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	<id>https://wiki.hldm.org/index.php?action=history&amp;feed=atom&amp;title=Engine_%D0%BA%D0%BE%D0%BD%D1%81%D1%82%D0%B0%D0%BD%D1%82%D1%8B</id>
	<title>Engine константы - История изменений</title>
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	<updated>2026-04-15T00:45:11Z</updated>
	<subtitle>История изменений этой страницы в вики</subtitle>
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	<entry>
		<id>https://wiki.hldm.org/index.php?title=Engine_%D0%BA%D0%BE%D0%BD%D1%81%D1%82%D0%B0%D0%BD%D1%82%D1%8B&amp;diff=894&amp;oldid=prev</id>
		<title>Nikita в 08:47, 14 июня 2013</title>
		<link rel="alternate" type="text/html" href="https://wiki.hldm.org/index.php?title=Engine_%D0%BA%D0%BE%D0%BD%D1%81%D1%82%D0%B0%D0%BD%D1%82%D1%8B&amp;diff=894&amp;oldid=prev"/>
		<updated>2013-06-14T08:47:10Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ru&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Предыдущая&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Версия 08:47, 14 июня 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l325&quot; &gt;Строка 325:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Строка 325:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/pre&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/pre&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/del&gt;[http://www.amxmodx.org/funcwiki.php?go=module&amp;amp;id=3 Константы Engine (англ. )&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/del&gt;]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* [http://www.amxmodx.org/funcwiki.php?go=module&amp;amp;id=3 Константы Engine (англ. )]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Nikita</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hldm.org/index.php?title=Engine_%D0%BA%D0%BE%D0%BD%D1%81%D1%82%D0%B0%D0%BD%D1%82%D1%8B&amp;diff=893&amp;oldid=prev</id>
		<title>Nikita в 08:46, 14 июня 2013</title>
		<link rel="alternate" type="text/html" href="https://wiki.hldm.org/index.php?title=Engine_%D0%BA%D0%BE%D0%BD%D1%81%D1%82%D0%B0%D0%BD%D1%82%D1%8B&amp;diff=893&amp;oldid=prev"/>
		<updated>2013-06-14T08:46:38Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ru&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Предыдущая&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Версия 08:46, 14 июня 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l324&quot; &gt;Строка 324:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Строка 324:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#define EF_NODRAW		128		/* don\\\'t draw entity */&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#define EF_NODRAW		128		/* don\\\'t draw entity */&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/pre&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/pre&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* [[http://www.amxmodx.org/funcwiki.php?go=module&amp;amp;id=3 Константы Engine (англ. )]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Nikita</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.hldm.org/index.php?title=Engine_%D0%BA%D0%BE%D0%BD%D1%81%D1%82%D0%B0%D0%BD%D1%82%D1%8B&amp;diff=892&amp;oldid=prev</id>
		<title>Nikita: Новая страница: «Категория:AMX MOD X  == Константы микрофона ==  &lt;pre&gt; #define SPEAK_NORMAL		0 #define SPEAK_MUTED		1 #define SPEAK_ALL		2 #define S…»</title>
		<link rel="alternate" type="text/html" href="https://wiki.hldm.org/index.php?title=Engine_%D0%BA%D0%BE%D0%BD%D1%81%D1%82%D0%B0%D0%BD%D1%82%D1%8B&amp;diff=892&amp;oldid=prev"/>
		<updated>2013-06-14T08:44:54Z</updated>

		<summary type="html">&lt;p&gt;Новая страница: «&lt;a href=&quot;/%D0%9A%D0%B0%D1%82%D0%B5%D0%B3%D0%BE%D1%80%D0%B8%D1%8F:AMX_MOD_X&quot; title=&quot;Категория:AMX MOD X&quot;&gt;Категория:AMX MOD X&lt;/a&gt;  == Константы микрофона ==  &amp;lt;pre&amp;gt; #define SPEAK_NORMAL		0 #define SPEAK_MUTED		1 #define SPEAK_ALL		2 #define S…»&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Новая страница&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Категория:AMX MOD X]]&lt;br /&gt;
&lt;br /&gt;
== Константы микрофона == &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#define SPEAK_NORMAL		0&lt;br /&gt;
#define SPEAK_MUTED		1&lt;br /&gt;
#define SPEAK_ALL		2&lt;br /&gt;
#define SPEAK_LISTENALL		4&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Константы камеры == &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#define CAMERA_NONE		0&lt;br /&gt;
#define CAMERA_3RDPERSON	1&lt;br /&gt;
#define CAMERA_UPLEFT		2&lt;br /&gt;
#define CAMERA_TOPDOWN		3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Entity Integer Constants == &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
enum {&lt;br /&gt;
	EV_INT_gamestate = 0,&lt;br /&gt;
	EV_INT_oldbuttons,&lt;br /&gt;
	EV_INT_groupinfo,&lt;br /&gt;
	EV_INT_iuser1,&lt;br /&gt;
	EV_INT_iuser2,&lt;br /&gt;
	EV_INT_iuser3,&lt;br /&gt;
	EV_INT_iuser4,&lt;br /&gt;
	EV_INT_weaponanim,&lt;br /&gt;
	EV_INT_pushmsec,&lt;br /&gt;
	EV_INT_bInDuck,&lt;br /&gt;
	EV_INT_flTimeStepSound,&lt;br /&gt;
	EV_INT_flSwimTime,&lt;br /&gt;
	EV_INT_flDuckTime,&lt;br /&gt;
	EV_INT_iStepLeft,&lt;br /&gt;
	EV_INT_movetype,&lt;br /&gt;
	EV_INT_solid,&lt;br /&gt;
	EV_INT_skin,&lt;br /&gt;
	EV_INT_body,&lt;br /&gt;
	EV_INT_effects,&lt;br /&gt;
	EV_INT_light_level,&lt;br /&gt;
	EV_INT_sequence,&lt;br /&gt;
	EV_INT_gaitsequence,&lt;br /&gt;
	EV_INT_modelindex,&lt;br /&gt;
	EV_INT_playerclass,&lt;br /&gt;
	EV_INT_waterlevel,&lt;br /&gt;
	EV_INT_watertype,&lt;br /&gt;
	EV_INT_spawnflags,&lt;br /&gt;
	EV_INT_flags,&lt;br /&gt;
	EV_INT_colormap,&lt;br /&gt;
	EV_INT_team,&lt;br /&gt;
	EV_INT_fixangle,&lt;br /&gt;
	EV_INT_weapons,&lt;br /&gt;
	EV_INT_rendermode,&lt;br /&gt;
	EV_INT_renderfx,&lt;br /&gt;
	EV_INT_button,&lt;br /&gt;
	EV_INT_impulse,&lt;br /&gt;
	EV_INT_deadflag,&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Entity Float Constants == &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
enum {&lt;br /&gt;
	EV_FL_impacttime = 0,&lt;br /&gt;
	EV_FL_starttime,&lt;br /&gt;
	EV_FL_idealpitch,&lt;br /&gt;
	EV_FL_pitch_speed,&lt;br /&gt;
	EV_FL_ideal_yaw,&lt;br /&gt;
	EV_FL_yaw_speed,&lt;br /&gt;
	EV_FL_ltime,&lt;br /&gt;
	EV_FL_nextthink,&lt;br /&gt;
	EV_FL_gravity,&lt;br /&gt;
	EV_FL_friction,&lt;br /&gt;
	EV_FL_frame,&lt;br /&gt;
	EV_FL_animtime,&lt;br /&gt;
	EV_FL_framerate,&lt;br /&gt;
	EV_FL_health,&lt;br /&gt;
	EV_FL_frags,&lt;br /&gt;
	EV_FL_takedamage,&lt;br /&gt;
	EV_FL_max_health,&lt;br /&gt;
	EV_FL_teleport_time,&lt;br /&gt;
	EV_FL_armortype,&lt;br /&gt;
	EV_FL_armorvalue,&lt;br /&gt;
	EV_FL_dmg_take,&lt;br /&gt;
	EV_FL_dmg_save,&lt;br /&gt;
	EV_FL_dmg,&lt;br /&gt;
	EV_FL_dmgtime,&lt;br /&gt;
	EV_FL_speed,&lt;br /&gt;
	EV_FL_air_finished,&lt;br /&gt;
	EV_FL_pain_finished,&lt;br /&gt;
	EV_FL_radsuit_finished,&lt;br /&gt;
	EV_FL_scale,&lt;br /&gt;
	EV_FL_renderamt,&lt;br /&gt;
	EV_FL_maxspeed,&lt;br /&gt;
	EV_FL_fov,&lt;br /&gt;
	EV_FL_flFallVelocity,&lt;br /&gt;
	EV_FL_fuser1,&lt;br /&gt;
	EV_FL_fuser2,&lt;br /&gt;
	EV_FL_fuser3,&lt;br /&gt;
	EV_FL_fuser4,&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Entity Vector Constants == &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
enum {&lt;br /&gt;
	EV_VEC_origin = 0,&lt;br /&gt;
	EV_VEC_oldorigin,&lt;br /&gt;
	EV_VEC_velocity,&lt;br /&gt;
	EV_VEC_basevelocity,&lt;br /&gt;
	EV_VEC_clbasevelocity,&lt;br /&gt;
	EV_VEC_movedir,&lt;br /&gt;
	EV_VEC_angles,&lt;br /&gt;
	EV_VEC_avelocity,&lt;br /&gt;
	EV_VEC_punchangle,&lt;br /&gt;
	EV_VEC_v_angle,&lt;br /&gt;
	EV_VEC_endpos,&lt;br /&gt;
	EV_VEC_startpos,&lt;br /&gt;
	EV_VEC_absmin,&lt;br /&gt;
	EV_VEC_absmax,&lt;br /&gt;
	EV_VEC_mins,&lt;br /&gt;
	EV_VEC_maxs,&lt;br /&gt;
	EV_VEC_size,&lt;br /&gt;
	EV_VEC_rendercolor,&lt;br /&gt;
	EV_VEC_view_ofs,&lt;br /&gt;
	EV_VEC_vuser1,&lt;br /&gt;
	EV_VEC_vuser2,&lt;br /&gt;
	EV_VEC_vuser3,&lt;br /&gt;
	EV_VEC_vuser4,&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Entity Edict Constants == &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
enum {&lt;br /&gt;
	EV_ENT_chain = 0,&lt;br /&gt;
	EV_ENT_dmg_inflictor,&lt;br /&gt;
	EV_ENT_enemy,&lt;br /&gt;
	EV_ENT_aiment,&lt;br /&gt;
	EV_ENT_owner,&lt;br /&gt;
	EV_ENT_groundentity,&lt;br /&gt;
	EV_ENT_pContainingEntity,&lt;br /&gt;
	EV_ENT_euser1,&lt;br /&gt;
	EV_ENT_euser2,&lt;br /&gt;
	EV_ENT_euser3,&lt;br /&gt;
	EV_ENT_euser4,&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Строковые энтити константы == &lt;br /&gt;
Подробнее о [[Энтити-объекты|энтити-объектах]].&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
enum {&lt;br /&gt;
	EV_SZ_classname = 0,&lt;br /&gt;
	EV_SZ_globalname,&lt;br /&gt;
	EV_SZ_model,&lt;br /&gt;
	EV_SZ_target,&lt;br /&gt;
	EV_SZ_targetname,&lt;br /&gt;
	EV_SZ_netname,&lt;br /&gt;
	EV_SZ_message,&lt;br /&gt;
	EV_SZ_noise,&lt;br /&gt;
	EV_SZ_noise1,&lt;br /&gt;
	EV_SZ_noise2,&lt;br /&gt;
	EV_SZ_noise3,&lt;br /&gt;
	EV_SZ_viewmodel,&lt;br /&gt;
	EV_SZ_weaponmodel,&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Entity Byte Constants == &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
enum {&lt;br /&gt;
	EV_BYTE_controller1 = 0,&lt;br /&gt;
	EV_BYTE_controller2,&lt;br /&gt;
	EV_BYTE_controller3,&lt;br /&gt;
	EV_BYTE_controller4,&lt;br /&gt;
	EV_BYTE_blending1,&lt;br /&gt;
	EV_BYTE_blending2,&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Константы действия == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#define IN_ATTACK		(1&amp;lt;&amp;lt;0)&lt;br /&gt;
#define IN_JUMP			(1&amp;lt;&amp;lt;1)&lt;br /&gt;
#define IN_DUCK			(1&amp;lt;&amp;lt;2)&lt;br /&gt;
#define IN_FORWARD		(1&amp;lt;&amp;lt;3)&lt;br /&gt;
#define IN_BACK			(1&amp;lt;&amp;lt;4)&lt;br /&gt;
#define IN_USE			(1&amp;lt;&amp;lt;5)&lt;br /&gt;
#define IN_CANCEL		(1&amp;lt;&amp;lt;6)&lt;br /&gt;
#define IN_LEFT			(1&amp;lt;&amp;lt;7)&lt;br /&gt;
#define IN_RIGHT		(1&amp;lt;&amp;lt;8)&lt;br /&gt;
#define IN_MOVELEFT		(1&amp;lt;&amp;lt;9)&lt;br /&gt;
#define IN_MOVERIGHT		(1&amp;lt;&amp;lt;10)&lt;br /&gt;
#define IN_ATTACK2		(1&amp;lt;&amp;lt;11)&lt;br /&gt;
#define IN_RUN			(1&amp;lt;&amp;lt;12)&lt;br /&gt;
#define IN_RELOAD		(1&amp;lt;&amp;lt;13)&lt;br /&gt;
#define IN_ALT1			(1&amp;lt;&amp;lt;14)&lt;br /&gt;
#define IN_SCORE		(1&amp;lt;&amp;lt;15)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Константы передвижения == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#define	FL_FLY			(1&amp;lt;&amp;lt;0)		/* Changes the SV_Movestep() behavior to not need to be on ground */&lt;br /&gt;
#define	FL_SWIM			(1&amp;lt;&amp;lt;1)		/* Changes the SV_Movestep() behavior to not need to be on ground (but stay in water) */&lt;br /&gt;
#define	FL_CONVEYOR		(1&amp;lt;&amp;lt;2)&lt;br /&gt;
#define	FL_CLIENT		(1&amp;lt;&amp;lt;3)&lt;br /&gt;
#define	FL_INWATER		(1&amp;lt;&amp;lt;4)&lt;br /&gt;
#define	FL_MONSTER		(1&amp;lt;&amp;lt;5)&lt;br /&gt;
#define	FL_GODMODE		(1&amp;lt;&amp;lt;6)&lt;br /&gt;
#define	FL_NOTARGET		(1&amp;lt;&amp;lt;7)&lt;br /&gt;
#define	FL_SKIPLOCALHOST	(1&amp;lt;&amp;lt;8)		/* Don\\\'t send entity to local host, it\\\'s predicting this entity itself */&lt;br /&gt;
#define	FL_ONGROUND		(1&amp;lt;&amp;lt;9)		/* At rest / on the ground */&lt;br /&gt;
#define	FL_PARTIALGROUND	(1&amp;lt;&amp;lt;10)		/* not all corners are valid */&lt;br /&gt;
#define	FL_WATERJUMP		(1&amp;lt;&amp;lt;11)		/* player jumping out of water */&lt;br /&gt;
#define FL_FROZEN		(1&amp;lt;&amp;lt;12) 	/* Player is frozen for 3rd person camera */&lt;br /&gt;
#define FL_FAKECLIENT		(1&amp;lt;&amp;lt;13)		/* JAC: fake client, simulated server side; don\\\'t send network messages to them */&lt;br /&gt;
#define FL_DUCKING		(1&amp;lt;&amp;lt;14)		/* Player flag -- Player is fully crouched */&lt;br /&gt;
#define FL_FLOAT		(1&amp;lt;&amp;lt;15)		/* Apply floating force to this entity when in water */&lt;br /&gt;
#define FL_GRAPHED		(1&amp;lt;&amp;lt;16)		/* worldgraph has this ent listed as something that blocks a connection */&lt;br /&gt;
#define FL_IMMUNE_WATER		(1&amp;lt;&amp;lt;17)&lt;br /&gt;
#define	FL_IMMUNE_SLIME		(1&amp;lt;&amp;lt;18)&lt;br /&gt;
#define FL_IMMUNE_LAVA		(1&amp;lt;&amp;lt;19)&lt;br /&gt;
#define FL_PROXY		(1&amp;lt;&amp;lt;20)		/* This is a spectator proxy */&lt;br /&gt;
#define FL_ALWAYSTHINK		(1&amp;lt;&amp;lt;21)		/* Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path) */&lt;br /&gt;
#define FL_BASEVELOCITY		(1&amp;lt;&amp;lt;22)		/* Base velocity has been applied this frame (used to convert base velocity into momentum) */&lt;br /&gt;
#define FL_MONSTERCLIP		(1&amp;lt;&amp;lt;23)		/* Only collide in with monsters who have FL_MONSTERCLIP set */&lt;br /&gt;
#define FL_ONTRAIN		(1&amp;lt;&amp;lt;24)		/* Player is _controlling_ a train, so movement commands should be ignored on client during prediction. */&lt;br /&gt;
#define FL_WORLDBRUSH		(1&amp;lt;&amp;lt;25)		/* Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something) */&lt;br /&gt;
#define FL_SPECTATOR		(1&amp;lt;&amp;lt;26) 	/* This client is a spectator, don\\\'t run touch functions, etc. */&lt;br /&gt;
#define FL_CUSTOMENTITY		(1&amp;lt;&amp;lt;29)		/* This is a custom entity */&lt;br /&gt;
#define FL_KILLME		(1&amp;lt;&amp;lt;30)		/* This entity is marked for death -- This allows the engine to kill ents at the appropriate time */&lt;br /&gt;
#define FL_DORMANT		(1&amp;lt;&amp;lt;31)		/* Entity is dormant, no updates to client */&lt;br /&gt;
#define	MOVETYPE_NONE		0		/* never moves */&lt;br /&gt;
#define MOVETYPE_ANGLENOCLIP	1&lt;br /&gt;
#define MOVETYPE_ANGLECLIP	2&lt;br /&gt;
#define	MOVETYPE_WALK		3		/* Player only - moving on the ground */&lt;br /&gt;
#define	MOVETYPE_STEP		4		/* gravity, special edge handling -- monsters use this */&lt;br /&gt;
#define	MOVETYPE_FLY		5		/* No gravity, but still collides with stuff */&lt;br /&gt;
#define	MOVETYPE_TOSS		6		/* gravity/collisions */&lt;br /&gt;
#define	MOVETYPE_PUSH		7		/* no clip to world, push and crush */&lt;br /&gt;
#define	MOVETYPE_NOCLIP		8		/* No gravity, no collisions, still do velocity/avelocity */&lt;br /&gt;
#define	MOVETYPE_FLYMISSILE	9		/* extra size to monsters */&lt;br /&gt;
#define	MOVETYPE_BOUNCE		10		/* Just like Toss, but reflect velocity when contacting surfaces */&lt;br /&gt;
#define MOVETYPE_BOUNCEMISSILE	11		/* bounce w/o gravity */&lt;br /&gt;
#define MOVETYPE_FOLLOW		12		/* track movement of aiment */&lt;br /&gt;
&lt;br /&gt;
#define	MOVETYPE_PUSHSTEP	13		/* BSP model that needs physics/world collisions (uses nearest hull for world collision) */&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Solid Constants == &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#define	SOLID_NOT		0		/* no interaction with other objects */&lt;br /&gt;
#define	SOLID_TRIGGER		1		/* touch on edge, but not blocking */&lt;br /&gt;
#define	SOLID_BBOX		2		/* touch on edge, block */&lt;br /&gt;
#define	SOLID_SLIDEBOX		3		/* touch on edge, but not an onground */&lt;br /&gt;
#define	SOLID_BSP		4		/* bsp clip, touch on edge, block */&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contents Constants == &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#define	CONTENTS_EMPTY		-1&lt;br /&gt;
#define	CONTENTS_SOLID		-2&lt;br /&gt;
#define	CONTENTS_WATER		-3&lt;br /&gt;
#define	CONTENTS_SLIME		-4&lt;br /&gt;
#define	CONTENTS_LAVA		-5&lt;br /&gt;
#define	CONTENTS_SKY		-6&lt;br /&gt;
#define	CONTENTS_ORIGIN		-7		/* removed at csg time */&lt;br /&gt;
#define	CONTENTS_CLIP		-8		/* changed to contents_solid */&lt;br /&gt;
#define	CONTENTS_CURRENT_0	-9&lt;br /&gt;
#define	CONTENTS_CURRENT_90	-10&lt;br /&gt;
#define	CONTENTS_CURRENT_180	-11&lt;br /&gt;
#define	CONTENTS_CURRENT_270	-12&lt;br /&gt;
#define	CONTENTS_CURRENT_UP	-13&lt;br /&gt;
#define	CONTENTS_CURRENT_DOWN	-14&lt;br /&gt;
#define CONTENTS_TRANSLUCENT	-15&lt;br /&gt;
#define	CONTENTS_LADDER		-16&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Damage Constants == &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#define DMG_GENERIC		0		/* generic damage was done */&lt;br /&gt;
#define DMG_CRUSH		(1&amp;lt;&amp;lt;0)		/* crushed by falling or moving object */&lt;br /&gt;
#define DMG_BULLET		(1&amp;lt;&amp;lt;1)		/* shot */&lt;br /&gt;
#define DMG_SLASH		(1&amp;lt;&amp;lt;2)		/* cut, clawed, stabbed */&lt;br /&gt;
#define DMG_BURN		(1&amp;lt;&amp;lt;3)		/* heat burned */&lt;br /&gt;
#define DMG_FREEZE		(1&amp;lt;&amp;lt;4)		/* frozen */&lt;br /&gt;
#define DMG_FALL		(1&amp;lt;&amp;lt;5)		/* fell too far */&lt;br /&gt;
#define DMG_BLAST		(1&amp;lt;&amp;lt;6)		/* explosive blast damage */&lt;br /&gt;
#define DMG_CLUB		(1&amp;lt;&amp;lt;7)		/* crowbar, punch, headbutt */&lt;br /&gt;
#define DMG_SHOCK		(1&amp;lt;&amp;lt;8)		/* electric shock */&lt;br /&gt;
#define DMG_SONIC		(1&amp;lt;&amp;lt;9)		/* sound pulse shockwave */&lt;br /&gt;
#define DMG_ENERGYBEAM		(1&amp;lt;&amp;lt;10)		/* laser or other high energy beam */&lt;br /&gt;
#define DMG_NEVERGIB		(1&amp;lt;&amp;lt;12)		/* with this bit OR\\\'d in, no damage type will be able to gib victims upon death */&lt;br /&gt;
#define DMG_ALWAYSGIB		(1&amp;lt;&amp;lt;13)		/* with this bit OR\\\'d in, any damage type can be made to gib victims upon death */&lt;br /&gt;
#define DMG_DROWN		(1&amp;lt;&amp;lt;14)		/* Drowning */&lt;br /&gt;
/* time-based damage */&lt;br /&gt;
#define DMG_TIMEBASED		(~(0x3fff))	/* mask for time-based damage */&lt;br /&gt;
/* TF Additions */&lt;br /&gt;
#define DMG_PARALYZE		(1&amp;lt;&amp;lt;15)		/* slows affected creature down */&lt;br /&gt;
#define DMG_NERVEGAS		(1&amp;lt;&amp;lt;16)		/* nerve toxins, very bad */&lt;br /&gt;
#define DMG_POISON		(1&amp;lt;&amp;lt;17)		/* blood poisioning */&lt;br /&gt;
#define DMG_RADIATION		(1&amp;lt;&amp;lt;18)		/* radiation exposure */&lt;br /&gt;
#define DMG_DROWNRECOVER	(1&amp;lt;&amp;lt;19)		/* drowning recovery */&lt;br /&gt;
#define DMG_ACID		(1&amp;lt;&amp;lt;20)		/* toxic chemicals or acid burns */&lt;br /&gt;
#define DMG_SLOWBURN		(1&amp;lt;&amp;lt;21)		/* in an oven */&lt;br /&gt;
#define DMG_SLOWFREEZE		(1&amp;lt;&amp;lt;22)		/* in a subzero freezer */&lt;br /&gt;
#define DMG_MORTAR		(1&amp;lt;&amp;lt;23)		/* Hit by air raid (done to distinguish grenade from mortar) */&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Effects Constants == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#define EF_BRIGHTFIELD		1		/* swirling cloud of particles */&lt;br /&gt;
#define EF_MUZZLEFLASH 		2		/* single frame ELIGHT on entity attachment 0 */&lt;br /&gt;
#define EF_BRIGHTLIGHT 		4		/* DLIGHT centered at entity origin */&lt;br /&gt;
#define EF_DIMLIGHT 		8		/* player flashlight */&lt;br /&gt;
#define EF_INVLIGHT		16		/* get lighting from ceiling */&lt;br /&gt;
#define EF_NOINTERP		32		/* don\\\'t interpolate the next frame */&lt;br /&gt;
#define EF_LIGHT		64		/* rocket flare glow sprite */&lt;br /&gt;
#define EF_NODRAW		128		/* don\\\'t draw entity */&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nikita</name></author>
		
	</entry>
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