diff --git a/reapi/extra/amxmodx/scripting/include/hlsdk_const.inc b/reapi/extra/amxmodx/scripting/include/hlsdk_const.inc deleted file mode 100644 index 8c9d752..0000000 --- a/reapi/extra/amxmodx/scripting/include/hlsdk_const.inc +++ /dev/null @@ -1,690 +0,0 @@ -// vim: set ts=4 sw=4 tw=99 noet: -// -// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO"). -// Copyright (C) The AMX Mod X Development Team. -// -// This software is licensed under the GNU General Public License, version 3 or higher. -// Additional exceptions apply. For full license details, see LICENSE.txt or visit: -// https://alliedmods.net/amxmodx-license - -// -// Half-Life SDK Constants -// - -#if defined _hlsdk_const_included - #endinput -#endif -#define _hlsdk_const_included - -/** - * pev(entity, pev_button) or pev(entity, pev_oldbuttons) values - */ -#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 - -/** - * pev(entity, pev_flags) values - */ -#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 - -/** - * engfunc(EngFunc_WalkMove, entity, Float:yaw, Float:dist, iMode) iMode values - */ -#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 - -/** - * engfunc(EngFunc_MoveToOrigin, entity, Float:goal[3], Float:distance, moveType) moveType values - */ -#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 - -/** - * pev(entity, pev_movetype) values - */ -#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) - -/** - * pev(entity, pev_solid) values - * - * @note 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 - -/** - * pev(entity, pev_deadflag) values - */ -#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 - -/** - * new Float:takedamage, pev(entity, pev_takedamage, takedamage) values - */ -#define DAMAGE_NO 0.0 -#define DAMAGE_YES 1.0 -#define DAMAGE_AIM 2.0 - -/** - * pev(entity, pev_effects) values - */ -#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 - -/** - * Spectating camera mode constants - * - * @note 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 - -/** - * engfunc(EngFunc_PointContents, Float:origin) return values - */ -#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 - -/** - * Instant damage values for use with the 3rd parameter of the "Damage" client - * message. - */ -#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 - -/** - * Valid constants for fNoMonsters parameter of EngFunc_TraceLine, - * EngFunc_TraceMonsterHull, EngFunc_TraceHull and EngFunc_TraceSphere. - */ -#define DONT_IGNORE_MONSTERS 0 -#define IGNORE_MONSTERS 1 -#define IGNORE_MISSILE 2 -#define IGNORE_GLASS 0x100 - -/** - * The hullnumber paramater of EngFunc_TraceHull, EngFunc_TraceModel and - * DLLFunc_GetHullBounds - */ -#define HULL_POINT 0 -#define HULL_HUMAN 1 -#define HULL_LARGE 2 -#define HULL_HEAD 3 - -/** - * global_get(glb_trace_flags) - */ -#define FTRACE_SIMPLEBOX (1<<0) // Traceline with a simple box - -/** - * Used with get/set_es(es_handle, ES_eFlags, ...) (entity_state data structure) - */ -#define EFLAG_SLERP 1 // Do studio interpolation of this entity - -/** - * @section pev(entity, pev_spawnflags) values - */ - -/** - * func_train - */ -#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 - -/** - * func_wall_toggle - */ -#define SF_WALL_START_OFF 0x0001 - -/** - * func_converyor - */ -#define SF_CONVEYOR_VISUAL 0x0001 -#define SF_CONVEYOR_NOTSOLID 0x0002 - -/** - * func_button - */ -#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. - -/** - * func_rot_button - */ -#define SF_ROTBUTTON_NOTSOLID 1 - -/** - * env_global - */ -#define SF_GLOBAL_SET 1 // Set global state to initial state on spawn - -/** - * multisource - */ -#define SF_MULTI_INIT 1 - -/** - * momentary_rot_button - */ -#define SF_MOMENTARY_DOOR 0x0001 - -/** - * button_target - */ -#define SF_BTARGET_USE 0x0001 -#define SF_BTARGET_ON 0x0002 - -/** - * func_door, func_water, func_door_rotating, momementary_door - */ -#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 - -/** - * gibshooter - */ -#define SF_GIBSHOOTER_REPEATABLE 1 // Allows a gibshooter to be refired - -/** - * env_funnel - */ -#define SF_FUNNEL_REVERSE 1 // Funnel effect repels particles instead of attracting them - -/** - * env_bubbles - */ -#define SF_BUBBLES_STARTOFF 0x0001 - -/** - * env_blood - */ -#define SF_BLOOD_RANDOM 0x0001 -#define SF_BLOOD_STREAM 0x0002 -#define SF_BLOOD_PLAYER 0x0004 -#define SF_BLOOD_DECAL 0x0008 - -/** - * env_shake - */ -#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 - -/** - * env_fade - */ -#define SF_FADE_IN 0x0001 // Fade in, not out -#define SF_FADE_MODULATE 0x0002 // Modulate, don't blend -#define SF_FADE_ONLYONE 0x0004 - -/** - * env_beam, env_lightning - */ -#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 - -/** - * env_sprite - */ -#define SF_SPRITE_STARTON 0x0001 -#define SF_SPRITE_ONCE 0x0002 -#define SF_SPRITE_TEMPORARY 0x8000 - -/** - * env_message - */ -#define SF_MESSAGE_ONCE 0x0001 // Fade in, not out -#define SF_MESSAGE_ALL 0x0002 // Send to all clients - -/** - * env_explosion - */ -#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 - -/** - * func_tank - */ -#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 - -/** - * grenade - */ -#define SF_DETONATE 0x0001 - -/** - * item_suit - */ -#define SF_SUIT_SHORTLOGON 0x0001 - -/** - * game_score - */ -#define SF_SCORE_NEGATIVE 0x0001 -#define SF_SCORE_TEAM 0x0002 - -/** - * game_text - */ -#define SF_ENVTEXT_ALLPLAYERS 0x0001 - -/** - * game_team_master - */ -#define SF_TEAMMASTER_FIREONCE 0x0001 -#define SF_TEAMMASTER_ANYTEAM 0x0002 - -/** - * game_team_set - */ -#define SF_TEAMSET_FIREONCE 0x0001 -#define SF_TEAMSET_CLEARTEAM 0x0002 - -/** - * game_player_hurt - */ -#define SF_PKILL_FIREONCE 0x0001 - -/** - * game_counter - */ -#define SF_GAMECOUNT_FIREONCE 0x0001 -#define SF_GAMECOUNT_RESET 0x0002 - -/** - * game_player_equip - */ -#define SF_PLAYEREQUIP_USEONLY 0x0001 - -/** - * game_player_team - */ -#define SF_PTEAM_FIREONCE 0x0001 -#define SF_PTEAM_KILL 0x0002 -#define SF_PTEAM_GIB 0x0004 - -/** - * func_trackchange - */ -#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 - -/** - * func_tracktrain - */ -#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 - -/** - * trigger_push - */ -#define SF_TRIGGER_PUSH_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF - -/** - * trigger_hurt - */ -#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 - -/** - * trigger_auto - */ -#define SF_AUTO_FIREONCE 0x0001 - -/** - * trigger_relay - */ -#define SF_RELAY_FIREONCE 0x0001 - -/** - * multi_manager - */ -#define SF_MULTIMAN_CLONE 0x80000000 -#define SF_MULTIMAN_THREAD 0x00000001 - -/** - * env_render - * @note 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) - -/** - * trigger_changelevel - */ -#define SF_CHANGELEVEL_USEONLY 0x0002 - -/** - * trigger_endsection - */ -#define SF_ENDSECTION_USEONLY 0x0001 - -/** - * trigger_camera - */ -#define SF_CAMERA_PLAYER_POSITION 1 -#define SF_CAMERA_PLAYER_TARGET 2 -#define SF_CAMERA_PLAYER_TAKECONTROL 4 - -/** - * func_rotating - */ -#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 - -/** - * triggers - */ -#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 - -/** - * func_breakable - */ -#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 - -/** - * func_pushable (also func_breakable, so don't collide with those flags) - */ -#define SF_PUSH_BREAKABLE 128 - -/** - * light_spawn - */ -#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) - -/** - * Monster Spawnflags - */ -#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 - -/** - * info_decal - */ -#define SF_DECAL_NOTINDEATHMATCH 2048 - -/** - * worldspawn - */ -#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 - -/** - * Set this bit on guns and stuff that should never respawn - */ -#define SF_NORESPAWN (1<<30) - -/** - * @endsection - */ - -/** - * Train status values - */ -#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 - -/** - * Valve Mod Weapon Constants - */ -#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<