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- why was this missed?
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385
source/games/duke/src/constants.h
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385
source/games/duke/src/constants.h
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#pragma once
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#include "tflags.h"
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// Most of these should be replaced by CCMDs eventually
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enum GameFunction_t
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{
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gamefunc_Move_Forward,
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gamefunc_Move_Backward,
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gamefunc_Turn_Left,
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gamefunc_Turn_Right,
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gamefunc_Strafe,
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gamefunc_Fire,
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gamefunc_Open,
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gamefunc_Run,
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gamefunc_Alt_Fire,
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gamefunc_Jump,
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gamefunc_Crouch,
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gamefunc_Look_Up,
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gamefunc_Look_Down,
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gamefunc_Look_Left,
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gamefunc_Look_Right,
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gamefunc_Strafe_Left,
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gamefunc_Strafe_Right,
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gamefunc_Aim_Up,
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gamefunc_Aim_Down,
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gamefunc_Weapon_1, // CCMD
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gamefunc_Weapon_2, // CCMD
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gamefunc_Weapon_3, // CCMD
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gamefunc_Weapon_4, // CCMD
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gamefunc_Weapon_5, // CCMD
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gamefunc_Weapon_6, // CCMD
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gamefunc_Weapon_7, // CCMD
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gamefunc_Weapon_8, // CCMD
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gamefunc_Weapon_9, // CCMD
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gamefunc_Weapon_10, // CCMD
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gamefunc_Inventory, // CCMD
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gamefunc_Inventory_Left, // CCMD
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gamefunc_Inventory_Right, // CCMD
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gamefunc_Holo_Duke, // CCMD
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gamefunc_Jetpack, // CCMD
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gamefunc_NightVision, // CCMD
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gamefunc_MedKit, // CCMD
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gamefunc_TurnAround,
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gamefunc_SendMessage,
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gamefunc_Map, // CCMD
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gamefunc_Shrink_Screen, // CCMD
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gamefunc_Enlarge_Screen, // CCMD
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gamefunc_Center_View, // CCMD
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gamefunc_Holster_Weapon, // CCMD
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gamefunc_Show_Opponents_Weapon, // CCMD
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gamefunc_Map_Follow_Mode, // CCMD
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gamefunc_See_Coop_View, // CCMD
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gamefunc_Mouse_Aiming, // CCMD
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gamefunc_Toggle_Crosshair, // CCMD
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gamefunc_Steroids, // CCMD
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gamefunc_Quick_Kick,
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gamefunc_Next_Weapon, // CCMD
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gamefunc_Previous_Weapon, // CCMD
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gamefunc_Dpad_Select,
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gamefunc_Dpad_Aiming,
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gamefunc_Last_Weapon, // CCMD
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gamefunc_Alt_Weapon,
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gamefunc_Third_Person_View, // CCMD
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gamefunc_Show_DukeMatch_Scores, // CCMD
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gamefunc_Toggle_Crouch,
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NUM_ACTIONS
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};
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// tile names which are identical for all games.
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enum
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{
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SECTOREFFECTOR = 1,
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ACTIVATOR = 2,
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TOUCHPLATE = 3,
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ACTIVATORLOCKED = 4,
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MUSICANDSFX = 5,
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LOCATORS = 6,
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CYCLER = 7,
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MASTERSWITCH = 8,
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RESPAWN = 9,
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GPSPEED = 10,
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FOF = 13,
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};
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// the available palettes. These are indices into the global table of translations.
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enum basepal_t {
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BASEPAL = 0,
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WATERPAL,
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SLIMEPAL,
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TITLEPAL,
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DREALMSPAL,
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ENDINGPAL, // 5
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ANIMPAL, // not used anymore. The anim code now generates true color textures.
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DRUGPAL,
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BASEPALCOUNT
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};
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// sector effector lotags, from EDuke32. The original code used numeric literals for these, substitution is not complete.
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enum
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{
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SE_0_ROTATING_SECTOR = 0,
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SE_1_PIVOT = 1,
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SE_2_EARTHQUAKE = 2,
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SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT = 3,
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SE_4_RANDOM_LIGHTS = 4,
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SE_5_BOSS = 5,
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SE_6_SUBWAY = 6,
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SE_7_TELEPORT = 7,
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SE_8_UP_OPEN_DOOR_LIGHTS = 8,
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SE_9_DOWN_OPEN_DOOR_LIGHTS = 9,
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SE_10_DOOR_AUTO_CLOSE = 10,
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SE_11_SWINGING_DOOR = 11,
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SE_12_LIGHT_SWITCH = 12,
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SE_13_EXPLOSIVE = 13,
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SE_14_SUBWAY_CAR = 14,
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SE_15_SLIDING_DOOR = 15,
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SE_16_REACTOR = 16,
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SE_17_WARP_ELEVATOR = 17,
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SE_18_INCREMENTAL_SECTOR_RISE_FALL = 18,
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SE_19_EXPLOSION_LOWERS_CEILING = 19,
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SE_20_STRETCH_BRIDGE = 20,
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SE_21_DROP_FLOOR = 21,
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SE_22_TEETH_DOOR = 22,
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SE_23_ONE_WAY_TELEPORT = 23,
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SE_24_CONVEYOR = 24,
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SE_25_PISTON = 25,
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SE_26 = 26,
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SE_27_DEMO_CAM = 27,
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SE_28_LIGHTNING = 28,
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SE_29_WAVES = 29,
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SE_30_TWO_WAY_TRAIN = 30,
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SE_31_FLOOR_RISE_FALL = 31,
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SE_32_CEILING_RISE_FALL = 32,
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SE_33_QUAKE_DEBRIS = 33,
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SE_34 = 34,
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SE_35 = 35,
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SE_36_PROJ_SHOOTER = 36,
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SE_47_LIGHT_SWITCH = 47,
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SE_48_LIGHT_SWITCH = 48,
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SE_49_POINT_LIGHT = 49,
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SE_50_SPOT_LIGHT = 50,
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SE_130 = 130,
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SE_131 = 131,
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};
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// sector lotags, also from EDuke32, for the same reason as above.
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enum
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{
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ST_0_NO_EFFECT = 0,
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ST_1_ABOVE_WATER = 1,
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ST_2_UNDERWATER = 2,
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ST_3 = 3,
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// ^^^ maybe not complete substitution in code
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ST_9_SLIDING_ST_DOOR = 9,
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ST_15_WARP_ELEVATOR = 15,
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ST_16_PLATFORM_DOWN = 16,
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ST_17_PLATFORM_UP = 17,
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ST_18_ELEVATOR_DOWN = 18,
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ST_19_ELEVATOR_UP = 19,
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ST_20_CEILING_DOOR = 20,
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ST_21_FLOOR_DOOR = 21,
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ST_22_SPLITTING_DOOR = 22,
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ST_23_SWINGING_DOOR = 23,
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ST_25_SLIDING_DOOR = 25,
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ST_26_SPLITTING_ST_DOOR = 26,
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ST_27_STRETCH_BRIDGE = 27,
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ST_28_DROP_FLOOR = 28,
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ST_29_TEETH_DOOR = 29,
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ST_30_ROTATE_RISE_BRIDGE = 30,
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ST_31_TWO_WAY_TRAIN = 31,
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// left: ST 32767, 65534, 65535
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};
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// These actually existed in the original source but were never used. Weird.
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enum dukeinv_t
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{
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GET_STEROIDS, // 0
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GET_SHIELD,
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GET_SCUBA,
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GET_HOLODUKE,
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GET_JETPACK,
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GET_DUMMY1, // 5
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GET_ACCESS,
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GET_HEATS,
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GET_DUMMY2,
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GET_FIRSTAID,
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GET_BOOTS, // 10
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GET_MAX
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};
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// Again from EDuke - only numeric literals were used in the original source.
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// these are not in the same order as the above, and it can't be changed for compat reasons. lame!
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enum dukeinvicon_t
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{
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ICON_NONE, // 0
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ICON_FIRSTAID,
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ICON_STEROIDS,
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ICON_HOLODUKE,
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ICON_JETPACK,
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ICON_HEATS, // 5
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ICON_SCUBA,
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ICON_BOOTS,
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ICON_MAX
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};
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// And yet another bit field that was for all intents and purposes undocumented, depending on numeric literals again.
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// And again, the symbolic names are from EDuke32.
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enum ESyncVals
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{
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// Todo: Make this bit masks - cannot be done before eliminating all old code using it
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SK_JUMP = 0 ,
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SK_CROUCH = 1 ,
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SK_FIRE = 2 ,
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SK_AIM_UP = 3 ,
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SK_AIM_DOWN = 4 ,
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SK_RUN = 5 ,
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SK_LOOK_LEFT = 6 ,
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SK_LOOK_RIGHT = 7 ,
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// weapons take up 4 bits...
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SK_WEAPON_BITS = 8 ,
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SK_WEAPON_BITS1 = 9 ,
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SK_WEAPON_BITS2 = 10,
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SK_WEAPON_BITS3 = 11,
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SK_STEROIDS = 12,
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SK_LOOK_UP = 13,
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SK_LOOK_DOWN = 14,
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SK_NIGHTVISION = 15,
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SK_MEDKIT = 16,
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SK_MULTIFLAG = 17,
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SK_CENTER_VIEW = 18,
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SK_HOLSTER = 19,
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SK_INV_LEFT = 20,
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SK_PAUSE = 21,
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SK_QUICK_KICK = 22,
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SK_AIMMODE = 23,
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SK_HOLODUKE = 24,
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SK_JETPACK = 25,
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SK_GAMEQUIT = 26,
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SK_INV_RIGHT = 27,
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SK_TURNAROUND = 28,
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SK_OPEN = 29,
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SK_INVENTORY = 30,
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SK_ESCAPE = 31,
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};
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enum ESyncBits_ : uint32_t
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{
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SKB_JUMP = 1 << 0,
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SKB_CROUCH = 1 << 1,
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SKB_FIRE = 1 << 2,
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SKB_AIM_UP = 1 << 3,
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SKB_AIM_DOWN = 1 << 4,
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SKB_RUN = 1 << 5,
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SKB_LOOK_LEFT = 1 << 6,
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SKB_LOOK_RIGHT = 1 << 7,
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SKB_STEROIDS = 1 << 12,
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SKB_LOOK_UP = 1 << 13,
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SKB_LOOK_DOWN = 1 << 14,
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SKB_NIGHTVISION = 1 << 15,
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SKB_MEDKIT = 1 << 16,
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SKB_MULTIFLAG = 1 << 17,
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SKB_CENTER_VIEW = 1 << 18,
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SKB_HOLSTER = 1 << 19,
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SKB_INV_LEFT = 1 << 20,
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SKB_PAUSE = 1 << 21,
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SKB_QUICK_KICK = 1 << 22,
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SKB_AIMMODE = 1 << 23,
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SKB_HOLODUKE = 1 << 24,
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SKB_JETPACK = 1 << 25,
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SKB_GAMEQUIT = 1 << 26,
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SKB_INV_RIGHT = 1 << 27,
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SKB_TURNAROUND = 1 << 28,
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SKB_OPEN = 1 << 29,
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SKB_INVENTORY = 1 << 30,
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SKB_ESCAPE = 1u << 31,
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SKB_WEAPONMASK_BITS = (15u << int(SK_WEAPON_BITS)),
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SKB_INTERFACE_BITS = (SKB_WEAPONMASK_BITS | SKB_STEROIDS | SKB_NIGHTVISION | SKB_MEDKIT | SKB_QUICK_KICK | \
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SKB_HOLSTER | SKB_INV_LEFT | SKB_PAUSE | SKB_HOLODUKE | SKB_JETPACK | SKB_INV_RIGHT | \
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SKB_TURNAROUND | SKB_OPEN | SKB_INVENTORY | SKB_ESCAPE),
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SKB_NONE = 0,
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SKB_ALL = ~0u
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};
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// enforce type safe operations on the input bits.
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using ESyncBits = TFlags<ESyncBits_, uint32_t>;
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inline ESyncBits operator <<(int v, ESyncVals s) { return ESyncBits::FromInt(v << int(s)); }
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inline ESyncBits operator <<(unsigned v, ESyncVals s) { return ESyncBits::FromInt(v << int(s)); }
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inline ESyncBits operator <<(bool v, ESyncVals s) { return ESyncBits::FromInt(v << int(s)); }
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DEFINE_TFLAGS_OPERATORS(ESyncBits)
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enum EQuote
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{
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QUOTE_SHOW_MAP_OFF = 1 ,
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QUOTE_ACTIVATED = 2 ,
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QUOTE_MEDKIT = 3 ,
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QUOTE_LOCKED = 4 ,
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QUOTE_CHEAT_EVERYTHING = 5 ,
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QUOTE_BOOTS = 6 ,
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QUOTE_WASTED = 7 ,
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QUOTE_UNLOCKED = 8 ,
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QUOTE_FOUND_SECRET = 9 ,
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QUOTE_SQUISHED = 10 ,
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QUOTE_USED_STEROIDS = 12 ,
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QUOTE_DEAD = 13 ,
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QUOTE_DEACTIVATED = 15 ,
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QUOTE_CHEAT_GODMODE_ON = 17 ,
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QUOTE_CHEAT_GODMODE_OFF = 18 ,
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QUOTE_CROSSHAIR_OFF = 21 ,
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QUOTE_CHEATS_DISABLED = 22 ,
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QUOTE_MESSAGES_ON = 23 ,
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QUOTE_MESSAGES_OFF = 24 ,
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QUOTE_MUSIC = 26 ,
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QUOTE_CHEAT_STEROIDS = 37 ,
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QUOTE_F1HELP = 40 ,
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QUOTE_MOUSE_AIMING_OFF = 44 ,
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QUOTE_HOLODUKE_ON = 47 ,
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QUOTE_HOLODUKE_OFF = 48 ,
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QUOTE_HOLODUKE_NOT_FOUND = 49 ,
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QUOTE_JETPACK_NOT_FOUND = 50 ,
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QUOTE_JETPACK_ON = 52 ,
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QUOTE_JETPACK_OFF = 53 ,
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QUOTE_NEED_BLUE_KEY = 70 ,
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QUOTE_NEED_RED_KEY = 71 ,
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QUOTE_NEED_YELLOW_KEY = 72 ,
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QUOTE_WEAPON_LOWERED = 73 ,
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QUOTE_WEAPON_RAISED = 74 ,
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QUOTE_BOOTS_ON = 75 ,
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QUOTE_SCUBA_ON = 76 ,
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QUOTE_CHEAT_ALLEN = 79 ,
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QUOTE_MIGHTY_FOOT = 80 ,
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QUOTE_WEAPON_MODE_OFF = 82 ,
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QUOTE_MAP_FOLLOW_OFF = 83 ,
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QUOTE_RUN_MODE_OFF = 85 ,
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QUOTE_JETPACK = 88 ,
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QUOTE_SCUBA = 89 ,
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QUOTE_STEROIDS = 90 ,
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QUOTE_HOLODUKE = 91 ,
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QUOTE_CHEAT_TODD = 99 ,
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QUOTE_CHEAT_UNLOCK = 100,
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QUOTE_NVG = 101,
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QUOTE_WEREGONNAFRYYOURASS = 102,
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QUOTE_SCREEN_SAVED = 103,
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QUOTE_CHEAT_BETA = 105,
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QUOTE_NVG_OFF = 107,
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QUOTE_VIEW_MODE_OFF = 109,
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QUOTE_SHOW_MAP_ON = 111,
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QUOTE_CHEAT_NOCLIP = 113,
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QUOTE_SAVE_BAD_VERSION = 114,
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QUOTE_RESERVED = 115,
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QUOTE_RESERVED2 = 116,
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QUOTE_RESERVED3 = 117,
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QUOTE_SAVE_DEAD = 118,
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QUOTE_CHEAT_ALL_WEAPONS = 119,
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QUOTE_CHEAT_ALL_INV = 120,
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QUOTE_CHEAT_ALL_KEYS = 121,
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QUOTE_RESERVED4 = 122,
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QUOTE_SAVE_BAD_PLAYERS = 124,
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};
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enum
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{
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STAT_DEFAULT = 0,
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STAT_ACTOR = 1,
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STAT_ZOMBIEACTOR = 2,
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STAT_EFFECTOR = 3,
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STAT_PROJECTILE = 4,
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STAT_MISC = 5,
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STAT_STANDABLE = 6,
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STAT_LOCATOR = 7,
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STAT_ACTIVATOR = 8,
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STAT_TRANSPORT = 9,
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STAT_PLAYER = 10,
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STAT_FX = 11,
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STAT_FALLER = 12,
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STAT_DUMMYPLAYER = 13,
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STAT_LIGHT = 14,
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STAT_RAROR = 15,
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STAT_NETALLOC = MAXSTATUS-1
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};
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