
// Flags for A_Saw
const int SF_NORANDOM = 1;
const int SF_RANDOMLIGHTMISS = 2;
const int SF_RANDOMLIGHTHIT = 4;
const int SF_RANDOMLIGHTBOTH = 6;
const int SF_NOUSEAMMOMISS = 8;
const int SF_NOUSEAMMO = 16;

// 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_CustomBulletAttack
const int CBAF_AIMFACING = 1;
const int CBAF_NORANDOM = 2;
const int CBAF_EXPLICITANGLE = 4;
const int CBAF_NOPITCH = 8;

// Flags for A_FireBullets
const int FBF_USEAMMO = 1;
const int FBF_NORANDOM = 2;
const int FBF_EXPLICITANGLE = 4;
const int FBF_NOPITCH = 8;
const int FBF_NOFLASH = 16;

// 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_ABSOLUTEVELOCITY=8;
const int SXF_SETMASTER=16;
const int SXF_NOCHECKPOSITION = 32;
const int SXF_TELEFRAG=64;
const int SXF_CLIENTSIDE=128;	// only used by Skulltag
const int SXF_TRANSFERAMBUSHFLAG=256;
const int SXF_TRANSFERPITCH=512;
const int SXF_TRANSFERPOINTERS=1024;

// 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;

// Flags for A_Respawn
const int RSF_FOG = 1;
const int RSF_KEEPTARGET = 2;
const int RSF_TELEFRAG = 4;

// Flags for A_JumpIfTargetInLOS and A_JumpIfInTargetLOS
const int JLOSF_PROJECTILE = 1;
const int JLOSF_NOSIGHT = 2;
const int JLOSF_CLOSENOFOV = 4;
const int JLOSF_CLOSENOSIGHT = 8;
const int JLOSF_CLOSENOJUMP = 16;
const int JLOSF_DEADNOJUMP = 32;
const int JLOSF_CHECKMASTER = 64;

// Flags for A_ChangeVelocity
const int CVF_RELATIVE = 1;
const int CVF_REPLACE = 2;

// Flags for A_WeaponReady
const int WRF_NOBOB = 1;
const int WRF_NOFIRE = 12;
const int WRF_NOSWITCH = 2;
const int WRF_NOPRIMARY = 4;
const int WRF_NOSECONDARY = 8;

// 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;

// Flags for A_RailAttack and A_CustomRailgun
const int RGF_SILENT = 1;
const int RGF_NOPIERCING = 2;
const int RGF_EXPLICITANGLE = 4;

// Flags for A_Mushroom
const int MSF_Standard = 0;
const int MSF_Classic = 1;
const int MSF_DontHurt = 2;

// Flags for A_Blast
const int BF_USEAMMO = 1;
const int BF_DONTWARN = 2;
const int BF_AFFECTBOSSES = 4;

// Flags for A_SeekerMissile
const int SMF_LOOK = 1;
const int SMF_PRECISE = 2;

// Flags for A_CustomPunch
const int CPF_USEAMMO = 1;
const int CPF_DAGGER = 2;
const int CPF_PULLIN = 4;

// Flags for A_Teleport
const int TF_TELEFRAG = 1;
const int TF_RANDOMDECIDE = 2;

// Activation flags
enum
{
	THINGSPEC_Default = 0,
	THINGSPEC_ThingActs = 1,
	THINGSPEC_ThingTargets = 2,
	THINGSPEC_TriggerTargets = 4,
	THINGSPEC_MonsterTrigger = 8,
	THINGSPEC_MissileTrigger = 16,
	THINGSPEC_ClearSpecial = 32,
	THINGSPEC_NoDeathSpecial = 64,
	THINGSPEC_TriggerActs = 128,
};
// Shorter aliases for same
const int AF_Default = 0;
const int AF_ThingActs = 1;
const int AF_ThingTargets = 2;
const int AF_TriggerTargets = 4;
const int AF_MonsterTrigger = 8;
const int AF_MissileTrigger = 16;
const int AF_ClearSpecial = 32;
const int AF_NoDeathSpecial = 64;
const int AF_TriggerActs = 128;

// Flags for A_TakeInventory and A_TakeFromTarget
const int TIF_NOTAKEINFINITE = 1;

// constants for A_PlaySound
enum
{
	CHAN_AUTO = 0,
	CHAN_WEAPON = 1,
	CHAN_VOICE = 2,
	CHAN_ITEM = 3,
	CHAN_BODY = 4,

	// modifier flags
	CHAN_LISTENERZ = 8,
	CHAN_MAYBE_LOCAL = 16,
	CHAN_UI = 32,
	CHAN_NOPAUSE = 64
};

// sound attenuation values
const float ATTN_NONE = 0;
const float ATTN_NORM = 1;
const float ATTN_IDLE = 1.001;
const float ATTN_STATIC = 3;


// This is only here to provide one global variable for testing.
native int testglobalvar;
