mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 13:01:47 +00:00
1341 lines
33 KiB
Text
1341 lines
33 KiB
Text
// for flag changer functions.
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const FLAG_NO_CHANGE = -1;
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const MAXPLAYERS = 8;
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enum EStateUseFlags
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{
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SUF_ACTOR = 1,
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SUF_OVERLAY = 2,
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SUF_WEAPON = 4,
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SUF_ITEM = 8,
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};
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// Flags for A_PainAttack
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enum EPainAttackFlags
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{
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PAF_NOSKULLATTACK = 1,
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PAF_AIMFACING = 2,
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PAF_NOTARGET = 4,
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};
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// Flags for A_VileAttack
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enum EVileAttackFlags
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{
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VAF_DMGTYPEAPPLYTODIRECT = 1,
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};
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// Flags for A_Saw
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enum ESawFlags
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{
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SF_NORANDOM = 1,
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SF_RANDOMLIGHTMISS = 2,
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SF_RANDOMLIGHTHIT = 4,
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SF_RANDOMLIGHTBOTH = 6,
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SF_NOUSEAMMOMISS = 8,
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SF_NOUSEAMMO = 16,
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SF_NOPULLIN = 32,
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SF_NOTURN = 64,
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SF_STEALARMOR = 128,
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};
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// Flags for A_BFGSpray
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enum EBFGSprayFlags
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{
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BFGF_HURTSOURCE = 1,
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BFGF_MISSILEORIGIN = 2,
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};
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// Flags for A_SpawnProjectile
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enum ECustomMissileFlags
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{
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CMF_AIMOFFSET = 1,
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CMF_AIMDIRECTION = 2,
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CMF_TRACKOWNER = 4,
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CMF_CHECKTARGETDEAD = 8,
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CMF_ABSOLUTEPITCH = 16,
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CMF_OFFSETPITCH = 32,
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CMF_SAVEPITCH = 64,
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CMF_ABSOLUTEANGLE = 128,
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CMF_BADPITCH = 256, // for compatibility handling only - avoid!
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};
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// Flags for A_CustomBulletAttack
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enum ECustomBulletAttackFlags
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{
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CBAF_AIMFACING = 1,
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CBAF_NORANDOM = 2,
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CBAF_EXPLICITANGLE = 4,
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CBAF_NOPITCH = 8,
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CBAF_NORANDOMPUFFZ = 16,
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CBAF_PUFFTARGET = 32,
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CBAF_PUFFMASTER = 64,
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CBAF_PUFFTRACER = 128,
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};
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// Flags for A_GunFlash
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enum EGunFlashFlags
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{
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GFF_NOEXTCHANGE = 1,
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};
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// Flags for A_FireBullets
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enum EFireBulletsFlags
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{
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FBF_USEAMMO = 1,
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FBF_NORANDOM = 2,
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FBF_EXPLICITANGLE = 4,
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FBF_NOPITCH = 8,
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FBF_NOFLASH = 16,
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FBF_NORANDOMPUFFZ = 32,
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FBF_PUFFTARGET = 64,
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FBF_PUFFMASTER = 128,
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FBF_PUFFTRACER = 256,
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};
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// Flags for A_SpawnItemEx
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enum ESpawnItemFlags
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{
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SXF_TRANSFERTRANSLATION = 1 << 0,
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SXF_ABSOLUTEPOSITION = 1 << 1,
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SXF_ABSOLUTEANGLE = 1 << 2,
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SXF_ABSOLUTEMOMENTUM = 1 << 3, //Since "momentum" is declared to be deprecated in the expressions, for compatibility
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SXF_ABSOLUTEVELOCITY = 1 << 3, //purposes, this was made. It does the same thing though. Do not change the value.
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SXF_SETMASTER = 1 << 4,
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SXF_NOCHECKPOSITION = 1 << 5,
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SXF_TELEFRAG = 1 << 6,
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SXF_CLIENTSIDE = 1 << 7, // only used by Skulltag
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SXF_TRANSFERAMBUSHFLAG = 1 << 8,
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SXF_TRANSFERPITCH = 1 << 9,
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SXF_TRANSFERPOINTERS = 1 << 10,
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SXF_USEBLOODCOLOR = 1 << 11,
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SXF_CLEARCALLERTID = 1 << 12,
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SXF_MULTIPLYSPEED = 1 << 13,
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SXF_TRANSFERSCALE = 1 << 14,
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SXF_TRANSFERSPECIAL = 1 << 15,
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SXF_CLEARCALLERSPECIAL = 1 << 16,
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SXF_TRANSFERSTENCILCOL = 1 << 17,
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SXF_TRANSFERALPHA = 1 << 18,
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SXF_TRANSFERRENDERSTYLE = 1 << 19,
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SXF_SETTARGET = 1 << 20,
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SXF_SETTRACER = 1 << 21,
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SXF_NOPOINTERS = 1 << 22,
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SXF_ORIGINATOR = 1 << 23,
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SXF_TRANSFERSPRITEFRAME = 1 << 24,
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SXF_TRANSFERROLL = 1 << 25,
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SXF_ISTARGET = 1 << 26,
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SXF_ISMASTER = 1 << 27,
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SXF_ISTRACER = 1 << 28,
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};
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// Flags for A_Chase
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enum EChaseFlags
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{
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CHF_FASTCHASE = 1,
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CHF_NOPLAYACTIVE = 2,
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CHF_NIGHTMAREFAST = 4,
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CHF_RESURRECT = 8,
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CHF_DONTMOVE = 16,
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CHF_NORANDOMTURN = 32,
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CHF_NODIRECTIONTURN = 64,
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CHF_NOPOSTATTACKTURN = 128,
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CHF_STOPIFBLOCKED = 256,
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CHF_DONTTURN = CHF_NORANDOMTURN | CHF_NOPOSTATTACKTURN | CHF_STOPIFBLOCKED
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};
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// Flags for A_LookEx
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enum ELookFlags
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{
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LOF_NOSIGHTCHECK = 1,
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LOF_NOSOUNDCHECK = 2,
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LOF_DONTCHASEGOAL = 4,
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LOF_NOSEESOUND = 8,
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LOF_FULLVOLSEESOUND = 16,
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LOF_NOJUMP = 32,
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};
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// Flags for A_Respawn
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enum ERespawnFlags
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{
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RSF_FOG = 1,
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RSF_KEEPTARGET = 2,
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RSF_TELEFRAG = 4,
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};
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// Flags for A_JumpIfTargetInLOS and A_JumpIfInTargetLOS
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enum EJumpFlags
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{
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JLOSF_PROJECTILE = 1,
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JLOSF_NOSIGHT = 1 << 1,
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JLOSF_CLOSENOFOV = 1 << 2,
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JLOSF_CLOSENOSIGHT = 1 << 3,
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JLOSF_CLOSENOJUMP = 1 << 4,
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JLOSF_DEADNOJUMP = 1 << 5,
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JLOSF_CHECKMASTER = 1 << 6,
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JLOSF_TARGETLOS = 1 << 7,
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JLOSF_FLIPFOV = 1 << 8,
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JLOSF_ALLYNOJUMP = 1 << 9,
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JLOSF_COMBATANTONLY = 1 << 10,
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JLOSF_NOAUTOAIM = 1 << 11,
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JLOSF_CHECKTRACER = 1 << 12,
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};
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// Flags for A_ChangeVelocity
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enum EChangeVelocityFlags
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{
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CVF_RELATIVE = 1,
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CVF_REPLACE = 2,
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};
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// Flags for A_WeaponReady
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enum EWeaponReadyFlags
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{
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WRF_NOBOB = 1,
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WRF_NOSWITCH = 2,
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WRF_NOPRIMARY = 4,
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WRF_NOSECONDARY = 8,
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WRF_NOFIRE = WRF_NOPRIMARY | WRF_NOSECONDARY,
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WRF_ALLOWRELOAD = 16,
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WRF_ALLOWZOOM = 32,
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WRF_DISABLESWITCH = 64,
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WRF_ALLOWUSER1 = 128,
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WRF_ALLOWUSER2 = 256,
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WRF_ALLOWUSER3 = 512,
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WRF_ALLOWUSER4 = 1024,
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};
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// Flags for A_SelectWeapon
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enum ESelectWeaponFlags
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{
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SWF_SELECTPRIORITY = 1,
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};
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// Morph constants
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enum EMorphFlags
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{
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MRF_OLDEFFECTS = 0x00000000,
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MRF_ADDSTAMINA = 0x00000001,
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MRF_FULLHEALTH = 0x00000002,
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MRF_UNDOBYTOMEOFPOWER = 0x00000004,
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MRF_UNDOBYCHAOSDEVICE = 0x00000008,
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MRF_FAILNOTELEFRAG = 0x00000010,
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MRF_FAILNOLAUGH = 0x00000020,
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MRF_WHENINVULNERABLE = 0x00000040,
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MRF_LOSEACTUALWEAPON = 0x00000080,
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MRF_NEWTIDBEHAVIOUR = 0x00000100,
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MRF_UNDOBYDEATH = 0x00000200,
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MRF_UNDOBYDEATHFORCED = 0x00000400,
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MRF_UNDOBYDEATHSAVES = 0x00000800,
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MRF_UNDOBYTIMEOUT = 0x00001000,
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MRF_UNDOALWAYS = 0x00002000,
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MRF_TRANSFERTRANSLATION = 0x00004000,
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MRF_STANDARDUNDOING = MRF_UNDOBYTOMEOFPOWER | MRF_UNDOBYCHAOSDEVICE | MRF_UNDOBYTIMEOUT,
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};
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// Flags for A_RailAttack and A_CustomRailgun
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enum ERailFlags
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{
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RGF_SILENT = 1,
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RGF_NOPIERCING = 2,
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RGF_EXPLICITANGLE = 4,
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RGF_FULLBRIGHT = 8,
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RGF_CENTERZ = 16,
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RGF_NORANDOMPUFFZ = 32,
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};
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// Flags for A_Mushroom
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enum EMushroomFlags
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{
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MSF_Standard = 0,
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MSF_Classic = 1,
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MSF_DontHurt = 2,
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};
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// Flags for A_Explode
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enum EExplodeFlags
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{
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XF_HURTSOURCE = 1,
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XF_NOTMISSILE = 4,
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XF_EXPLICITDAMAGETYPE = 8,
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XF_NOSPLASH = 16,
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};
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// Flags for A_RadiusThrust
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enum ERadiusThrustFlags
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{
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RTF_AFFECTSOURCE = 1,
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RTF_NOIMPACTDAMAGE = 2,
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RTF_NOTMISSILE = 4,
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RTF_THRUSTZ = 16,
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};
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// Flags for A_RadiusDamageSelf
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enum ERadiusDamageSelfFlags
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{
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RDSF_BFGDAMAGE = 1,
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};
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// Flags for A_Blast
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enum EBlastFlags
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{
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BF_USEAMMO = 1,
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BF_DONTWARN = 2,
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BF_AFFECTBOSSES = 4,
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BF_NOIMPACTDAMAGE = 8,
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};
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// Flags for A_SeekerMissile
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enum ESeekerMissileFlags
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{
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SMF_LOOK = 1,
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SMF_PRECISE = 2,
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SMF_CURSPEED = 4,
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};
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// Flags for A_CustomPunch
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enum ECustomPunchFlags
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{
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CPF_USEAMMO = 1,
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CPF_DAGGER = 2,
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CPF_PULLIN = 4,
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CPF_NORANDOMPUFFZ = 8,
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CPF_NOTURN = 16,
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CPF_STEALARMOR = 32,
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};
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enum EFireCustomMissileFlags
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{
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FPF_AIMATANGLE = 1,
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FPF_TRANSFERTRANSLATION = 2,
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FPF_NOAUTOAIM = 4,
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};
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// Flags for A_Teleport
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enum ETeleportFlags
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{
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TF_TELEFRAG = 0x00000001, // Allow telefrag in order to teleport.
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TF_RANDOMDECIDE = 0x00000002, // Randomly fail based on health. (A_Srcr2Decide)
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TF_FORCED = 0x00000004, // Forget what's in the way. TF_Telefrag takes precedence though.
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TF_KEEPVELOCITY = 0x00000008, // Preserve velocity.
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TF_KEEPANGLE = 0x00000010, // Keep angle.
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TF_USESPOTZ = 0x00000020, // Set the z to the spot's z, instead of the floor.
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TF_NOSRCFOG = 0x00000040, // Don't leave any fog behind when teleporting.
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TF_NODESTFOG = 0x00000080, // Don't spawn any fog at the arrival position.
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TF_USEACTORFOG = 0x00000100, // Use the actor's TeleFogSourceType and TeleFogDestType fogs.
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TF_NOJUMP = 0x00000200, // Don't jump after teleporting.
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TF_OVERRIDE = 0x00000400, // Ignore NOTELEPORT.
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TF_SENSITIVEZ = 0x00000800, // Fail if the actor wouldn't fit in the position (for Z).
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TF_KEEPORIENTATION = TF_KEEPVELOCITY|TF_KEEPANGLE,
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TF_NOFOG = TF_NOSRCFOG|TF_NODESTFOG,
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};
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// Flags for A_WolfAttack
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enum EWolfAttackFlags
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{
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WAF_NORANDOM = 1,
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WAF_USEPUFF = 2
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};
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// Flags for A_RadiusGive
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enum ERadiusGiveFlags
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{
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RGF_GIVESELF = 1,
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RGF_PLAYERS = 1 << 1,
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RGF_MONSTERS = 1 << 2,
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RGF_OBJECTS = 1 << 3,
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RGF_VOODOO = 1 << 4,
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RGF_CORPSES = 1 << 5,
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RGF_NOTARGET = 1 << 6,
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RGF_NOTRACER = 1 << 7,
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RGF_NOMASTER = 1 << 8,
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RGF_CUBE = 1 << 9,
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RGF_NOSIGHT = 1 << 10,
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RGF_MISSILES = 1 << 11,
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RGF_INCLUSIVE = 1 << 12,
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RGF_ITEMS = 1 << 13,
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RGF_KILLED = 1 << 14,
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RGF_EXFILTER = 1 << 15,
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RGF_EXSPECIES = 1 << 16,
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RGF_EITHER = 1 << 17,
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};
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// Activation flags
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enum EActivationFlags
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{
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THINGSPEC_Default = 0,
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THINGSPEC_ThingActs = 1,
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THINGSPEC_ThingTargets = 2,
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THINGSPEC_TriggerTargets = 4,
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THINGSPEC_MonsterTrigger = 8,
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THINGSPEC_MissileTrigger = 16,
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THINGSPEC_ClearSpecial = 32,
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THINGSPEC_NoDeathSpecial = 64,
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THINGSPEC_TriggerActs = 128,
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THINGSPEC_Activate = 1<<8, // The thing is activated when triggered
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THINGSPEC_Deactivate = 1<<9, // The thing is deactivated when triggered
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THINGSPEC_Switch = 1<<10, // The thing is alternatively activated and deactivated when triggered
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// Shorter aliases for same
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AF_Default = 0,
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AF_ThingActs = 1,
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AF_ThingTargets = 2,
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AF_TriggerTargets = 4,
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AF_MonsterTrigger = 8,
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AF_MissileTrigger = 16,
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AF_ClearSpecial = 32,
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AF_NoDeathSpecial = 64,
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AF_TriggerActs = 128,
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AF_Activate = 1<<8, // The thing is activated when triggered
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AF_Deactivate = 1<<9, // The thing is deactivated when triggered
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AF_Switch = 1<<10, // The thing is alternatively activated and deactivated when triggered
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};
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// Flags for A_TakeInventory and A_TakeFromTarget
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enum ETakeFlags
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{
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TIF_NOTAKEINFINITE = 1
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};
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// constants for A_PlaySound
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enum ESoundFlags
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{
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CHAN_AUTO = 0,
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CHAN_WEAPON = 1,
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CHAN_VOICE = 2,
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CHAN_ITEM = 3,
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CHAN_BODY = 4,
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CHAN_5 = 5,
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CHAN_6 = 6,
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CHAN_7 = 7,
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// modifier flags
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CHAN_LISTENERZ = 8,
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CHAN_MAYBE_LOCAL = 16,
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CHAN_UI = 32,
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CHAN_NOPAUSE = 64,
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CHAN_LOOP = 256,
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CHAN_PICKUP = (CHAN_ITEM|CHAN_MAYBE_LOCAL),
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CHAN_NOSTOP = 4096
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};
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// sound attenuation values
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const ATTN_NONE = 0;
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const ATTN_NORM = 1;
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const ATTN_IDLE = 1.001;
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const ATTN_STATIC = 3;
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// For SetPlayerProperty action special
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enum EPlayerProperties
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{
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PROP_FROZEN = 0,
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PROP_NOTARGET = 1,
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PROP_INSTANTWEAPONSWITCH = 2,
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PROP_FLY = 3,
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PROP_TOTALLYFROZEN = 4,
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PROP_INVULNERABILITY = 5, // (Deprecated)
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PROP_STRENGTH = 6, // (Deprecated)
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PROP_INVISIBILITY = 7, // (Deprecated)
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PROP_RADIATIONSUIT = 8, // (Deprecated)
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PROP_ALLMAP = 9, // (Deprecated)
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PROP_INFRARED = 10, // (Deprecated)
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PROP_WEAPONLEVEL2 = 11, // (Deprecated)
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PROP_FLIGHT = 12, // (Deprecated)
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PROP_SPEED = 15, // (Deprecated)
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PROP_BUDDHA = 16,
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}
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// Line_SetBlocking
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enum EBlockFlags
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{
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BLOCKF_CREATURES = 1,
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BLOCKF_MONSTERS = 2,
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BLOCKF_PLAYERS = 4,
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BLOCKF_FLOATERS = 8,
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BLOCKF_PROJECTILES = 16,
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BLOCKF_EVERYTHING = 32,
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BLOCKF_RAILING = 64,
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BLOCKF_USE = 128,
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};
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// Pointer constants, bitfield-enabled
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enum EPointerFlags
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{
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AAPTR_DEFAULT = 0,
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AAPTR_NULL = 0x1,
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AAPTR_TARGET = 0x2,
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AAPTR_MASTER = 0x4,
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AAPTR_TRACER = 0x8,
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AAPTR_PLAYER_GETTARGET = 0x10,
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AAPTR_PLAYER_GETCONVERSATION = 0x20,
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AAPTR_PLAYER1 = 0x40,
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AAPTR_PLAYER2 = 0x80,
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AAPTR_PLAYER3 = 0x100,
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AAPTR_PLAYER4 = 0x200,
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AAPTR_PLAYER5 = 0x400,
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AAPTR_PLAYER6 = 0x800,
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AAPTR_PLAYER7 = 0x1000,
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AAPTR_PLAYER8 = 0x2000,
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AAPTR_FRIENDPLAYER = 0x4000,
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AAPTR_LINETARGET = 0x8000,
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};
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// Pointer operation flags
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enum EPointerOperations
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{
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PTROP_UNSAFETARGET = 1,
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PTROP_UNSAFEMASTER = 2,
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PTROP_NOSAFEGUARDS = PTROP_UNSAFETARGET|PTROP_UNSAFEMASTER,
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};
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|
|
// Flags for A_Warp
|
|
|
|
enum EWarpFlags
|
|
{
|
|
WARPF_ABSOLUTEOFFSET = 0x1,
|
|
WARPF_ABSOLUTEANGLE = 0x2,
|
|
WARPF_USECALLERANGLE = 0x4,
|
|
WARPF_NOCHECKPOSITION = 0x8,
|
|
WARPF_INTERPOLATE = 0x10,
|
|
WARPF_WARPINTERPOLATION = 0x20,
|
|
WARPF_COPYINTERPOLATION = 0x40,
|
|
WARPF_STOP = 0x80,
|
|
WARPF_TOFLOOR = 0x100,
|
|
WARPF_TESTONLY = 0x200,
|
|
WAPRF_ABSOLUTEPOSITION = 0x400,
|
|
WARPF_ABSOLUTEPOSITION = 0x400,
|
|
WARPF_BOB = 0x800,
|
|
WARPF_MOVEPTR = 0x1000,
|
|
WARPF_USETID = 0x2000,
|
|
WARPF_COPYVELOCITY = 0x4000,
|
|
WARPF_COPYPITCH = 0x8000,
|
|
};
|
|
|
|
// Flags for Actor.CheckMove()
|
|
|
|
enum ECheckMoveFlags
|
|
{
|
|
PCM_DROPOFF = 1,
|
|
PCM_NOACTORS = 1 << 1,
|
|
PCM_NOLINES = 1 << 2,
|
|
};
|
|
|
|
// flags for A_SetPitch/SetAngle/SetRoll
|
|
enum EAngleFlags
|
|
{
|
|
SPF_FORCECLAMP = 1,
|
|
SPF_INTERPOLATE = 2,
|
|
};
|
|
|
|
// flags for A_CheckLOF
|
|
|
|
enum ELOFFlags
|
|
{
|
|
CLOFF_NOAIM_VERT = 0x1,
|
|
CLOFF_NOAIM_HORZ = 0x2,
|
|
|
|
CLOFF_JUMPENEMY = 0x4,
|
|
CLOFF_JUMPFRIEND = 0x8,
|
|
CLOFF_JUMPOBJECT = 0x10,
|
|
CLOFF_JUMPNONHOSTILE = 0x20,
|
|
|
|
CLOFF_SKIPENEMY = 0x40,
|
|
CLOFF_SKIPFRIEND = 0x80,
|
|
CLOFF_SKIPOBJECT = 0x100,
|
|
CLOFF_SKIPNONHOSTILE = 0x200,
|
|
|
|
CLOFF_MUSTBESHOOTABLE = 0x400,
|
|
|
|
CLOFF_SKIPTARGET = 0x800,
|
|
CLOFF_ALLOWNULL = 0x1000,
|
|
CLOFF_CHECKPARTIAL = 0x2000,
|
|
|
|
CLOFF_MUSTBEGHOST = 0x4000,
|
|
CLOFF_IGNOREGHOST = 0x8000,
|
|
|
|
CLOFF_MUSTBESOLID = 0x10000,
|
|
CLOFF_BEYONDTARGET = 0x20000,
|
|
|
|
CLOFF_FROMBASE = 0x40000,
|
|
CLOFF_MUL_HEIGHT = 0x80000,
|
|
CLOFF_MUL_WIDTH = 0x100000,
|
|
|
|
CLOFF_JUMP_ON_MISS = 0x200000,
|
|
CLOFF_AIM_VERT_NOOFFSET = 0x400000,
|
|
|
|
CLOFF_SETTARGET = 0x800000,
|
|
CLOFF_SETMASTER = 0x1000000,
|
|
CLOFF_SETTRACER = 0x2000000,
|
|
|
|
CLOFF_SKIPOBSTACLES = CLOFF_SKIPENEMY|CLOFF_SKIPFRIEND|CLOFF_SKIPOBJECT|CLOFF_SKIPNONHOSTILE,
|
|
CLOFF_NOAIM = CLOFF_NOAIM_VERT|CLOFF_NOAIM_HORZ
|
|
};
|
|
|
|
// Flags for A_Kill (Master/Target/Tracer/Children/Siblings) series
|
|
enum EKillFlags
|
|
{
|
|
KILS_FOILINVUL = 0x00000001,
|
|
KILS_KILLMISSILES = 0x00000002,
|
|
KILS_NOMONSTERS = 0x00000004,
|
|
KILS_FOILBUDDHA = 0x00000008,
|
|
KILS_EXFILTER = 0x00000010,
|
|
KILS_EXSPECIES = 0x00000020,
|
|
KILS_EITHER = 0x00000040,
|
|
};
|
|
|
|
// Flags for A_Damage (Master/Target/Tracer/Children/Siblings/Self) series
|
|
enum EDamageFlags
|
|
{
|
|
DMSS_FOILINVUL = 0x00000001,
|
|
DMSS_AFFECTARMOR = 0x00000002,
|
|
DMSS_KILL = 0x00000004,
|
|
DMSS_NOFACTOR = 0x00000008,
|
|
DMSS_FOILBUDDHA = 0x00000010,
|
|
DMSS_NOPROTECT = 0x00000020,
|
|
DMSS_EXFILTER = 0x00000040,
|
|
DMSS_EXSPECIES = 0x00000080,
|
|
DMSS_EITHER = 0x00000100,
|
|
DMSS_INFLICTORDMGTYPE = 0x00000200,
|
|
};
|
|
|
|
// Flags for A_AlertMonsters
|
|
enum EAlertFlags
|
|
{
|
|
AMF_TARGETEMITTER = 1,
|
|
AMF_TARGETNONPLAYER = 2,
|
|
AMF_EMITFROMTARGET = 4,
|
|
}
|
|
|
|
// Flags for A_Remove*
|
|
enum ERemoveFlags
|
|
{
|
|
RMVF_MISSILES = 0x00000001,
|
|
RMVF_NOMONSTERS = 0x00000002,
|
|
RMVF_MISC = 0x00000004,
|
|
RMVF_EVERYTHING = 0x00000008,
|
|
RMVF_EXFILTER = 0x00000010,
|
|
RMVF_EXSPECIES = 0x00000020,
|
|
RMVF_EITHER = 0x00000040,
|
|
};
|
|
|
|
// Flags for A_Fade*
|
|
enum EFadeFlags
|
|
{
|
|
FTF_REMOVE = 1 << 0,
|
|
FTF_CLAMP = 1 << 1,
|
|
};
|
|
|
|
// Flags for A_Face*
|
|
enum EFaceFlags
|
|
{
|
|
FAF_BOTTOM = 1,
|
|
FAF_MIDDLE = 2,
|
|
FAF_TOP = 4,
|
|
FAF_NODISTFACTOR = 8,
|
|
};
|
|
|
|
// Flags for A_QuakeEx
|
|
enum EQuakeFlags
|
|
{
|
|
QF_RELATIVE = 1,
|
|
QF_SCALEDOWN = 1 << 1,
|
|
QF_SCALEUP = 1 << 2,
|
|
QF_MAX = 1 << 3,
|
|
QF_FULLINTENSITY = 1 << 4,
|
|
QF_WAVE = 1 << 5,
|
|
};
|
|
|
|
// A_CheckProximity flags
|
|
enum EProximityFlags
|
|
{
|
|
CPXF_ANCESTOR = 1,
|
|
CPXF_LESSOREQUAL = 1 << 1,
|
|
CPXF_NOZ = 1 << 2,
|
|
CPXF_COUNTDEAD = 1 << 3,
|
|
CPXF_DEADONLY = 1 << 4,
|
|
CPXF_EXACT = 1 << 5,
|
|
CPXF_SETTARGET = 1 << 6,
|
|
CPXF_SETMASTER = 1 << 7,
|
|
CPXF_SETTRACER = 1 << 8,
|
|
CPXF_FARTHEST = 1 << 9,
|
|
CPXF_CLOSEST = 1 << 10,
|
|
CPXF_SETONPTR = 1 << 11,
|
|
CPXF_CHECKSIGHT = 1 << 12,
|
|
};
|
|
|
|
// Flags for A_CheckBlock
|
|
// These flags only affect the calling actor('s pointer), not the ones being searched.
|
|
enum ECheckBlockFlags
|
|
{
|
|
CBF_NOLINES = 1 << 0, //Don't check actors.
|
|
CBF_SETTARGET = 1 << 1, //Sets the caller/pointer's target to the actor blocking it. Actors only.
|
|
CBF_SETMASTER = 1 << 2, //^ but with master.
|
|
CBF_SETTRACER = 1 << 3, //^ but with tracer.
|
|
CBF_SETONPTR = 1 << 4, //Sets the pointer change on the actor doing the checking instead of self.
|
|
CBF_DROPOFF = 1 << 5, //Check for dropoffs.
|
|
CBF_NOACTORS = 1 << 6, //Don't check actors.
|
|
CBF_ABSOLUTEPOS = 1 << 7, //Absolute position for offsets.
|
|
CBF_ABSOLUTEANGLE = 1 << 8, //Absolute angle for offsets.
|
|
};
|
|
|
|
enum EParticleFlags
|
|
{
|
|
SPF_FULLBRIGHT = 1,
|
|
SPF_RELPOS = 1 << 1,
|
|
SPF_RELVEL = 1 << 2,
|
|
SPF_RELACCEL = 1 << 3,
|
|
SPF_RELANG = 1 << 4,
|
|
SPF_NOTIMEFREEZE = 1 << 5,
|
|
|
|
SPF_RELATIVE = SPF_RELPOS|SPF_RELVEL|SPF_RELACCEL|SPF_RELANG
|
|
};
|
|
|
|
//Flags for A_FaceMovementDirection
|
|
enum EMovementFlags
|
|
{
|
|
FMDF_NOPITCH = 1 << 0,
|
|
FMDF_INTERPOLATE = 1 << 1,
|
|
FMDF_NOANGLE = 1 << 2,
|
|
};
|
|
|
|
// Flags for GetZAt
|
|
enum EZFlags
|
|
{
|
|
GZF_ABSOLUTEPOS = 1, // Use the absolute position instead of an offsetted one.
|
|
GZF_ABSOLUTEANG = 1 << 1, // Don't add the actor's angle to the parameter.
|
|
GZF_CEILING = 1 << 2, // Check the ceiling instead of the floor.
|
|
GZF_3DRESTRICT = 1 << 3, // Ignore midtextures and 3D floors above the pointer's z.
|
|
GZF_NOPORTALS = 1 << 4, // Don't pass through any portals.
|
|
GZF_NO3DFLOOR = 1 << 5, // Pass all 3D floors.
|
|
};
|
|
|
|
// Flags for A_WeaponOffset
|
|
enum EWeaponOffsetFlags
|
|
{
|
|
WOF_KEEPX = 1,
|
|
WOF_KEEPY = 1 << 1,
|
|
WOF_ADD = 1 << 2,
|
|
WOF_INTERPOLATE = 1 << 3,
|
|
};
|
|
|
|
// Flags for psprite layers
|
|
enum EPSpriteFlags
|
|
{
|
|
PSPF_ADDWEAPON = 1 << 0,
|
|
PSPF_ADDBOB = 1 << 1,
|
|
PSPF_POWDOUBLE = 1 << 2,
|
|
PSPF_CVARFAST = 1 << 3,
|
|
PSPF_ALPHA = 1 << 4,
|
|
PSPF_RENDERSTYLE= 1 << 5,
|
|
PSPF_FLIP = 1 << 6,
|
|
PSPF_FORCEALPHA = 1 << 7,
|
|
PSPF_FORCESTYLE = 1 << 8,
|
|
PSPF_MIRROR = 1 << 9,
|
|
};
|
|
|
|
// Default psprite layers
|
|
enum EPSPLayers
|
|
{
|
|
PSP_STRIFEHANDS = -1,
|
|
PSP_WEAPON = 1,
|
|
PSP_FLASH = 1000,
|
|
};
|
|
|
|
enum EInputFlags
|
|
{
|
|
// These are the original inputs sent by the player.
|
|
INPUT_OLDBUTTONS,
|
|
INPUT_BUTTONS,
|
|
INPUT_PITCH,
|
|
INPUT_YAW,
|
|
INPUT_ROLL,
|
|
INPUT_FORWARDMOVE,
|
|
INPUT_SIDEMOVE,
|
|
INPUT_UPMOVE,
|
|
|
|
// 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.
|
|
MODINPUT_OLDBUTTONS,
|
|
MODINPUT_BUTTONS,
|
|
MODINPUT_PITCH,
|
|
MODINPUT_YAW,
|
|
MODINPUT_ROLL,
|
|
MODINPUT_FORWARDMOVE,
|
|
MODINPUT_SIDEMOVE,
|
|
MODINPUT_UPMOVE
|
|
};
|
|
|
|
enum EButtons
|
|
{
|
|
BT_ATTACK = 1<<0, // Press "Fire".
|
|
BT_USE = 1<<1, // Use button, to open doors, activate switches.
|
|
BT_JUMP = 1<<2,
|
|
BT_CROUCH = 1<<3,
|
|
BT_TURN180 = 1<<4,
|
|
BT_ALTATTACK = 1<<5, // Press your other "Fire".
|
|
BT_RELOAD = 1<<6, // [XA] Reload key. Causes state jump in A_WeaponReady.
|
|
BT_ZOOM = 1<<7, // [XA] Zoom key. Ditto.
|
|
|
|
// The rest are all ignored by the play simulation and are for scripts.
|
|
BT_SPEED = 1<<8,
|
|
BT_STRAFE = 1<<9,
|
|
|
|
BT_MOVERIGHT = 1<<10,
|
|
BT_MOVELEFT = 1<<11,
|
|
BT_BACK = 1<<12,
|
|
BT_FORWARD = 1<<13,
|
|
BT_RIGHT = 1<<14,
|
|
BT_LEFT = 1<<15,
|
|
BT_LOOKUP = 1<<16,
|
|
BT_LOOKDOWN = 1<<17,
|
|
BT_MOVEUP = 1<<18,
|
|
BT_MOVEDOWN = 1<<19,
|
|
BT_SHOWSCORES = 1<<20,
|
|
|
|
BT_USER1 = 1<<21,
|
|
BT_USER2 = 1<<22,
|
|
BT_USER3 = 1<<23,
|
|
BT_USER4 = 1<<24,
|
|
};
|
|
|
|
// Flags for GetAngle
|
|
enum EGetAngleFlags
|
|
{
|
|
GAF_RELATIVE = 1,
|
|
GAF_SWITCH = 1 << 1,
|
|
};
|
|
|
|
//Flags for A_CopySpriteFrame
|
|
enum ECopySpriteFrameFlags
|
|
{
|
|
CPSF_NOSPRITE = 1,
|
|
CPSF_NOFRAME = 1 << 1,
|
|
};
|
|
|
|
//Flags for A_SetMaskRotation
|
|
enum EMaskRotationFlags
|
|
{
|
|
VRF_NOANGLESTART = 1,
|
|
VRF_NOANGLEEND = 1 << 1,
|
|
VRF_NOPITCHSTART = 1 << 2,
|
|
VRF_NOPITCHEND = 1 << 3,
|
|
|
|
VRF_NOANGLE = VRF_NOANGLESTART|VRF_NOANGLEEND,
|
|
VRF_NOPITCH = VRF_NOPITCHSTART|VRF_NOPITCHEND,
|
|
};
|
|
|
|
enum ERenderStyle
|
|
{
|
|
STYLE_None,
|
|
STYLE_Normal,
|
|
STYLE_Fuzzy,
|
|
STYLE_SoulTrans,
|
|
STYLE_OptFuzzy,
|
|
STYLE_Stencil,
|
|
STYLE_Translucent,
|
|
STYLE_Add,
|
|
STYLE_Shaded,
|
|
STYLE_TranslucentStencil,
|
|
STYLE_Shadow,
|
|
STYLE_Subtract,
|
|
STYLE_AddStencil,
|
|
STYLE_AddShaded,
|
|
};
|
|
|
|
// Type definition for the implicit 'callingstate' parameter that gets passed to action functions.
|
|
enum EStateType
|
|
{
|
|
STATE_Actor,
|
|
STATE_Psprite,
|
|
STATE_StateChain,
|
|
}
|
|
|
|
struct FStateParamInfo
|
|
{
|
|
state mCallingState;
|
|
/*EStateType*/int mStateType;
|
|
int mPSPIndex;
|
|
}
|
|
|
|
// returned by AimLineAttack.
|
|
struct FTranslatedLineTarget
|
|
{
|
|
Actor linetarget;
|
|
double angleFromSource;
|
|
double attackAngleFromSource;
|
|
bool unlinked; // found by a trace that went through an unlinked portal.
|
|
|
|
native void TraceBleed(int damage, Actor missile);
|
|
}
|
|
|
|
enum EAimFlags
|
|
{
|
|
ALF_FORCENOSMART = 1,
|
|
ALF_CHECK3D = 2,
|
|
ALF_CHECKNONSHOOTABLE = 4,
|
|
ALF_CHECKCONVERSATION = 8,
|
|
ALF_NOFRIENDS = 16,
|
|
ALF_PORTALRESTRICT = 32, // only work through portals with a global offset (to be used for stuff that cannot remember the calculated FTranslatedLineTarget info)
|
|
ALF_NOWEAPONCHECK = 64, // ignore NOAUTOAIM flag on a player's weapon.
|
|
}
|
|
|
|
enum ELineAttackFlags
|
|
{
|
|
LAF_ISMELEEATTACK = 1,
|
|
LAF_NORANDOMPUFFZ = 1 << 1,
|
|
LAF_NOIMPACTDECAL = 1 << 2,
|
|
LAF_NOINTERACT = 1 << 3,
|
|
LAF_TARGETISSOURCE = 1 << 4,
|
|
LAF_OVERRIDEZ = 1 << 5,
|
|
LAF_ABSOFFSET = 1 << 6,
|
|
LAF_ABSPOSITION = 1 << 7,
|
|
}
|
|
|
|
enum ELineTraceFlags
|
|
{
|
|
TRF_ABSPOSITION = 1,
|
|
TRF_ABSOFFSET = 2,
|
|
TRF_THRUSPECIES = 4,
|
|
TRF_THRUACTORS = 8,
|
|
TRF_THRUBLOCK = 16,
|
|
TRF_THRUHITSCAN = 32,
|
|
TRF_NOSKY = 64,
|
|
TRF_ALLACTORS = 128,
|
|
TRF_SOLIDACTORS = 256,
|
|
TRF_BLOCKUSE = 512,
|
|
TRF_BLOCKSELF = 1024,
|
|
}
|
|
|
|
const DEFMELEERANGE = 64;
|
|
const SAWRANGE = (64.+(1./65536.)); // use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states)
|
|
const MISSILERANGE = (32*64);
|
|
const PLAYERMISSILERANGE = 8192; // [RH] New MISSILERANGE for players
|
|
|
|
enum ESightFlags
|
|
{
|
|
SF_IGNOREVISIBILITY=1,
|
|
SF_SEEPASTSHOOTABLELINES=2,
|
|
SF_SEEPASTBLOCKEVERYTHING=4,
|
|
SF_IGNOREWATERBOUNDARY=8
|
|
}
|
|
|
|
enum EDmgFlags
|
|
{
|
|
DMG_NO_ARMOR = 1,
|
|
DMG_INFLICTOR_IS_PUFF = 2,
|
|
DMG_THRUSTLESS = 4,
|
|
DMG_FORCED = 8,
|
|
DMG_NO_FACTOR = 16,
|
|
DMG_PLAYERATTACK = 32,
|
|
DMG_FOILINVUL = 64,
|
|
DMG_FOILBUDDHA = 128,
|
|
DMG_NO_PROTECT = 256,
|
|
DMG_USEANGLE = 512,
|
|
DMG_NO_PAIN = 1024,
|
|
DMG_EXPLOSION = 2048,
|
|
DMG_NO_ENHANCE = 4096,
|
|
}
|
|
|
|
enum EReplace
|
|
{
|
|
NO_REPLACE = 0,
|
|
ALLOW_REPLACE = 1
|
|
}
|
|
|
|
// This translucency value produces the closest match to Heretic's TINTTAB.
|
|
// ~40% of the value of the overlaid image shows through.
|
|
const HR_SHADOW = (0x6800 / 65536.);
|
|
// Hexen's TINTTAB is the same as Heretic's, just reversed.
|
|
const HX_SHADOW = (0x9800 / 65536.);
|
|
const HX_ALTSHADOW = (0x6800 / 65536.);
|
|
|
|
enum EMapThingFlags
|
|
{
|
|
MTF_AMBUSH = 0x0008, // Thing is deaf
|
|
MTF_DORMANT = 0x0010, // Thing is dormant (use Thing_Activate)
|
|
|
|
MTF_SINGLE = 0x0100, // Thing appears in single-player games
|
|
MTF_COOPERATIVE = 0x0200, // Thing appears in cooperative games
|
|
MTF_DEATHMATCH = 0x0400, // Thing appears in deathmatch games
|
|
|
|
MTF_SHADOW = 0x0800,
|
|
MTF_ALTSHADOW = 0x1000,
|
|
MTF_FRIENDLY = 0x2000,
|
|
MTF_STANDSTILL = 0x4000,
|
|
MTF_STRIFESOMETHING = 0x8000,
|
|
|
|
MTF_SECRET = 0x080000, // Secret pickup
|
|
MTF_NOINFIGHTING = 0x100000,
|
|
};
|
|
|
|
enum ESkillProperty
|
|
{
|
|
SKILLP_FastMonsters,
|
|
SKILLP_Respawn,
|
|
SKILLP_RespawnLimit,
|
|
SKILLP_DisableCheats,
|
|
SKILLP_AutoUseHealth,
|
|
SKILLP_SpawnFilter,
|
|
SKILLP_EasyBossBrain,
|
|
SKILLP_ACSReturn,
|
|
SKILLP_NoPain,
|
|
SKILLP_EasyKey,
|
|
SKILLP_SlowMonsters,
|
|
SKILLP_Infight,
|
|
SKILLP_PlayerRespawn,
|
|
};
|
|
enum EFSkillProperty // floating point properties
|
|
{
|
|
SKILLP_AmmoFactor,
|
|
SKILLP_DropAmmoFactor,
|
|
SKILLP_ArmorFactor,
|
|
SKILLP_HealthFactor,
|
|
SKILLP_DamageFactor,
|
|
SKILLP_Aggressiveness,
|
|
SKILLP_MonsterHealth,
|
|
SKILLP_FriendlyHealth,
|
|
SKILLP_KickbackFactor,
|
|
};
|
|
|
|
enum EWeaponPos
|
|
{
|
|
WEAPONBOTTOM = 128,
|
|
WEAPONTOP = 32
|
|
}
|
|
|
|
enum ETranslationTable
|
|
{
|
|
TRANSLATION_Invalid,
|
|
TRANSLATION_Players,
|
|
TRANSLATION_PlayersExtra,
|
|
TRANSLATION_Standard,
|
|
TRANSLATION_LevelScripted,
|
|
TRANSLATION_Decals,
|
|
TRANSLATION_PlayerCorpses,
|
|
TRANSLATION_Decorate,
|
|
TRANSLATION_Blood,
|
|
TRANSLATION_RainPillar,
|
|
TRANSLATION_Custom,
|
|
};
|
|
|
|
enum EFindFloorCeiling
|
|
{
|
|
FFCF_ONLYSPAWNPOS = 1,
|
|
FFCF_SAMESECTOR = 2,
|
|
FFCF_ONLY3DFLOORS = 4, // includes 3D midtexes
|
|
FFCF_3DRESTRICT = 8, // ignore 3D midtexes and floors whose floorz are above thing's z
|
|
FFCF_NOPORTALS = 16, // ignore portals (considers them impassable.)
|
|
FFCF_NOFLOOR = 32,
|
|
FFCF_NOCEILING = 64,
|
|
FFCF_RESTRICTEDPORTAL = 128, // current values in the iterator's return are through a restricted portal type (i.e. some features are blocked.)
|
|
FFCF_NODROPOFF = 256, // Caller does not need a dropoff (saves some time when checking portals)
|
|
};
|
|
|
|
enum ERaise
|
|
{
|
|
RF_TRANSFERFRIENDLINESS = 1,
|
|
RF_NOCHECKPOSITION = 2
|
|
}
|
|
|
|
enum eFogParm
|
|
{
|
|
FOGP_DENSITY = 0,
|
|
FOGP_OUTSIDEDENSITY = 1,
|
|
FOGP_SKYFOG = 2,
|
|
}
|
|
|
|
enum ETeleport
|
|
{
|
|
TELF_DESTFOG = 1,
|
|
TELF_SOURCEFOG = 2,
|
|
TELF_KEEPORIENTATION = 4,
|
|
TELF_KEEPVELOCITY = 8,
|
|
TELF_KEEPHEIGHT = 16,
|
|
TELF_ROTATEBOOM = 32,
|
|
TELF_ROTATEBOOMINVERSE = 64,
|
|
};
|
|
|
|
enum EGameType
|
|
{
|
|
GAME_Any = 0,
|
|
GAME_Doom = 1,
|
|
GAME_Heretic = 2,
|
|
GAME_Hexen = 4,
|
|
GAME_Strife = 8,
|
|
GAME_Chex = 16, //Chex is basically Doom, but we need to have a different set of actors.
|
|
|
|
GAME_Raven = GAME_Heretic|GAME_Hexen,
|
|
GAME_DoomChex = GAME_Doom|GAME_Chex,
|
|
GAME_DoomStrifeChex = GAME_Doom|GAME_Strife|GAME_Chex
|
|
}
|
|
|
|
enum PaletteFlashFlags
|
|
{
|
|
PF_HEXENWEAPONS = 1,
|
|
PF_POISON = 2,
|
|
PF_ICE = 4,
|
|
PF_HAZARD = 8,
|
|
};
|
|
|
|
enum EGameState
|
|
{
|
|
GS_LEVEL,
|
|
GS_INTERMISSION,
|
|
GS_FINALE,
|
|
GS_DEMOSCREEN,
|
|
GS_FULLCONSOLE,
|
|
GS_HIDECONSOLE,
|
|
GS_STARTUP,
|
|
GS_TITLELEVEL,
|
|
}
|
|
|
|
enum EGameAction
|
|
{
|
|
ga_nothing,
|
|
ga_loadlevel,
|
|
ga_newgame,
|
|
ga_newgame2,
|
|
ga_recordgame,
|
|
ga_loadgame,
|
|
ga_loadgamehidecon,
|
|
ga_loadgameplaydemo,
|
|
ga_autoloadgame,
|
|
ga_savegame,
|
|
ga_autosave,
|
|
ga_playdemo,
|
|
ga_completed,
|
|
ga_slideshow,
|
|
ga_worlddone,
|
|
ga_screenshot,
|
|
ga_togglemap,
|
|
ga_fullconsole,
|
|
};
|
|
|
|
enum EPuffFlags
|
|
{
|
|
PF_HITTHING = 1,
|
|
PF_MELEERANGE = 2,
|
|
PF_TEMPORARY = 4,
|
|
PF_HITTHINGBLEED = 8,
|
|
PF_NORANDOMZ = 16,
|
|
PF_HITSKY = 32
|
|
};
|
|
|
|
enum EPlayerCheats
|
|
{
|
|
CF_NOCLIP = 1 << 0, // No clipping, walk through barriers.
|
|
CF_GODMODE = 1 << 1, // No damage, no health loss.
|
|
CF_NOVELOCITY = 1 << 2, // Not really a cheat, just a debug aid.
|
|
CF_NOTARGET = 1 << 3, // [RH] Monsters don't target
|
|
CF_FLY = 1 << 4, // [RH] Flying player
|
|
CF_CHASECAM = 1 << 5, // [RH] Put camera behind player
|
|
CF_FROZEN = 1 << 6, // [RH] Don't let the player move
|
|
CF_REVERTPLEASE = 1 << 7, // [RH] Stick camera in player's head if (s)he moves
|
|
CF_STEPLEFT = 1 << 9, // [RH] Play left footstep sound next time
|
|
CF_FRIGHTENING = 1 << 10, // [RH] Scare monsters away
|
|
CF_INSTANTWEAPSWITCH= 1 << 11, // [RH] Switch weapons instantly
|
|
CF_TOTALLYFROZEN = 1 << 12, // [RH] All players can do is press +use
|
|
CF_PREDICTING = 1 << 13, // [RH] Player movement is being predicted
|
|
CF_INTERPVIEW = 1 << 14, // [RH] view was changed outside of input, so interpolate one frame
|
|
|
|
CF_EXTREMELYDEAD = 1 << 22, // [RH] Reliably let the status bar know about extreme deaths.
|
|
|
|
CF_BUDDHA2 = 1 << 24, // [MC] Absolute buddha. No voodoo can kill it either.
|
|
CF_GODMODE2 = 1 << 25, // [MC] Absolute godmode. No voodoo can kill it either.
|
|
CF_BUDDHA = 1 << 27, // [SP] Buddha mode - take damage, but don't die
|
|
CF_NOCLIP2 = 1 << 30, // [RH] More Quake-like noclip
|
|
|
|
// These flags no longer exist, but keep the names for some stray mod that might have used them.
|
|
CF_DRAIN = 0,
|
|
CF_HIGHJUMP = 0,
|
|
CF_REFLECTION = 0,
|
|
CF_PROSPERITY = 0,
|
|
CF_DOUBLEFIRINGSPEED= 0,
|
|
CF_INFINITEAMMO = 0,
|
|
};
|
|
|
|
const TEXTCOLOR_BRICK = "\034A";
|
|
const TEXTCOLOR_TAN = "\034B";
|
|
const TEXTCOLOR_GRAY = "\034C";
|
|
const TEXTCOLOR_GREY = "\034C";
|
|
const TEXTCOLOR_GREEN = "\034D";
|
|
const TEXTCOLOR_BROWN = "\034E";
|
|
const TEXTCOLOR_GOLD = "\034F";
|
|
const TEXTCOLOR_RED = "\034G";
|
|
const TEXTCOLOR_BLUE = "\034H";
|
|
const TEXTCOLOR_ORANGE = "\034I";
|
|
const TEXTCOLOR_WHITE = "\034J";
|
|
const TEXTCOLOR_YELLOW = "\034K";
|
|
const TEXTCOLOR_UNTRANSLATED = "\034L";
|
|
const TEXTCOLOR_BLACK = "\034M";
|
|
const TEXTCOLOR_LIGHTBLUE = "\034N";
|
|
const TEXTCOLOR_CREAM = "\034O";
|
|
const TEXTCOLOR_OLIVE = "\034P";
|
|
const TEXTCOLOR_DARKGREEN = "\034Q";
|
|
const TEXTCOLOR_DARKRED = "\034R";
|
|
const TEXTCOLOR_DARKBROWN = "\034S";
|
|
const TEXTCOLOR_PURPLE = "\034T";
|
|
const TEXTCOLOR_DARKGRAY = "\034U";
|
|
const TEXTCOLOR_CYAN = "\034V";
|
|
const TEXTCOLOR_ICE = "\034W";
|
|
const TEXTCOLOR_FIRE = "\034X";
|
|
const TEXTCOLOR_SAPPHIRE = "\034Y";
|
|
const TEXTCOLOR_TEAL = "\034Z";
|
|
|
|
const TEXTCOLOR_NORMAL = "\034-";
|
|
const TEXTCOLOR_BOLD = "\034+";
|
|
|
|
const TEXTCOLOR_CHAT = "\034*";
|
|
const TEXTCOLOR_TEAMCHAT = "\034!";
|
|
|
|
enum EWeaponState
|
|
{
|
|
WF_WEAPONREADY = 1 << 0, // [RH] Weapon is in the ready state and can fire its primary attack
|
|
WF_WEAPONBOBBING = 1 << 1, // [HW] Bob weapon while the player is moving
|
|
WF_WEAPONREADYALT = 1 << 2, // Weapon can fire its secondary attack
|
|
WF_WEAPONSWITCHOK = 1 << 3, // It is okay to switch away from this weapon
|
|
WF_DISABLESWITCH = 1 << 4, // Disable weapon switching completely
|
|
WF_WEAPONRELOADOK = 1 << 5, // [XA] Okay to reload this weapon.
|
|
WF_WEAPONZOOMOK = 1 << 6, // [XA] Okay to use weapon zoom function.
|
|
WF_REFIRESWITCHOK = 1 << 7, // Mirror WF_WEAPONSWITCHOK for A_ReFire
|
|
WF_USER1OK = 1 << 8, // [MC] Allow pushing of custom state buttons 1-4
|
|
WF_USER2OK = 1 << 9,
|
|
WF_USER3OK = 1 << 10,
|
|
WF_USER4OK = 1 << 11,
|
|
};
|
|
|
|
// these flags are for filtering actor visibility based on certain conditions of the renderer's feature support.
|
|
// currently, no renderer supports every single one of these features.
|
|
enum ActorRenderFeatureFlag
|
|
{
|
|
RFF_FLATSPRITES = 1<<0, // flat sprites
|
|
RFF_MODELS = 1<<1, // 3d models
|
|
RFF_SLOPE3DFLOORS = 1<<2, // sloped 3d floor support
|
|
RFF_TILTPITCH = 1<<3, // full free-look
|
|
RFF_ROLLSPRITES = 1<<4, // roll sprites
|
|
RFF_UNCLIPPEDTEX = 1<<5, // midtex and sprite can render "into" flats and walls
|
|
RFF_MATSHADER = 1<<6, // material shaders
|
|
RFF_POSTSHADER = 1<<7, // post-process shaders (renderbuffers)
|
|
RFF_BRIGHTMAP = 1<<8, // brightmaps
|
|
RFF_COLORMAP = 1<<9, // custom colormaps (incl. ability to fullbright certain ranges, ala Strife)
|
|
RFF_POLYGONAL = 1<<10, // uses polygons instead of wallscans/visplanes (i.e. softpoly and hardware opengl)
|
|
RFF_TRUECOLOR = 1<<11, // renderer is currently truecolor
|
|
RFF_VOXELS = 1<<12, // renderer is capable of voxels
|
|
};
|
|
|
|
// Special activation types
|
|
enum SPAC
|
|
{
|
|
SPAC_Cross = 1<<0, // when player crosses line
|
|
SPAC_Use = 1<<1, // when player uses line
|
|
SPAC_MCross = 1<<2, // when monster crosses line
|
|
SPAC_Impact = 1<<3, // when projectile hits line
|
|
SPAC_Push = 1<<4, // when player pushes line
|
|
SPAC_PCross = 1<<5, // when projectile crosses line
|
|
SPAC_UseThrough = 1<<6, // when player uses line (doesn't block)
|
|
// SPAC_PTOUCH is mapped to SPAC_PCross|SPAC_Impact
|
|
SPAC_AnyCross = 1<<7, // when anything without the MF2_TELEPORT flag crosses the line
|
|
SPAC_MUse = 1<<8, // monsters can use
|
|
SPAC_MPush = 1<<9, // monsters can push
|
|
SPAC_UseBack = 1<<10, // Can be used from the backside
|
|
|
|
SPAC_PlayerActivate = (SPAC_Cross|SPAC_Use|SPAC_Impact|SPAC_Push|SPAC_AnyCross|SPAC_UseThrough|SPAC_UseBack),
|
|
};
|
|
|
|
enum RadiusDamageFlags
|
|
{
|
|
RADF_HURTSOURCE = 1,
|
|
RADF_NOIMPACTDAMAGE = 2,
|
|
RADF_SOURCEISSPOT = 4,
|
|
RADF_NODAMAGE = 8,
|
|
RADF_THRUSTZ = 16,
|
|
RADF_OLDRADIUSDAMAGE = 32
|
|
};
|
|
|
|
enum IntermissionSequenceType
|
|
{
|
|
FSTATE_EndingGame = 0,
|
|
FSTATE_ChangingLevel = 1,
|
|
FSTATE_InLevel = 2
|
|
};
|
|
|
|
enum Bobbing
|
|
{
|
|
Bob_Normal,
|
|
Bob_Inverse,
|
|
Bob_Alpha,
|
|
Bob_InverseAlpha,
|
|
Bob_Smooth,
|
|
Bob_InverseSmooth
|
|
};
|
|
|
|
enum EFinishLevelType
|
|
{
|
|
FINISH_SameHub,
|
|
FINISH_NextHub,
|
|
FINISH_NoHub
|
|
};
|
|
|
|
enum EChangeLevelFlags
|
|
{
|
|
CHANGELEVEL_KEEPFACING = 1,
|
|
CHANGELEVEL_RESETINVENTORY = 2,
|
|
CHANGELEVEL_NOMONSTERS = 4,
|
|
CHANGELEVEL_CHANGESKILL = 8,
|
|
CHANGELEVEL_NOINTERMISSION = 16,
|
|
CHANGELEVEL_RESETHEALTH = 32,
|
|
CHANGELEVEL_PRERAISEWEAPON = 64,
|
|
};
|
|
|
|
// [RH] Compatibility flags.
|
|
enum ECompatFlags
|
|
{
|
|
COMPATF_SHORTTEX = 1 << 0, // Use Doom's shortest texture around behavior?
|
|
COMPATF_STAIRINDEX = 1 << 1, // Don't fix loop index for stair building?
|
|
COMPATF_LIMITPAIN = 1 << 2, // Pain elemental is limited to 20 lost souls?
|
|
COMPATF_SILENTPICKUP = 1 << 3, // Pickups are only heard locally?
|
|
COMPATF_NO_PASSMOBJ = 1 << 4, // Pretend every actor is infinitely tall?
|
|
COMPATF_MAGICSILENCE = 1 << 5, // Limit actors to one sound at a time?
|
|
COMPATF_WALLRUN = 1 << 6, // Enable buggier wall clipping so players can wallrun?
|
|
COMPATF_NOTOSSDROPS = 1 << 7, // Spawn dropped items directly on the floor?
|
|
COMPATF_USEBLOCKING = 1 << 8, // Any special line can block a use line
|
|
COMPATF_NODOORLIGHT = 1 << 9, // Don't do the BOOM local door light effect
|
|
COMPATF_RAVENSCROLL = 1 << 10, // Raven's scrollers use their original carrying speed
|
|
COMPATF_SOUNDTARGET = 1 << 11, // Use sector based sound target code.
|
|
COMPATF_DEHHEALTH = 1 << 12, // Limit deh.MaxHealth to the health bonus (as in Doom2.exe)
|
|
COMPATF_TRACE = 1 << 13, // Trace ignores lines with the same sector on both sides
|
|
COMPATF_DROPOFF = 1 << 14, // Monsters cannot move when hanging over a dropoff
|
|
COMPATF_BOOMSCROLL = 1 << 15, // Scrolling sectors are additive like in Boom
|
|
COMPATF_INVISIBILITY = 1 << 16, // Monsters can see semi-invisible players
|
|
COMPATF_SILENT_INSTANT_FLOORS = 1<<17, // Instantly moving floors are not silent
|
|
COMPATF_SECTORSOUNDS = 1 << 18, // Sector sounds use original method for sound origin.
|
|
COMPATF_MISSILECLIP = 1 << 19, // Use original Doom heights for clipping against projectiles
|
|
COMPATF_CROSSDROPOFF = 1 << 20, // monsters can't be pushed over dropoffs
|
|
COMPATF_ANYBOSSDEATH = 1 << 21, // [GZ] Any monster which calls BOSSDEATH counts for level specials
|
|
COMPATF_MINOTAUR = 1 << 22, // Minotaur's floor flame is exploded immediately when feet are clipped
|
|
COMPATF_MUSHROOM = 1 << 23, // Force original velocity calculations for A_Mushroom in Dehacked mods.
|
|
COMPATF_MBFMONSTERMOVE = 1 << 24, // Monsters are affected by friction and pushers/pullers.
|
|
COMPATF_CORPSEGIBS = 1 << 25, // Crushed monsters are turned into gibs, rather than replaced by gibs.
|
|
COMPATF_NOBLOCKFRIENDS = 1 << 26, // Friendly monsters aren't blocked by monster-blocking lines.
|
|
COMPATF_SPRITESORT = 1 << 27, // Invert sprite sorting order for sprites of equal distance
|
|
COMPATF_HITSCAN = 1 << 28, // Hitscans use original blockmap anf hit check code.
|
|
COMPATF_LIGHT = 1 << 29, // Find neighboring light level like Doom
|
|
COMPATF_POLYOBJ = 1 << 30, // Draw polyobjects the old fashioned way
|
|
COMPATF_MASKEDMIDTEX = 1 << 31, // Ignore compositing when drawing masked midtextures
|
|
|
|
COMPATF2_BADANGLES = 1 << 0, // It is impossible to face directly NSEW.
|
|
COMPATF2_FLOORMOVE = 1 << 1, // Use the same floor motion behavior as Doom.
|
|
COMPATF2_SOUNDCUTOFF = 1 << 2, // Cut off sounds when an actor vanishes instead of making it owner-less
|
|
COMPATF2_POINTONLINE = 1 << 3, // Use original but buggy P_PointOnLineSide() and P_PointOnDivlineSideCompat()
|
|
COMPATF2_MULTIEXIT = 1 << 4, // Level exit can be triggered multiple times (required by Daedalus's travel tubes, thanks to a faulty script)
|
|
COMPATF2_TELEPORT = 1 << 5, // Don't let indirect teleports trigger sector actions
|
|
COMPATF2_PUSHWINDOW = 1 << 6, // Disable the window check in CheckForPushSpecial()
|
|
COMPATF2_CHECKSWITCHRANGE = 1 << 7, // Enable buggy CheckSwitchRange behavior
|
|
};
|