// Actor properties you can get/set -----------------------------------------
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#define APROP_Health 0
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#define APROP_Speed 1
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#define APROP_Damage 2
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#define APROP_Alpha 3
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#define APROP_RenderStyle 4
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#define APROP_SeeSound 5 // Sounds can only be set, not gotten
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#define APROP_AttackSound 6
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#define APROP_PainSound 7
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#define APROP_DeathSound 8
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#define APROP_ActiveSound 9
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#define APROP_Ambush 10
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#define APROP_Invulnerable 11
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#define APROP_JumpZ 12
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#define APROP_ChaseGoal 13
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#define APROP_Frightened 14
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#define APROP_Gravity 15
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#define APROP_Friendly 16
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#define APROP_SpawnHealth 17
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#define APROP_Dropped 18
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#define APROP_Notarget 19
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#define APROP_Species 20
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#define APROP_Nametag 21
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#define APROP_Score 22
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#define APROP_Notrigger 23
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#define APROP_DamageFactor 24
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#define APROP_MasterTID 25
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#define APROP_TargetTID 26
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#define APROP_TracerTID 27
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#define APROP_Waterlevel 28
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#define APROP_ScaleX 29
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#define APROP_ScaleY 30
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#define APROP_Dormant 31
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#define APROP_Mass 32
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#define APROP_Accuracy 33
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#define APROP_Stamina 34
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#define APROP_Height 35
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#define APROP_Radius 36
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#define APROP_Reactiontime 37
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#define APROP_MeleeRange 38
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#define APROP_ViewHeight 39
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#define APROP_AttackZOffset 40
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#define APROP_StencilColor 41
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#define APROP_Friction 42
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#define APROP_DamageMultiplier 43
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#define APROP_MaxStepHeight 44
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#define APROP_MaxDropOffHeight 45
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#define APROP_DamageType 46
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// Render Styles ------------------------------------------------------------
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#define STYLE_None 0 // Do not draw
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#define STYLE_Normal 1 // Normal; just copy the image to the screen
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#define STYLE_Fuzzy 2 // Draw silhouette using "fuzz" effect
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#define STYLE_SoulTrans 3 // Draw translucent with amount in r_transsouls
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#define STYLE_OptFuzzy 4 // Draw as fuzzy, translucent or shadow, based on user preference
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#define STYLE_Stencil 5 // Draw as solid color
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#define STYLE_AddStencil 6 // Draw as additive solid color
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#define STYLE_AddShaded 7 //
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#define STYLE_Translucent 64 // Draw translucent
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#define STYLE_Add 65 // Draw additive
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#define STYLE_Shaded 66 //
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#define STYLE_TranslucentStencil 67
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#define STYLE_Shadow 68 // Draw dark translucent stencil
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#define STYLE_Subtract 69 // Draw subtractive
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// Properties you can use with GetLevelInfo() -------------------------------
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#define LEVELINFO_PAR_TIME 0
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#define LEVELINFO_CLUSTERNUM 1
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#define LEVELINFO_LEVELNUM 2
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#define LEVELINFO_TOTAL_SECRETS 3
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#define LEVELINFO_FOUND_SECRETS 4
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#define LEVELINFO_TOTAL_ITEMS 5
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#define LEVELINFO_FOUND_ITEMS 6
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#define LEVELINFO_TOTAL_MONSTERS 7
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#define LEVELINFO_KILLED_MONSTERS 8
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#define LEVELINFO_SUCK_TIME 9
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// Properties you can use with GetPlayerInfo() ------------------------------
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#define PLAYERINFO_TEAM 0
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#define PLAYERINFO_AIMDIST 1
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#define PLAYERINFO_COLOR 2
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#define PLAYERINFO_GENDER 3
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#define PLAYERINFO_NEVERSWITCH 4
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#define PLAYERINFO_MOVEBOB 5
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#define PLAYERINFO_STILLBOB 6
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#define PLAYERINFO_PLAYERCLASS 7
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#define PLAYERINFO_FOV 8
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#define PLAYERINFO_DESIREDFOV 9
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// Flags for ReplaceTextures ------------------------------------------------
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#define NOT_BOTTOM 1
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#define NOT_MIDDLE 2
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#define NOT_TOP 4
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#define NOT_FLOOR 8
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#define NOT_CEILING 16
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// Flags for SectorDamage ---------------------------------------------------
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#define DAMAGE_PLAYERS 1
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#define DAMAGE_NONPLAYERS 2
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#define DAMAGE_IN_AIR 4
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#define DAMAGE_SUBCLASSES_PROTECT 8
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// Flags for MorphActor -----------------------------------------------------
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#define MRF_OLDEFFECTS 0x00000000
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#define MRF_ADDSTAMINA 0x00000001
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#define MRF_FULLHEALTH 0x00000002
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#define MRF_UNDOBYTOMEOFPOWER 0x00000004
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#define MRF_UNDOBYCHAOSDEVICE 0x00000008
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#define MRF_FAILNOTELEFRAG 0x00000010
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#define MRF_FAILNOLAUGH 0x00000020
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#define MRF_WHENINVULNERABLE 0x00000040
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#define MRF_LOSEACTUALWEAPON 0x00000080
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#define MRF_NEWTIDBEHAVIOUR 0x00000100
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#define MRF_UNDOBYDEATH 0x00000200
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#define MRF_UNDOBYDEATHFORCED 0x00000400
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#define MRF_UNDOBYDEATHSAVES 0x00000800
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#define MRF_UNDOALWAYS 0x00001000
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#define MRF_TRANSFERTRANSLATION 0x00002000
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// Shared spawnable things from Hexen. You can spawn these in the other -----
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// games if you provide sprites for them, otherwise they'll be invisible. ---
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#define T_ROCK1 41
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#define T_ROCK2 42
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#define T_ROCK3 43
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#define T_DIRT1 44
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#define T_DIRT2 45
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#define T_DIRT3 46
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#define T_DIRT4 47
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#define T_DIRT5 48
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#define T_DIRT6 49
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#define T_STAINEDGLASS1 54
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#define T_STAINEDGLASS2 55
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#define T_STAINEDGLASS3 56
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#define T_STAINEDGLASS4 57
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#define T_STAINEDGLASS5 58
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#define T_STAINEDGLASS6 59
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#define T_STAINEDGLASS7 60
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#define T_STAINEDGLASS8 61
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#define T_STAINEDGLASS9 62
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#define T_STAINEDGLASS0 63
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// Doom Spawnable things (used for thingcount() and thing spawners) ---------
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#define T_NONE 0
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#define T_SHOTGUY 1
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#define T_CHAINGUY 2
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#define T_BARON 3
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#define T_ZOMBIE 4
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#define T_IMP 5
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#define T_ARACHNOTRON 6
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#define T_SPIDERMASTERMIND 7
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#define T_DEMON 8
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#define T_SPECTRE 9
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#define T_IMPFIREBALL 10
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#define T_CLIP 11
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#define T_SHELLS 12
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#define T_CACODEMON 19
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#define T_REVENANT 20
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#define T_BRIDGE 21
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#define T_ARMORBONUS 22
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#define T_STIMPACK 23
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#define T_MEDKIT 24
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#define T_SOULSPHERE 25
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#define T_SHOTGUN 27
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#define T_CHAINGUN 28
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#define T_ROCKETLAUNCHER 29
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#define T_PLASMAGUN 30
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#define T_BFG 31
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#define T_CHAINSAW 32
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#define T_SUPERSHOTGUN 33
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#define T_PLASMABOLT 51
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#define T_TRACER 53
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#define T_GREENARMOR 68
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#define T_BLUEARMOR 69
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#define T_CELL 75
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#define T_BLUEKEYCARD 85
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#define T_REDKEYCARD 86
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#define T_YELLOWKEYCARD 87
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#define T_YELLOWSKULLKEY 88
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#define T_REDSKULLKEY 89
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#define T_BLUESKULLKEY 90
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#define T_TEMPLARGEFLAME 98
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#define T_STEALTHBARON 100
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#define T_STEALTHKNIGHT 101
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#define T_STEALTHZOMBIE 102
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#define T_STEALTHSHOTGUY 103
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#define T_LOSTSOUL 110
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#define T_VILE 111
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#define T_MANCUBUS 112
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#define T_HELLKNIGHT 113
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#define T_CYBERDEMON 114
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#define T_PAINELEMENTAL 115
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#define T_WOLFSS 116
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#define T_STEALTHARACHNOTRON 117
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#define T_STEALTHVILE 118
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#define T_STEALTHCACODEMON 119
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#define T_STEALTHCHAINGUY 120
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#define T_STEALTHSERGEANT 121
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#define T_STEALTHIMP 122
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#define T_STEALTHMANCUBUS 123
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#define T_STEALTHREVENANT 124
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#define T_BARREL 125
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#define T_CACODEMONSHOT 126
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#define T_ROCKET 127
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#define T_BFGSHOT 128
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#define T_ARACHNOTRONPLASMA 129
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#define T_BLOOD 130
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#define T_PUFF 131
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#define T_MEGASPHERE 132
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#define T_INVULNERABILITY 133
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#define T_BERSERK 134
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#define T_INVISIBILITY 135
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#define T_IRONFEET 136
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#define T_COMPUTERMAP 137
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#define T_LIGHTAMP 138
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#define T_AMMOBOX 139
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#define T_ROCKETAMMO 140
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#define T_ROCKETBOX 141
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#define T_BATTERY 142
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#define T_SHELLBOX 143
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#define T_BACKPACK 144
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#define T_GUTS 145
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#define T_BLOODPOOL 146
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#define T_BLOODPOOL1 147
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#define T_BLOODPOOL2 148
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#define T_FLAMINGBARREL 149
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#define T_BRAINS 150
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#define T_SCRIPTEDMARINE 151
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#define T_HEALTHBONUS 152
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#define T_MANCUBUSSHOT 153
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#define T_BARONBALL 154
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// Heretic Spawnable things (used for thingcount() and thing spawners) ------
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#define T_CLINK 1
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#define T_MUMMYLEADER 2
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#define T_BEAST 3
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#define T_MUMMY 4
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//#define T_IMP 5 // Defined above
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#define T_KNIGHT 6
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#define T_IMPLEADER 7
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#define T_MUMMYGHOST 8
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#define T_MUMMYLEADERGHOST 9
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//#define T_IMPFIREBALL 10
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#define T_WIMPYWANDAMMO 11
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|
#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
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// magic value to set the ice translation through ACS
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#define TRANSLATION_ICE 0x100007
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// Actor flags
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#define MF_SPECIAL 0x00000001
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#define MF_SOLID 0x00000002
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#define MF_SHOOTABLE 0x00000004
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#define MF_NOSECTOR 0x00000008
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#define MF_NOBLOCKMAP 0x00000010
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#define MF_AMBUSH 0x00000020
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#define MF_JUSTHIT 0x00000040
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#define MF_JUSTATTACKED 0x00000080
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#define MF_SPAWNCEILING 0x00000100
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#define MF_NOGRAVITY 0x00000200
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#define MF_DROPOFF 0x00000400
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#define MF_PICKUP 0x00000800
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#define MF_NOCLIP 0x00001000
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#define MF_INCHASE 0x00002000
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#define MF_FLOAT 0x00004000
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#define MF_TELEPORT 0x00008000
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#define MF_MISSILE 0x00010000
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#define MF_DROPPED 0x00020000
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#define MF_SHADOW 0x00040000
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#define MF_NOBLOOD 0x00080000
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#define MF_CORPSE 0x00100000
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#define MF_INFLOAT 0x00200000
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#define MF_INBOUNCE 0x00200000
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#define MF_COUNTKILL 0x00400000
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#define MF_COUNTITEM 0x00800000
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#define MF_SKULLFLY 0x01000000
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#define MF_NOTDMATCH 0x02000000
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#define MF_SPAWNSOUNDSOURCE 0x04000000
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#define MF_FRIENDLY 0x08000000
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#define MF_UNMORPHED 0x10000000
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#define MF_NOLIFTDROP 0x20000000
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#define MF_STEALTH 0x40000000
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#define MF_ICECORPSE 0x80000000
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// Linedef flags
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#define ML_BLOCKING 0x00000001
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#define ML_BLOCKMONSTERS 0x00000002
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#define ML_TWOSIDED 0x00000004
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#define ML_DONTPEGTOP 0x00000008
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#define ML_DONTPEGBOTTOM 0x00000010
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#define ML_SECRET 0x00000020
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#define ML_SOUNDBLOCK 0x00000040
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#define ML_DONTDRAW 0x00000080
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#define ML_MAPPED 0x00000100
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#define ML_REPEAT_SPECIAL 0x00000200
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#define ML_ADDTRANS 0x00000400
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#define ML_MONSTERSCANACTIVATE 0x00002000
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#define ML_BLOCK_PLAYERS 0x00004000
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#define ML_BLOCKEVERYTHING 0x00008000
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#define ML_ZONEBOUNDARY 0x00010000
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#define ML_RAILING 0x00020000
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#define ML_BLOCK_FLOATERS 0x00040000
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#define ML_CLIP_MIDTEX 0x00080000
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#define ML_WRAP_MIDTEX 0x00100000
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#define ML_3DMIDTEX 0x00200000
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#define ML_CHECKSWITCHRANGE 0x00400000
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#define ML_FIRSTSIDEONLY 0x00800000
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#define ML_BLOCKPROJECTILE 0x01000000
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#define ML_BLOCKUSE 0x02000000
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#define ML_BLOCKSIGHT 0x04000000
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#define ML_BLOCKHITSCAN 0x08000000
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#define QF_RELATIVE 1
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#define QF_SCALEDOWN 1 << 1
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#define QF_SCALEUP 1 << 2
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#define QF_MAX 1 << 3
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#define QF_FULLINTENSITY 1 << 4
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#define QF_WAVE 1 << 5
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#define WARPF_ABSOLUTEOFFSET 0x1
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#define WARPF_ABSOLUTEANGLE 0x2
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#define WARPF_USECALLERANGLE 0x4
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#define WARPF_NOCHECKPOSITION 0x8
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#define WARPF_INTERPOLATE 0x10
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#define WARPF_WARPINTERPOLATION 0x20
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#define WARPF_COPYINTERPOLATION 0x40
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#define WARPF_STOP 0x80
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#define WARPF_TOFLOOR 0x100
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#define WARPF_TESTONLY 0x200
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#define WARPF_ABSOLUTEPOSITION 0x400
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#define WARPF_BOB 0x800
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#define WARPF_MOVEPTR 0x1000
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#define WARPF_USEPTR 0x2000
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#define WARPF_COPYVELOCITY 0x4000
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#define WARPF_COPYPITCH 0x8000
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#define CPXF_ANCESTOR (1 << 0)
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#define CPXF_LESSOREQUAL (1 << 1)
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#define CPXF_NOZ (1 << 2)
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#define CPXF_COUNTDEAD (1 << 3)
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#define CPXF_DEADONLY (1 << 4)
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#define CPXF_EXACT (1 << 5)
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#define CPXF_SETTARGET (1 << 6)
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#define CPXF_SETMASTER (1 << 7)
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#define CPXF_SETTRACER (1 << 8)
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#define CPXF_FARTHEST (1 << 9)
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#define CPXF_CLOSEST (1 << 10)
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#define CPXF_SETONPTR (1 << 11)
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#define CPXF_CHECKSIGHT (1 << 12)
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