AMXX-BG.INFO hlsdk_const.inc

hlsdk_const

Browse all symbols documented inside this include file.

Constants

Name Description
_hlsdk_const_included
IN_ATTACK pev(entity, pev_button) or pev(entity, pev_oldbuttons) values
IN_JUMP = (1<<1)
IN_DUCK = (1<<2)
IN_FORWARD = (1<<3)
IN_BACK = (1<<4)
IN_USE = (1<<5)
IN_CANCEL = (1<<6)
IN_LEFT = (1<<7)
IN_RIGHT = (1<<8)
IN_MOVELEFT = (1<<9)
IN_MOVERIGHT = (1<<10)
IN_ATTACK2 = (1<<11)
IN_RUN = (1<<12)
IN_RELOAD = (1<<13)
IN_ALT1 = (1<<14)
IN_SCORE = (1<<15)
FL_FLY pev(entity, pev_flags) values
FL_SWIM = (1<<1)
FL_CONVEYOR = (1<<2)
FL_CLIENT = (1<<3)
FL_INWATER = (1<<4)
FL_MONSTER = (1<<5)
FL_GODMODE = (1<<6)
FL_NOTARGET = (1<<7)
FL_SKIPLOCALHOST = (1<<8)
FL_ONGROUND = (1<<9)
FL_PARTIALGROUND = (1<<10)
FL_WATERJUMP = (1<<11)
FL_FROZEN = (1<<12)
FL_FAKECLIENT = (1<<13)
FL_DUCKING = (1<<14)
FL_FLOAT = (1<<15)
FL_GRAPHED = (1<<16)
FL_IMMUNE_WATER = (1<<17)
FL_IMMUNE_SLIME = (1<<18)
FL_IMMUNE_LAVA = (1<<19)
FL_PROXY = (1<<20)
FL_ALWAYSTHINK = (1<<21)
FL_BASEVELOCITY = (1<<22)
FL_MONSTERCLIP = (1<<23)
FL_ONTRAIN = (1<<24)
FL_WORLDBRUSH = (1<<25)
FL_SPECTATOR = (1<<26)
FL_CUSTOMENTITY = (1<<29)
FL_KILLME = (1<<30)
FL_DORMANT = (1<<31)
WALKMOVE_NORMAL engfunc(EngFunc_WalkMove, entity, Float:yaw, Float:dist, iMode) iMode values
WALKMOVE_WORLDONLY = 1
WALKMOVE_CHECKONLY = 2
MOVE_NORMAL engfunc(EngFunc_MoveToOrigin, entity, Float:goal[3], Float:distance, moveType) moveType values
MOVE_STRAFE = 1
MOVETYPE_NONE pev(entity, pev_movetype) values
MOVETYPE_WALK = 3
MOVETYPE_STEP = 4
MOVETYPE_FLY = 5
MOVETYPE_TOSS = 6
MOVETYPE_PUSH = 7
MOVETYPE_NOCLIP = 8
MOVETYPE_FLYMISSILE = 9
MOVETYPE_BOUNCE = 10
MOVETYPE_BOUNCEMISSILE = 11
MOVETYPE_FOLLOW = 12
MOVETYPE_PUSHSTEP = 13
SOLID_NOT pev(entity, pev_solid) values
SOLID_TRIGGER = 1
SOLID_BBOX = 2
SOLID_SLIDEBOX = 3
SOLID_BSP = 4
DEAD_NO pev(entity, pev_deadflag) values
DEAD_DYING = 1
DEAD_DEAD = 2
DEAD_RESPAWNABLE = 3
DEAD_DISCARDBODY = 4
DAMAGE_NO new Float:takedamage, pev(entity, pev_takedamage, takedamage) values
DAMAGE_YES = 1.0
DAMAGE_AIM = 2.0
EF_BRIGHTFIELD pev(entity, pev_effects) values
EF_MUZZLEFLASH = 2
EF_BRIGHTLIGHT = 4
EF_DIMLIGHT = 8
EF_INVLIGHT = 16
EF_NOINTERP = 32
EF_LIGHT = 64
EF_NODRAW = 128
OBS_NONE Spectating camera mode constants
OBS_CHASE_LOCKED = 1
OBS_CHASE_FREE = 2
OBS_ROAMING = 3
OBS_IN_EYE = 4
OBS_MAP_FREE = 5
OBS_MAP_CHASE = 6
CONTENTS_EMPTY engfunc(EngFunc_PointContents, Float:origin) return values
CONTENTS_SOLID = -2
CONTENTS_WATER = -3
CONTENTS_SLIME = -4
CONTENTS_LAVA = -5
CONTENTS_SKY = -6
CONTENTS_ORIGIN = -7
CONTENTS_CLIP = -8
CONTENTS_CURRENT_0 = -9
CONTENTS_CURRENT_90 = -10
CONTENTS_CURRENT_180 = -11
CONTENTS_CURRENT_270 = -12
CONTENTS_CURRENT_UP = -13
CONTENTS_CURRENT_DOWN = -14
CONTENTS_TRANSLUCENT = -15
CONTENTS_LADDER = -16
CONTENT_FLYFIELD = -17
CONTENT_GRAVITY_FLYFIELD = -18
CONTENT_FOG = -19
DMG_GENERIC Instant damage values for use with the 3rd parameter of the "Damage" client message.
DMG_CRUSH = (1<<0)
DMG_BULLET = (1<<1)
DMG_SLASH = (1<<2)
DMG_BURN = (1<<3)
DMG_FREEZE = (1<<4)
DMG_FALL = (1<<5)
DMG_BLAST = (1<<6)
DMG_CLUB = (1<<7)
DMG_SHOCK = (1<<8)
DMG_SONIC = (1<<9)
DMG_ENERGYBEAM = (1<<10)
DMG_NEVERGIB = (1<<12)
DMG_ALWAYSGIB = (1<<13)
DMG_DROWN = (1<<14)
DMG_PARALYZE = (1<<15)
DMG_NERVEGAS = (1<<16)
DMG_POISON = (1<<17)
DMG_RADIATION = (1<<18)
DMG_DROWNRECOVER = (1<<19)
DMG_ACID = (1<<20)
DMG_SLOWBURN = (1<<21)
DMG_SLOWFREEZE = (1<<22)
DMG_MORTAR = (1<<23)
DMG_GRENADE = (1<<24)
DMG_TIMEBASED = (~(0x3fff))
GIB_NORMAL Gib values used on client kill based on instant damage values
GIB_NEVER = 1
GIB_ALWAYS = 2
GIB_TRY_HEALTH = -9000
DONT_IGNORE_MONSTERS Valid constants for fNoMonsters parameter of EngFunc_TraceLine, EngFunc_TraceMonsterHull, EngFunc_TraceHull and EngFunc_TraceSphere.
IGNORE_MONSTERS = 1
IGNORE_MISSILE = 2
IGNORE_GLASS = 0x100
HULL_POINT The hullnumber paramater of EngFunc_TraceHull, EngFunc_TraceModel and DLLFunc_GetHullBounds
HULL_HUMAN = 1
HULL_LARGE = 2
HULL_HEAD = 3
FTRACE_SIMPLEBOX global_get(glb_trace_flags)
EFLAG_SLERP Used with get/set_es(es_handle, ES_eFlags, ...) (entity_state data structure)
SF_TRAIN_WAIT_RETRIGGER = 1
SF_TRAIN_START_ON = 4
SF_TRAIN_PASSABLE = 8
SF_WALL_START_OFF func_wall_toggle
SF_WALL_NOTSOLID = 0x0008
SF_CONVEYOR_VISUAL func_converyor
SF_CONVEYOR_NOTSOLID = 0x0002
SF_BUTTON_DONTMOVE func_button
SF_BUTTON_TOGGLE = 32
SF_BUTTON_SPARK_IF_OFF = 64
SF_BUTTON_TOUCH_ONLY = 256
SF_ROTBUTTON_NOTSOLID func_rot_button
SF_ROTBUTTON_BACKWARDS = 2
SF_GLOBAL_SET env_global
SF_MULTI_INIT multisource
SF_MOMENTARY_DOOR momentary_rot_button
SF_BTARGET_USE button_target
SF_BTARGET_ON = 0x0002
SF_DOOR_ROTATE_Y func_door, func_water, func_door_rotating, momementary_door
SF_DOOR_START_OPEN = 1
SF_DOOR_ROTATE_BACKWARDS = 2
SF_DOOR_PASSABLE = 8
SF_DOOR_ONEWAY = 16
SF_DOOR_NO_AUTO_RETURN = 32
SF_DOOR_ROTATE_Z = 64
SF_DOOR_ROTATE_X = 128
SF_DOOR_USE_ONLY = 256
SF_DOOR_NOMONSTERS = 512
SF_DOOR_TOUCH_ONLY_CLIENTS = 1024
SF_DOOR_SILENT = 0x80000000
SF_GIBSHOOTER_REPEATABLE gibshooter
SF_FUNNEL_REVERSE env_funnel
SF_BUBBLES_STARTOFF env_bubbles
SF_BLOOD_RANDOM env_blood
SF_BLOOD_STREAM = 0x0002
SF_BLOOD_PLAYER = 0x0004
SF_BLOOD_DECAL = 0x0008
SF_SHAKE_EVERYONE env_shake
SF_SHAKE_DISRUPT = 0x0002
SF_SHAKE_INAIR = 0x0004
SF_FADE_IN env_fade
SF_FADE_MODULATE = 0x0002
SF_FADE_ONLYONE = 0x0004
SF_BEAM_STARTON env_beam, env_lightning
SF_BEAM_TOGGLE = 0x0002
SF_BEAM_RANDOM = 0x0004
SF_BEAM_RING = 0x0008
SF_BEAM_SPARKSTART = 0x0010
SF_BEAM_SPARKEND = 0x0020
SF_BEAM_DECALS = 0x0040
SF_BEAM_SHADEIN = 0x0080
SF_BEAM_SHADEOUT = 0x0100
SF_BEAM_TEMPORARY = 0x8000
SF_SPRITE_STARTON env_sprite
SF_SPRITE_ONCE = 0x0002
SF_SPRITE_TEMPORARY = 0x8000
SF_MESSAGE_ONCE env_message
SF_MESSAGE_ALL = 0x0002
SF_ENVEXPLOSION_NODAMAGE env_explosion
SF_ENVEXPLOSION_REPEATABLE = (1<<1)
SF_ENVEXPLOSION_NOFIREBALL = (1<<2)
SF_ENVEXPLOSION_NOSMOKE = (1<<3)
SF_ENVEXPLOSION_NODECAL = (1<<4)
SF_ENVEXPLOSION_NOSPARKS = (1<<5)
SF_TANK_ACTIVE func_tank
SF_TANK_PLAYER = 0x0002
SF_TANK_HUMANS = 0x0004
SF_TANK_ALIENS = 0x0008
SF_TANK_LINEOFSIGHT = 0x0010
SF_TANK_CANCONTROL = 0x0020
SF_TANK_SOUNDON = 0x8000
SF_DETONATE grenade
SF_SUIT_SHORTLOGON item_suit
SF_SCORE_NEGATIVE game_score
SF_SCORE_TEAM = 0x0002
SF_ENVTEXT_ALLPLAYERS game_text
SF_TEAMMASTER_FIREONCE game_team_master
SF_TEAMMASTER_ANYTEAM = 0x0002
SF_TEAMSET_FIREONCE game_team_set
SF_TEAMSET_CLEARTEAM = 0x0002
SF_PKILL_FIREONCE game_player_hurt
SF_GAMECOUNT_FIREONCE game_counter
SF_GAMECOUNT_RESET = 0x0002
SF_PLAYEREQUIP_USEONLY game_player_equip
SF_PTEAM_FIREONCE game_player_team
SF_PTEAM_KILL = 0x0002
SF_PTEAM_GIB = 0x0004
SF_PLAT_TOGGLE func_trackchange
SF_TRACK_ACTIVATETRAIN = 0x00000001
SF_TRACK_RELINK = 0x00000002
SF_TRACK_ROTMOVE = 0x00000004
SF_TRACK_STARTBOTTOM = 0x00000008
SF_TRACK_DONT_MOVE = 0x00000010
SF_TRACKTRAIN_NOPITCH func_tracktrain
SF_TRACKTRAIN_NOCONTROL = 0x0002
SF_TRACKTRAIN_FORWARDONLY = 0x0004
SF_TRACKTRAIN_PASSABLE = 0x0008
SF_PATH_DISABLED = 0x00000001
SF_PATH_FIREONCE = 0x00000002
SF_PATH_ALTREVERSE = 0x00000004
SF_PATH_DISABLE_TRAIN = 0x00000008
SF_PATH_ALTERNATE = 0x00008000
SF_CORNER_WAITFORTRIG = 0x001
SF_CORNER_TELEPORT = 0x002
SF_CORNER_FIREONCE = 0x004
SF_PLAT_TOGGLE func_plat
SF_PATH_DISABLED path_track
SF_PATH_FIREONCE = 0x00000002
SF_PATH_ALTREVERSE = 0x00000004
SF_PATH_DISABLE_TRAIN = 0x00000008
SF_PATH_ALTERNATE = 0x00008000
SF_CORNER_WAITFORTRIG path_corner
SF_CORNER_TELEPORT = 0x002
SF_CORNER_FIREONCE = 0x004
SF_TRIGGER_PUSH_START_OFF trigger_push
SF_TRIGGER_HURT_TARGETONCE trigger_hurt
SF_TRIGGER_HURT_START_OFF = 2
SF_TRIGGER_HURT_NO_CLIENTS = 8
SF_TRIGGER_HURT_CLIENTONLYFIRE = 16
SF_TRIGGER_HURT_CLIENTONLYTOUCH = 32
SF_AUTO_FIREONCE trigger_auto
SF_AUTO_NORESET = 0x0002
SF_RELAY_FIREONCE trigger_relay
SF_MULTIMAN_CLONE multi_manager
SF_MULTIMAN_THREAD = 0x00000001
SF_RENDER_MASKFX env_render
SF_RENDER_MASKAMT = (1<<1)
SF_RENDER_MASKMODE = (1<<2)
SF_RENDER_MASKCOLOR = (1<<3)
SF_CHANGELEVEL_USEONLY trigger_changelevel
SF_ENDSECTION_USEONLY trigger_endsection
SF_CAMERA_PLAYER_POSITION trigger_camera
SF_CAMERA_PLAYER_TARGET = 2
SF_CAMERA_PLAYER_TAKECONTROL = 4
SF_BRUSH_ROTATE_Y_AXIS func_rotating
SF_BRUSH_ROTATE_INSTANT = 1
SF_BRUSH_ROTATE_BACKWARDS = 2
SF_BRUSH_ROTATE_Z_AXIS = 4
SF_BRUSH_ROTATE_X_AXIS = 8
SF_PENDULUM_AUTO_RETURN = 16
SF_PENDULUM_PASSABLE = 32
SF_BRUSH_ROTATE_SMALLRADIUS = 128
SF_BRUSH_ROTATE_MEDIUMRADIUS = 256
SF_BRUSH_ROTATE_LARGERADIUS = 512
SF_TRIGGER_ALLOWMONSTERS triggers
SF_TRIGGER_NOCLIENTS = 2
SF_TRIGGER_PUSHABLES = 4
SF_TRIG_PUSH_ONCE = 1
SF_TRIGGER_MULTIPLE_NOTOUCH trigger_multiple
SF_TRIGGER_COUNTER_NOMESSAGE trigger_counter
SF_BREAK_TRIGGER_ONLY func_breakable
SF_BREAK_TOUCH = 2
SF_BREAK_PRESSURE = 4
SF_BREAK_CROWBAR = 256
SF_PUSH_BREAKABLE func_pushable (also func_breakable, so don't collide with those flags)
SF_LIGHT_START_OFF light_spawn
SPAWNFLAG_NOMESSAGE = 1
SPAWNFLAG_NOTOUCH = 1
SPAWNFLAG_DROIDONLY = 4
SPAWNFLAG_USEONLY = 1
SF_MONSTER_WAIT_TILL_SEEN Monster Spawnflags
SF_MONSTER_GAG = 2
SF_MONSTER_HITMONSTERCLIP = 4
SF_MONSTER_PRISONER = 16
SF_MONSTER_WAIT_FOR_SCRIPT = 128
SF_MONSTER_PREDISASTER = 256
SF_MONSTER_FADECORPSE = 512
SF_MONSTER_FALL_TO_GROUND = 0x80000000
SF_MONSTER_TURRET_AUTOACTIVATE = 32
SF_MONSTER_TURRET_STARTINACTIVE = 64
SF_MONSTER_WAIT_UNTIL_PROVOKED = 64
SF_DECAL_NOTINDEATHMATCH info_decal
SF_WORLD_DARK worldspawn
SF_WORLD_TITLE = 0x0002
SF_WORLD_FORCETEAM = 0x0004
SF_NORESPAWN Set this bit on guns and stuff that should never respawn
TRAIN_ACTIVE = 0x80
TRAIN_NEW = 0xc0
TRAIN_OFF = 0x00
TRAIN_NEUTRAL = 0x01
TRAIN_SLOW = 0x02
TRAIN_MEDIUM = 0x03
TRAIN_FAST = 0x04
TRAIN_BACK = 0x05
HLI_HEALTHKIT Valve Mod Weapon Constants
HLI_ANTIDOTE = 2
HLI_SECURITY = 3
HLI_BATTERY = 4
HLW_NONE
HLW_CROWBAR = 1
HLW_GLOCK = 2
HLW_PYTHON = 3
HLW_MP5 = 4
HLW_CHAINGUN = 5
HLW_CROSSBOW = 6
HLW_SHOTGUN = 7
HLW_RPG = 8
HLW_GAUSS = 9
HLW_EGON = 10
HLW_HORNETGUN = 11
HLW_HANDGRENADE = 12
HLW_TRIPMINE = 13
HLW_SATCHEL = 14
HLW_SNARK = 15
HLW_SUIT = 31
HLW_ALLWEAPONS = (~(1<<HLW_SUIT))
ITEM_FLAG_SELECTONEMPTY Item's flags
ITEM_FLAG_NOAUTORELOAD = (1<<1)
ITEM_FLAG_NOAUTOSWITCHEMPTY = (1<<2)
ITEM_FLAG_LIMITINWORLD = (1<<3)
ITEM_FLAG_EXHAUSTIBLE = (1<<4)
FEV_NOTHOST PlaybackEvent flags
FEV_RELIABLE = (1<<1)
FEV_GLOBAL = (1<<2)
FEV_UPDATE = (1<<3)
FEV_HOSTONLY = (1<<4)
FEV_SERVER = (1<<5)
FEV_CLIENT = (1<<6)
FCAP_CUSTOMSAVE Cap bits to indicate what an object's capabilities are, currently used for save/restore and level transitions.
FCAP_ACROSS_TRANSITION = 0x00000002
FCAP_MUST_SPAWN = 0x00000004
FCAP_DONT_SAVE = 0x80000000
FCAP_IMPULSE_USE = 0x00000008
FCAP_CONTINUOUS_USE = 0x00000010
FCAP_ONOFF_USE = 0x00000020
FCAP_DIRECTIONAL_USE = 0x00000040
FCAP_MASTER = 0x00000080
FCAP_MUST_RESET = 0x00000100
FCAP_MUST_RELEASE = 0x00000200
FCAP_DONT_SAVE = 0x80000000
FCAP_FORCE_TRANSITION = 0x00000080
DONT_BLEED All monsters need this data
BLOOD_COLOR_RED = 247
BLOOD_COLOR_YELLOW = 195
BLOOD_COLOR_GREEN = BLOOD_COLOR_YELLOW
PFLAG_ONLADDER Player physics flags
PFLAG_ONSWING = (1<<0)
PFLAG_ONTRAIN = (1<<1)
PFLAG_ONBARNACLE = (1<<2)
PFLAG_DUCKING = (1<<3)
PFLAG_USING = (1<<4)
PFLAG_OBSERVER = (1<<5)
HIDEHUD_WEAPONS Player hide HUD values
HIDEHUD_FLASHLIGHT = (1<<1)
HIDEHUD_ALL = (1<<2)
HIDEHUD_HEALTH = (1<<3)
HIDEHUD_TIMER = (1<<4)
HIDEHUD_MONEY = (1<<5)
HIDEHUD_CROSSHAIR = (1<<6)
HIDEHUD_OBSERVER_CROSSHAIR = (1<<7)
CLASS_NONE Entity classification
CLASS_MACHINE = 1
CLASS_PLAYER = 2
CLASS_HUMAN_PASSIVE = 3
CLASS_HUMAN_MILITARY = 4
CLASS_ALIEN_MILITARY = 5
CLASS_ALIEN_PASSIVE = 6
CLASS_ALIEN_MONSTER = 7
CLASS_ALIEN_PREY = 8
CLASS_ALIEN_PREDATOR = 9
CLASS_INSECT = 10
CLASS_PLAYER_ALLY = 11
CLASS_PLAYER_BIOWEAPON = 12
CLASS_ALIEN_BIOWEAPON = 13
CLASS_VEHICLE = 14
CLASS_BARNACLE = 99
TS_AT_TOP Entities that toggle (buttons/triggers/doors) need this
TS_AT_BOTTOM = 1
TS_GOING_UP = 2
TS_GOING_DOWN = 3
USE_OFF Entity use states (buttons/triggers/platforms)
USE_ON = 1
USE_SET = 2
USE_TOGGLE = 3