#define IN_ATTACK (1<<0) #define IN_JUMP (1<<1) #define IN_DUCK (1<<2) #define IN_FORWARD (1<<3) #define IN_BACK (1<<4) #define IN_USE (1<<5) #define IN_CANCEL (1<<6) #define IN_LEFT (1<<7) #define IN_RIGHT (1<<8) #define IN_MOVELEFT (1<<9) #define IN_MOVERIGHT (1<<10) #define IN_ATTACK2 (1<<11) #define IN_RUN (1<<12) #define IN_RELOAD (1<<13) #define IN_ALT1 (1<<14) #define IN_SCORE (1<<15) // Used by client.dll for when scoreboard is held down
#define FL_FLY (1<<0) // Changes the SV_Movestep() behavior to not need to be on ground #define FL_SWIM (1<<1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water) #define FL_CONVEYOR (1<<2) #define FL_CLIENT (1<<3) #define FL_INWATER (1<<4) #define FL_MONSTER (1<<5) #define FL_GODMODE (1<<6) #define FL_NOTARGET (1<<7) #define FL_SKIPLOCALHOST (1<<8) // Don't send entity to local host, it's predicting this entity itself #define FL_ONGROUND (1<<9) // At rest / on the ground #define FL_PARTIALGROUND (1<<10) // Not all corners are valid #define FL_WATERJUMP (1<<11) // Player jumping out of water #define FL_FROZEN (1<<12) // Player is frozen for 3rd person camera #define FL_FAKECLIENT (1<<13) // JAC: fake client, simulated server side; don't send network messages to them #define FL_DUCKING (1<<14) // Player flag -- Player is fully crouched #define FL_FLOAT (1<<15) // Apply floating force to this entity when in water #define FL_GRAPHED (1<<16) // Worldgraph has this ent listed as something that blocks a connection #define FL_IMMUNE_WATER (1<<17) #define FL_IMMUNE_SLIME (1<<18) #define FL_IMMUNE_LAVA (1<<19) #define FL_PROXY (1<<20) // This is a spectator proxy #define FL_ALWAYSTHINK (1<<21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path) #define FL_BASEVELOCITY (1<<22) // Base velocity has been applied this frame (used to convert base velocity into momentum) #define FL_MONSTERCLIP (1<<23) // Only collide in with monsters who have FL_MONSTERCLIP set #define FL_ONTRAIN (1<<24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction. #define FL_WORLDBRUSH (1<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something) #define FL_SPECTATOR (1<<26) // This client is a spectator, don't run touch functions, etc. #define FL_CUSTOMENTITY (1<<29) // This is a custom entity #define FL_KILLME (1<<30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time #define FL_DORMANT (1<<31) // Entity is dormant, no updates to client
#define WALKMOVE_NORMAL 0 // Normal walkmove #define WALKMOVE_WORLDONLY 1 // Doesn't hit ANY entities, no matter what the solid type #define WALKMOVE_CHECKONLY 2 // Move, but don't touch triggers
#define MOVE_NORMAL 0 // normal move in the direction monster is facing #define MOVE_STRAFE 1 // moves in direction specified, no matter which way monster is facing
#define MOVETYPE_NONE 0 // Never moves #define MOVETYPE_WALK 3 // Player only - moving on the ground #define MOVETYPE_STEP 4 // Gravity, special edge handling -- monsters use this #define MOVETYPE_FLY 5 // No gravity, but still collides with stuff #define MOVETYPE_TOSS 6 // Gravity/Collisions #define MOVETYPE_PUSH 7 // No clip to world, push and crush #define MOVETYPE_NOCLIP 8 // No gravity, no collisions, still do velocity/avelocity #define MOVETYPE_FLYMISSILE 9 // Extra size to monsters #define MOVETYPE_BOUNCE 10 // Just like Toss, but reflect velocity when contacting surfaces #define MOVETYPE_BOUNCEMISSILE 11 // Bounce w/o gravity #define MOVETYPE_FOLLOW 12 // Track movement of aiment #define MOVETYPE_PUSHSTEP 13 // BSP model that needs physics/world collisions (uses nearest hull for world collision)
Some movetypes will cause collisions independent of SOLID_NOT and SOLID_TRIGGER when the entity moves. SOLID only effects OTHER entities colliding with this one when they move - UGH!
#define SOLID_NOT 0 // No interaction with other objects #define SOLID_TRIGGER 1 // Touch on edge, but not blocking #define SOLID_BBOX 2 // Touch on edge, block #define SOLID_SLIDEBOX 3 // Touch on edge, but not an onground #define SOLID_BSP 4 // BSP clip, touch on edge, block
#define DEAD_NO 0 // Alive #define DEAD_DYING 1 // Playing death animation or still falling off of a ledge waiting to hit ground #define DEAD_DEAD 2 // Dead, lying still #define DEAD_RESPAWNABLE 3 #define DEAD_DISCARDBODY 4
#define DAMAGE_NO 0.0 #define DAMAGE_YES 1.0 #define DAMAGE_AIM 2.0
#define EF_BRIGHTFIELD 1 // Swirling cloud of particles #define EF_MUZZLEFLASH 2 // Single frame ELIGHT on entity attachment 0 #define EF_BRIGHTLIGHT 4 // DLIGHT centered at entity origin #define EF_DIMLIGHT 8 // Player flashlight #define EF_INVLIGHT 16 // Get lighting from ceiling #define EF_NOINTERP 32 // Don't interpolate the next frame #define EF_LIGHT 64 // Rocket flare glow sprite #define EF_NODRAW 128 // Don't draw entity
These constants are linked to different camera modes available when you are spectating (either dead or when in spectator team). Usually this is stored in the pev_iuser1 field in Counter-Strike and Half-Life games.
#define OBS_NONE 0 #define OBS_CHASE_LOCKED 1 // Locked Chase Cam #define OBS_CHASE_FREE 2 // Free Chase Cam #define OBS_ROAMING 3 // Free Look #define OBS_IN_EYE 4 // First Person #define OBS_MAP_FREE 5 // Free Overview #define OBS_MAP_CHASE 6 // Chase Overview
#define CONTENTS_EMPTY -1 #define CONTENTS_SOLID -2 #define CONTENTS_WATER -3 #define CONTENTS_SLIME -4 #define CONTENTS_LAVA -5 #define CONTENTS_SKY -6 #define CONTENTS_ORIGIN -7 // Removed at csg time #define CONTENTS_CLIP -8 // Changed to contents_solid #define CONTENTS_CURRENT_0 -9 #define CONTENTS_CURRENT_90 -10 #define CONTENTS_CURRENT_180 -11 #define CONTENTS_CURRENT_270 -12 #define CONTENTS_CURRENT_UP -13 #define CONTENTS_CURRENT_DOWN -14 #define CONTENTS_TRANSLUCENT -15 #define CONTENTS_LADDER -16 #define CONTENT_FLYFIELD -17 #define CONTENT_GRAVITY_FLYFIELD -18 #define CONTENT_FOG -19
#define DMG_GENERIC 0 // Generic damage was done #define DMG_CRUSH (1<<0) // Crushed by falling or moving object #define DMG_BULLET (1<<1) // Shot #define DMG_SLASH (1<<2) // Cut, clawed, stabbed #define DMG_BURN (1<<3) // Heat burned #define DMG_FREEZE (1<<4) // Frozen #define DMG_FALL (1<<5) // Fell too far #define DMG_BLAST (1<<6) // Explosive blast damage #define DMG_CLUB (1<<7) // Crowbar, punch, headbutt #define DMG_SHOCK (1<<8) // Electric shock #define DMG_SONIC (1<<9) // Sound pulse shockwave #define DMG_ENERGYBEAM (1<<10) // Laser or other high energy beam #define DMG_NEVERGIB (1<<12) // With this bit OR'd in, no damage type will be able to gib victims upon death #define DMG_ALWAYSGIB (1<<13) // With this bit OR'd in, any damage type can be made to gib victims upon death. #define DMG_DROWN (1<<14) // Drowning #define DMG_PARALYZE (1<<15) // Slows affected creature down #define DMG_NERVEGAS (1<<16) // Nerve toxins, very bad #define DMG_POISON (1<<17) // Blood poisioning #define DMG_RADIATION (1<<18) // Radiation exposure #define DMG_DROWNRECOVER (1<<19) // Drowning recovery #define DMG_ACID (1<<20) // Toxic chemicals or acid burns #define DMG_SLOWBURN (1<<21) // In an oven #define DMG_SLOWFREEZE (1<<22) // In a subzero freezer #define DMG_MORTAR (1<<23) // Hit by air raid (done to distinguish grenade from mortar) #define DMG_GRENADE (1<<24) // Counter-Strike only - Hit by HE grenade #define DMG_TIMEBASED (~(0x3fff)) // Mask for time-based damage
#define DONT_IGNORE_MONSTERS 0 #define IGNORE_MONSTERS 1 #define IGNORE_MISSILE 2 #define IGNORE_GLASS 0x100
#define HULL_POINT 0 #define HULL_HUMAN 1 #define HULL_LARGE 2 #define HULL_HEAD 3
#define FTRACE_SIMPLEBOX (1<<0) // Traceline with a simple box
#define EFLAG_SLERP 1 // Do studio interpolation of this entity
#define SF_TRAIN_WAIT_RETRIGGER 1 #define SF_TRAIN_START_ON 4 // Train is initially moving #define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
#define SF_WALL_START_OFF 0x0001
#define SF_CONVEYOR_VISUAL 0x0001 #define SF_CONVEYOR_NOTSOLID 0x0002
#define SF_BUTTON_DONTMOVE 1 #define SF_BUTTON_TOGGLE 32 // Button stays pushed until reactivated #define SF_BUTTON_SPARK_IF_OFF 64 // Button sparks in OFF state #define SF_BUTTON_TOUCH_ONLY 256 // Button only fires as a result of USE key.
#define SF_ROTBUTTON_NOTSOLID 1
#define SF_GLOBAL_SET 1 // Set global state to initial state on spawn
#define SF_MULTI_INIT 1
#define SF_MOMENTARY_DOOR 0x0001
#define SF_BTARGET_USE 0x0001 #define SF_BTARGET_ON 0x0002
#define SF_DOOR_ROTATE_Y 0 #define SF_DOOR_START_OPEN 1 #define SF_DOOR_ROTATE_BACKWARDS 2 #define SF_DOOR_PASSABLE 8 #define SF_DOOR_ONEWAY 16 #define SF_DOOR_NO_AUTO_RETURN 32 #define SF_DOOR_ROTATE_Z 64 #define SF_DOOR_ROTATE_X 128 #define SF_DOOR_USE_ONLY 256 // Door must be opened by player's use button #define SF_DOOR_NOMONSTERS 512 // Monster can't open #define SF_DOOR_SILENT 0x80000000
#define SF_GIBSHOOTER_REPEATABLE 1 // Allows a gibshooter to be refired
#define SF_FUNNEL_REVERSE 1 // Funnel effect repels particles instead of attracting them
#define SF_BUBBLES_STARTOFF 0x0001
#define SF_BLOOD_RANDOM 0x0001 #define SF_BLOOD_STREAM 0x0002 #define SF_BLOOD_PLAYER 0x0004 #define SF_BLOOD_DECAL 0x0008
#define SF_SHAKE_EVERYONE 0x0001 // Don't check radius #define SF_SHAKE_DISRUPT 0x0002 // Disrupt controls #define SF_SHAKE_INAIR 0x0004 // Shake players in air
#define SF_FADE_IN 0x0001 // Fade in, not out #define SF_FADE_MODULATE 0x0002 // Modulate, don't blend #define SF_FADE_ONLYONE 0x0004
#define SF_BEAM_STARTON 0x0001 #define SF_BEAM_TOGGLE 0x0002 #define SF_BEAM_RANDOM 0x0004 #define SF_BEAM_RING 0x0008 #define SF_BEAM_SPARKSTART 0x0010 #define SF_BEAM_SPARKEND 0x0020 #define SF_BEAM_DECALS 0x0040 #define SF_BEAM_SHADEIN 0x0080 #define SF_BEAM_SHADEOUT 0x0100 #define SF_BEAM_TEMPORARY 0x8000
#define SF_SPRITE_STARTON 0x0001 #define SF_SPRITE_ONCE 0x0002 #define SF_SPRITE_TEMPORARY 0x8000
#define SF_MESSAGE_ONCE 0x0001 // Fade in, not out #define SF_MESSAGE_ALL 0x0002 // Send to all clients
#define SF_ENVEXPLOSION_NODAMAGE (1<<0) // When set, ENV_EXPLOSION will not actually inflict damage #define SF_ENVEXPLOSION_REPEATABLE (1<<1) // Can this entity be refired? #define SF_ENVEXPLOSION_NOFIREBALL (1<<2) // Don't draw the fireball #define SF_ENVEXPLOSION_NOSMOKE (1<<3) // Don't draw the smoke #define SF_ENVEXPLOSION_NODECAL (1<<4) // Don't make a scorch mark #define SF_ENVEXPLOSION_NOSPARKS (1<<5) // Don't make a scorch mark
#define SF_TANK_ACTIVE 0x0001 #define SF_TANK_PLAYER 0x0002 #define SF_TANK_HUMANS 0x0004 #define SF_TANK_ALIENS 0x0008 #define SF_TANK_LINEOFSIGHT 0x0010 #define SF_TANK_CANCONTROL 0x0020 #define SF_TANK_SOUNDON 0x8000
#define SF_DETONATE 0x0001
#define SF_SUIT_SHORTLOGON 0x0001
#define SF_SCORE_NEGATIVE 0x0001 #define SF_SCORE_TEAM 0x0002
#define SF_ENVTEXT_ALLPLAYERS 0x0001
#define SF_TEAMMASTER_FIREONCE 0x0001 #define SF_TEAMMASTER_ANYTEAM 0x0002
#define SF_TEAMSET_FIREONCE 0x0001 #define SF_TEAMSET_CLEARTEAM 0x0002
#define SF_PKILL_FIREONCE 0x0001
#define SF_GAMECOUNT_FIREONCE 0x0001 #define SF_GAMECOUNT_RESET 0x0002
#define SF_PLAYEREQUIP_USEONLY 0x0001
#define SF_PTEAM_FIREONCE 0x0001 #define SF_PTEAM_KILL 0x0002 #define SF_PTEAM_GIB 0x0004
#define SF_PLAT_TOGGLE 0x0001 #define SF_TRACK_ACTIVATETRAIN 0x00000001 #define SF_TRACK_RELINK 0x00000002 #define SF_TRACK_ROTMOVE 0x00000004 #define SF_TRACK_STARTBOTTOM 0x00000008 #define SF_TRACK_DONT_MOVE 0x00000010
#define SF_TRACKTRAIN_NOPITCH 0x0001 #define SF_TRACKTRAIN_NOCONTROL 0x0002 #define SF_TRACKTRAIN_FORWARDONLY 0x0004 #define SF_TRACKTRAIN_PASSABLE 0x0008 #define SF_PATH_DISABLED 0x00000001 #define SF_PATH_FIREONCE 0x00000002 #define SF_PATH_ALTREVERSE 0x00000004 #define SF_PATH_DISABLE_TRAIN 0x00000008 #define SF_PATH_ALTERNATE 0x00008000 #define SF_CORNER_WAITFORTRIG 0x001 #define SF_CORNER_TELEPORT 0x002 #define SF_CORNER_FIREONCE 0x004
#define SF_TRIGGER_PUSH_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF
#define SF_TRIGGER_HURT_TARGETONCE 1 // Only fire hurt target once #define SF_TRIGGER_HURT_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF #define SF_TRIGGER_HURT_NO_CLIENTS 8 // Spawnflag that makes trigger_push spawn turned OFF #define SF_TRIGGER_HURT_CLIENTONLYFIRE 16 // Trigger hurt will only fire its target if it is hurting a client #define SF_TRIGGER_HURT_CLIENTONLYTOUCH 32 // Only clients may touch this trigger
#define SF_AUTO_FIREONCE 0x0001
#define SF_RELAY_FIREONCE 0x0001
#define SF_MULTIMAN_CLONE 0x80000000 #define SF_MULTIMAN_THREAD 0x00000001
These are flags to indicate masking off various render parameters that are usually copied to the targets
#define SF_RENDER_MASKFX (1<<0) #define SF_RENDER_MASKAMT (1<<1) #define SF_RENDER_MASKMODE (1<<2) #define SF_RENDER_MASKCOLOR (1<<3)
#define SF_CHANGELEVEL_USEONLY 0x0002
#define SF_ENDSECTION_USEONLY 0x0001
#define SF_CAMERA_PLAYER_POSITION 1 #define SF_CAMERA_PLAYER_TARGET 2 #define SF_CAMERA_PLAYER_TAKECONTROL 4
#define SF_BRUSH_ROTATE_Y_AXIS 0 #define SF_BRUSH_ROTATE_INSTANT 1 #define SF_BRUSH_ROTATE_BACKWARDS 2 #define SF_BRUSH_ROTATE_Z_AXIS 4 #define SF_BRUSH_ROTATE_X_AXIS 8 #define SF_PENDULUM_AUTO_RETURN 16 #define SF_PENDULUM_PASSABLE 32 #define SF_BRUSH_ROTATE_SMALLRADIUS 128 #define SF_BRUSH_ROTATE_MEDIUMRADIUS 256 #define SF_BRUSH_ROTATE_LARGERADIUS 512
#define SF_TRIGGER_ALLOWMONSTERS 1 // Monsters allowed to fire this trigger #define SF_TRIGGER_NOCLIENTS 2 // Players not allowed to fire this trigger #define SF_TRIGGER_PUSHABLES 4 // Only pushables can fire this trigger #define SF_TRIG_PUSH_ONCE 1
#define SF_BREAK_TRIGGER_ONLY 1 // May only be broken by trigger #define SF_BREAK_TOUCH 2 // Can be 'crashed through' by running player (plate glass) #define SF_BREAK_PRESSURE 4 // Can be broken by a player standing on it #define SF_BREAK_CROWBAR 256 // Instant break if hit with crowbar
#define SF_PUSH_BREAKABLE 128
#define SF_LIGHT_START_OFF 1 #define SPAWNFLAG_NOMESSAGE 1 #define SPAWNFLAG_NOTOUCH 1 #define SPAWNFLAG_DROIDONLY 4 #define SPAWNFLAG_USEONLY 1 // Can't be touched, must be used (buttons)
#define SF_MONSTER_WAIT_TILL_SEEN 1 // Spawnflag that makes monsters wait until player can see them before attacking #define SF_MONSTER_GAG 2 // No idle noises from this monster #define SF_MONSTER_HITMONSTERCLIP 4 #define SF_MONSTER_PRISONER 16 // Monster won't attack anyone, no one will attacke him #define SF_MONSTER_WAIT_FOR_SCRIPT 128 // Spawnflag that makes monsters wait to check for attacking until the script is done or they've been attacked #define SF_MONSTER_PREDISASTER 256 // This is a predisaster scientist or barney; influences how they speak #define SF_MONSTER_FADECORPSE 512 // Fade out corpse after death #define SF_MONSTER_FALL_TO_GROUND 0x80000000 #define SF_MONSTER_TURRET_AUTOACTIVATE 32 #define SF_MONSTER_TURRET_STARTINACTIVE 64 #define SF_MONSTER_WAIT_UNTIL_PROVOKED 64 // Don't attack the player unless provoked
#define SF_DECAL_NOTINDEATHMATCH 2048
#define SF_WORLD_DARK 0x0001 // Fade from black at startup #define SF_WORLD_TITLE 0x0002 // Display game title at startup #define SF_WORLD_FORCETEAM 0x0004 // Force teams
#define SF_NORESPAWN (1<<30)
#define TRAIN_ACTIVE 0x80 #define TRAIN_NEW 0xc0 #define TRAIN_OFF 0x00 #define TRAIN_NEUTRAL 0x01 #define TRAIN_SLOW 0x02 #define TRAIN_MEDIUM 0x03 #define TRAIN_FAST 0x04 #define TRAIN_BACK 0x05
#define HLI_HEALTHKIT 1 #define HLI_ANTIDOTE 2 #define HLI_SECURITY 3 #define HLI_BATTERY 4 #define HLW_NONE 0 #define HLW_CROWBAR 1 #define HLW_GLOCK 2 #define HLW_PYTHON 3 #define HLW_MP5 4 #define HLW_CHAINGUN 5 #define HLW_CROSSBOW 6 #define HLW_SHOTGUN 7 #define HLW_RPG 8 #define HLW_GAUSS 9 #define HLW_EGON 10 #define HLW_HORNETGUN 11 #define HLW_HANDGRENADE 12 #define HLW_TRIPMINE 13 #define HLW_SATCHEL 14 #define HLW_SNARK 15 #define HLW_SUIT 31 #define HLW_ALLWEAPONS (~(1<<HLW_SUIT))
#define ITEM_FLAG_SELECTONEMPTY (1<<0) #define ITEM_FLAG_NOAUTORELOAD (1<<1) #define ITEM_FLAG_NOAUTOSWITCHEMPTY (1<<2) #define ITEM_FLAG_LIMITINWORLD (1<<3) #define ITEM_FLAG_EXHAUSTIBLE (1<<4) #define FEV_NOTHOST (1<<0) // Skip local host for event send. #define FEV_RELIABLE (1<<1) // Send the event reliably. You must specify the origin and angles // for this to work correctly on the server for anything // that depends on the event origin/angles. I.e., the origin/angles are not // taken from the invoking edict for reliable events. #define FEV_GLOBAL (1<<2) // Don't restrict to PAS/PVS, send this event to _everybody_ on the server ( useful for stopping CHAN_STATIC // sounds started by client event when client is not in PVS anymore ( hwguy in TFC e.g. ). #define FEV_UPDATE (1<<3) // If this client already has one of these events in its queue, just update the event instead of sending it as a duplicate #define FEV_HOSTONLY (1<<4) // Only send to entity specified as the invoker #define FEV_SERVER (1<<5) // Only send if the event was created on the server. #define FEV_CLIENT (1<<6) // Only issue event client side ( from shared code )
#define FCAP_CUSTOMSAVE 0x00000001 #define FCAP_ACROSS_TRANSITION 0x00000002 // should transfer between transitions #define FCAP_MUST_SPAWN 0x00000004 // Spawn after restore #define FCAP_DONT_SAVE 0x80000000 // Don't save this #define FCAP_IMPULSE_USE 0x00000008 // can be used by the player #define FCAP_CONTINUOUS_USE 0x00000010 // can be used by the player #define FCAP_ONOFF_USE 0x00000020 // can be used by the player #define FCAP_DIRECTIONAL_USE 0x00000040 // Player sends +/- 1 when using (currently only tracktrains) #define FCAP_MASTER 0x00000080 // Can be used to "master" other entities (like multisource)
This documentation was generated automatically using pawn-docgen written by xPaw for AlliedMods.