// constants for A_PlaySound enum ESoundFlags { CHAN_AUTO = 0, CHAN_WEAPON = 1, CHAN_VOICE = 2, CHAN_ITEM = 3, CHAN_BODY = 4, CHAN_5 = 5, CHAN_6 = 6, CHAN_7 = 7, // modifier flags CHAN_LISTENERZ = 8, CHAN_MAYBE_LOCAL = 16, CHAN_UI = 32, CHAN_NOPAUSE = 64, CHAN_LOOP = 256, CHAN_PICKUP = (CHAN_ITEM|CHAN_MAYBE_LOCAL), // Do not use this with A_StartSound! It would not do what is expected. CHAN_NOSTOP = 4096, CHAN_OVERLAP = 8192, // Same as above, with an F appended to allow better distinction of channel and channel flags. CHANF_DEFAULT = 0, // just to make the code look better and avoid literal 0's. CHANF_LISTENERZ = 8, CHANF_MAYBE_LOCAL = 16, CHANF_UI = 32, CHANF_NOPAUSE = 64, CHANF_LOOP = 256, CHANF_NOSTOP = 4096, CHANF_OVERLAP = 8192, CHANF_LOCAL = 16384, CHANF_LOOPING = CHANF_LOOP | CHANF_NOSTOP, // convenience value for replicating the old 'looping' boolean. }; // sound attenuation values const ATTN_NONE = 0; const ATTN_NORM = 1; const ATTN_IDLE = 1.001; const ATTN_STATIC = 3; enum ERenderStyle { STYLE_None, // Do not draw STYLE_Normal, // Normal; just copy the image to the screen STYLE_Fuzzy, // Draw silhouette using "fuzz" effect STYLE_SoulTrans, // Draw translucent with amount in r_transsouls STYLE_OptFuzzy, // Draw as fuzzy or translucent, based on user preference STYLE_Stencil, // Fill image interior with alphacolor STYLE_Translucent, // Draw translucent STYLE_Add, // Draw additive STYLE_Shaded, // Treat patch data as alpha values for alphacolor STYLE_TranslucentStencil, STYLE_Shadow, STYLE_Subtract, // Actually this is 'reverse subtract' but this is what normal people would expect by 'subtract'. STYLE_AddStencil, // Fill image interior with alphacolor STYLE_AddShaded, // Treat patch data as alpha values for alphacolor STYLE_Multiply, // Multiply source with destination (HW renderer only.) STYLE_InverseMultiply, // Multiply source with inverse of destination (HW renderer only.) STYLE_ColorBlend, // Use color intensity as transparency factor STYLE_Source, // No blending (only used internally) STYLE_ColorAdd, // Use color intensity as transparency factor and blend additively. }; enum ETranslationTable { TRANSLATION_Invalid, TRANSLATION_Basepalette, TRANSLATION_Remap, }; enum EGameState { GS_LEVEL, GS_INTERMISSION, GS_FINALE, GS_DEMOSCREEN, GS_FULLCONSOLE, GS_HIDECONSOLE, GS_STARTUP, GS_TITLELEVEL, } 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 EMonospacing { Mono_Off = 0, Mono_CellLeft = 1, Mono_CellCenter = 2, Mono_CellRight = 3 }; enum EPrintLevel { PRINT_LOW, // pickup messages PRINT_MEDIUM, // death messages PRINT_HIGH, // critical messages PRINT_CHAT, // chat messages PRINT_TEAMCHAT, // chat messages from a teammate PRINT_LOG, // only to logfile PRINT_BOLD = 200, // What Printf_Bold used PRINT_TYPES = 1023, // Bitmask. PRINT_NONOTIFY = 1024, // Flag - do not add to notify buffer PRINT_NOLOG = 2048, // Flag - do not print to log file };