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#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 |