// Flags for A_CustomMissile const int CMF_AIMOFFSET = 1; const int CMF_AIMDIRECTION = 2; const int CMF_TRACKOWNER = 4; const int CMF_CHECKTARGETDEAD = 8; // Flags for A_SpawnItemEx const int SXF_TRANSFERTRANSLATION=1; const int SXF_ABSOLUTEPOSITION=2; const int SXF_ABSOLUTEANGLE=4; const int SXF_ABSOLUTEMOMENTUM=8; const int SXF_SETMASTER=16; const int SXF_NOCHECKPOSITION = 32; const int SXF_TELEFRAG=64; // 128 was uses by Skulltag const int SXF_TRANSFERAMBUSHFLAG=256; // Flags for A_Chase const int CHF_FASTCHASE = 1; const int CHF_NOPLAYACTIVE = 2; const int CHF_NIGHTMAREFAST = 4; const int CHF_RESURRECT = 8; const int CHF_DONTMOVE = 16; // Flags for A_LookEx const int LOF_NOSIGHTCHECK = 1; const int LOF_NOSOUNDCHECK = 2; const int LOF_DONTCHASEGOAL = 4; const int LOF_NOSEESOUND = 8; const int LOF_FULLVOLSEESOUND = 16; // Morph constants const int MRF_ADDSTAMINA = 1; const int MRF_FULLHEALTH = 2; const int MRF_UNDOBYTOMEOFPOWER = 4; const int MRF_UNDOBYCHAOSDEVICE = 8; const int MRF_FAILNOTELEFRAG = 16; const int MRF_FAILNOLAUGH = 32; const int MRF_WHENINVULNERABLE = 64; const int MRF_LOSEACTUALWEAPON = 128; const int MRF_NEWTIDBEHAVIOUR = 256; const int MRF_UNDOBYDEATH = 512; const int MRF_UNDOBYDEATHFORCED = 1024; const int MRF_UNDOBYDEATHSAVES = 2048; // This is only here to provide one global variable for testing. native int testglobalvar;