1 Enum Reference
Blixibon edited this page 2019-07-14 23:33:41 -05:00

WIP!!!

A reference card for inputs that deal directly with integers that would otherwise be enumerated in code. These are mostly for ones that cannot possibly be found in the editor, so spawnflags and certain keyvalues are not included here. Most of the non-functional ones are not included.

I mostly included this for myself, but it's a very good reference sheet when you're using inputs like AddCapabilities or logic_measure_direction's mask type and can't/don't want to have to look at the code.


##Effects

AddEffects, RemoveEffects

TODO: Go into detail, don't just use stock comments


  1. EF_BONEMERGE - Performs bone merge on client side
  2. EF_BRIGHTLIGHT - DLight centered at entity origin
  3. EF_DIMLIGHT - Player flashlight
  4. EF_NOINTERP - Don't interpolate the next frame
  5. EF_NOSHADOW - Don't cast no shadow
  6. EF_NODRAW - Don't draw entity
  7. EF_NORECEIVESHADOW - Don't receive no shadow
  8. EF_BONEMERGE_FASTCULL - The comment that describes this is too big for me to put here. Don't bother, I guess.
  9. EF_ITEM_BLINK - Blink an item so that the player notices it.
  10. EF_PARENT_ANIMATES - Always assume that the parent entity is animating.

##Movetypes SetMoveType


  1. MOVETYPE_NONE - Simply doesn't move on its own. Can move in a hierarchy.
  2. MOVETYPE_ISOMETRIC - For players in TF2 commander mode, etc.
  3. MOVETYPE_WALK - Ground movement. Players only.
  4. MOVETYPE_STEP - Gravity, special edge handling, etc. NPCs use this.
  5. MOVETYPE_FLY - No gravity, but still collides with stuff. This is not used for scanners.
  6. MOVETYPE_FLYGRAVITY - Flies through the air and is affected by gravity. SMG grenades, flares, and for some reason weapons use this.
  7. MOVETYPE_VPHYSICS - Uses VPHYSICS for physics simulation. Props, scanners, etc. use this.
  8. MOVETYPE_PUSH - No clip to world, just push and crush.
  9. MOVETYPE_NOCLIP - No gravity, no collisions, still do velocity stuff
  10. MOVETYPE_LADDER - Used by players while using ladders.
  11. MOVETYPE_OBSERVER - Observer movement, depends on the player's observer mode apparently.
  12. MOVETYPE_CUSTOM - Allows the entity to decide its own physics.

##Capabilities AddCapabilities, RemoveCapabilities Important capabilities that I believe are relevant or would be used often are fully bolded.


  1. Ground Movement - The ability to walk/run across a surface.
  2. Jump Navigation - The ability to jump while navigating. Ex: Fast zombies, antlions
  3. Fly Movement - The ability to fly with air nodes. Ex: Scanners
  4. Climb Movement - The ability to use climb nodes. Ex: Fast zombies on pipes
  5. Shoot while moving - The ability to shoot while moving.
  6. Skip nav ground check - Skips check for whether we're on the ground while moving.
  7. Doors - The ability to open doors. Removing this capability works fine, but (re)adding it can be kind of tricky when they're already coming up to a door. Needs more research.
  8. Turn Head - The ability to turn our head.
  9. Weapon Range Attack 1 - Can use our weapon's primary attack option.
  10. Weapon Range Attack 2 - Can use our weapon's secondary attack option.
  11. Weapon Melee Attack 1 - Can use our weapon's primary melee attack option.
  12. Weapon Melee Attack 2 - Can use our weapon's secondary melee attack option.
  13. Innate Range Attack 1 - Marks an innate range attack 1.
  14. Innate Range Attack 2 - Marks an innate range attack 2.
  15. Innate Melee Attack 1 - Marks an innate melee attack 1.
  16. Innate Melee Attack 2 - Marks an innate melee attack 2.
  17. Use Weapons - The ability to use weapons. Without this, NPCs simply cannot use weapons.
  18. Animated Face - Has animated eyes/face. (todo: look into, elaborate)
  19. Shot Regulator - Uses the shot regular for range attack 1.
  20. Friendly Damage Immune - Friendly fire capability. The friendly fire keyvalue added in Mapbase overrides this capability in NPCs.
  21. Squads - The ability to use squads. Squads will not work on NPCs that don't have this.
  22. Duck - The ability to crouch, at least when it comes to crouch cover nodes. Required for standoffs.
  23. No Hit Players - Actively avoid hitting players. Probably only matters when players can take friendly fire, which is disabled by default.
  24. Aim Gun - "Uses arms to aim gun, not just body." 1073741824. No Hit Squadmates - Avoid hitting squadmates. Usually only matters when friendly fire is enabled. -2147483648. Simple Radius Damage - Don't use complex radius damage on this character.

###Contents Collision masks


  1. CONTENTS_EMPTY

  2. CONTENTS_SOLID

  3. CONTENTS_WINDOW

  4. CONTENTS_AUX

  5. CONTENTS_GRATE

  6. CONTENTS_SLIME

  7. CONTENTS_WATER

  8. CONTENTS_BLOCKLOS

  9. CONTENTS_OPAQUE

  10. LAST_VISIBLE_CONTENTS

  11. CONTENTS_TESTFOGVOLUME

  12. CONTENTS_UNUSED

  13. CONTENTS_TEAM1

  14. CONTENTS_TEAM2

  15. CONTENTS_IGNORE_NODRAW_OPAQUE

  16. CONTENTS_MOVEABLE

  17. CONTENTS_AREAPORTAL

  18. CONTENTS_PLAYERCLIP

  19. CONTENTS_MONSTERCLIP

  20. CONTENTS_CURRENT_0

  21. CONTENTS_CURRENT_90

  22. CONTENTS_CURRENT_180

  23. CONTENTS_CURRENT_270

  24. CONTENTS_CURRENT_UP

  25. CONTENTS_CURRENT_DOWN

  26. CONTENTS_ORIGIN

  27. CONTENTS_MONSTER

  28. CONTENTS_DEBRIS

  29. CONTENTS_DETAIL

  30. CONTENTS_TRANSLUCENT

  31. CONTENTS_LADDER 1073741824. CONTENTS_HITBOX

  32. MASK_SOLID

  33. MASK_PLAYERSOLID

  34. MASK_NPCSOLID

  35. MASK_WATER

  36. MASK_OPAQUE

  37. MASK_OPAQUE_AND_NPCS

  38. MASK_BLOCKLOS

  39. MASK_BLOCKLOS_AND_NPCS

  40. MASK_VISIBLE

  41. MASK_VISIBLE_AND_NPCS 1174421507. MASK_SHOT

  42. MASK_SHOT_HULL

  43. MASK_SHOT_PORTAL

  44. MASK_SOLID_BRUSHONLY

  45. MASK_PLAYERSOLID_BRUSHONLY

  46. MASK_NPCSOLID_BRUSHONLY

  47. MASK_NPCWORLDSTATIC

  48. MASK_SPLITAREAPORTAL

  49. MASK_CURRENT

  50. MASK_DEADSOLID


###Template Template for documenting new bits


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