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/* ########### widgets ############ */
#define BUTTON 0
#define SLIDER 1
#define LABEL 2
#define LISTVIEW 3
#define CHECKBOX 4
#define PANEL 5
#define COMBOBOX 6
#define INPUT 7
/* ############## input types ########### */
#define INPUT_KEY 0
#define INPUT_JOY 1
#define INPUT_MOUSE 2
/* ############## content ############ */
#define CONTENTS_AIR 0
#define CONTENTS_SOLID 1
#define CONTENTS_WINDOW 2
#define CONTENTS_AUX 4
#define CONTENTS_LAVA 8
#define CONTENTS_SLIME 16
#define CONTENTS_WATER 32
#define CONTENTS_MIST 64
#define CONTENTS_AREAPORTAL 0x8000
#define CONTENTS_PLAYERCLIP 0x10000
#define CONTENTS_MONSTERCLIP 0x20000
#define CONTENTS_TELEPORTER 0x40000
#define CONTENTS_JUMPPAD 0x80000
#define CONTENTS_CLUSTERPORTAL 0x100000
#define CONTENTS_DONOTENTER 0x200000
#define CONTENTS_ORIGIN 0x1000000
#define CONTENTS_BODY 0x2000000
#define CONTENTS_CORPSE 0x4000000
#define CONTENTS_DETAIL 0x8000000
#define CONTENTS_STRUCTURAL 0x10000000
#define CONTENTS_TRANSLUCENT 0x20000000
#define CONTENTS_TRIGGER 0x40000000
#define CONTENTS_NODROP 0x80000000
/* ############# missions ############ */
#define OBJ_PRIORITY_PRIMARY 0
#define OBJ_PRIORITY_SECONDARY 1
#define OBJ_PRIORITY_CONDITION 2
#define OBJ_PRIORITY_HIDDEN 3
#define OBJ_INCOMPLETE 0
#define OBJ_INPROGRESS 1
#define OBJ_COMPLETE 2
#define OBJ_FAILED 3
/* ############# triggers ############## */
#define TRIGGER_TYPE_ANY -2
#define TRIGGER_TYPE_NONE -1
#define TRIGGER_TYPE_LOCATION 0
#define TRIGGER_TYPE_ENTITY_KILLED 1
#define TRIGGER_TYPE_ITEM_PICKED_UP 2
#define TRIGGER_TYPE_MISSION_COMPLETE 3
#define TRIGGER_TYPE_BLOB_RESCUED 4
#define TRIGGER_TYPE_ALL_ENEMIES_KILLED 5
#define TRIGGER_TYPE_ENEMY_DESIMILATED 6
#define TRIGGER_ACTION_ENABLE_FEATURE 0
#define TRIGGER_ACTION_DISABLE_FEATURE 1
#define TRIGGER_ACTION_REMOVE_FEATURE 2
#define TRIGGER_ACTION_EXPLOSION 3
#define TRIGGER_ACTION_COMPLETE_OBJECTIVE 4
#define TRIGGER_ACTION_ENABLE_OBJECTIVE 5
#define TRIGGER_ACTION_FAIL_OBJECTIVE 6
#define TRIGGER_ACTION_UPDATE_OBJECTIVE 7
#define TRIGGER_ACTION_TOGGLE_STRUCTURE 8
#define TRIGGER_ACTION_USE_CAMERA 9
#define TRIGGER_ACTION_TELEPORT_BLOB 10
#define TRIGGER_ACTION_EXIT_MISSION 11
#define TRIGGER_ACTION_START_TIME_LIMIT 12
#define TRIGGER_ACTION_STOP_TIME_LIMIT 13
#define TRIGGER_ACTION_FUNCTION_POINTER 14
#define TRIGGER_ACTION_DESTROY_STRUCTURE 15
#define TRIGGER_ACTION_STOP_ALARM 16
/* ############# light types ########### */
#define LT_NORMAL 0
#define LT_PULSE 1
#define LT_FLICKER 2
/* ############ Doors ################# */
#define DOOR_OPEN 0
#define DOOR_CLOSED 1
#define DOOR_OPENING 2
#define DOOR_CLOSING 3
#define DOOR_LOCKED 4
/* ########### particles ########## */
#define PT_NORMAL 0
#define PT_SPARK 1
#define PT_HALO 2
/* ############# weather ################ */
#define WEATHER_NORMAL 0
#define WEATHER_RAIN 1
#define WEATHER_LIGHT_RAIN 2
#define WEATHER_HEAVY_RAIN 3
#define WEATHER_STORM 4
#define WEATHER_FOG 5
#define WEATHER_THIN_FOG 6
#define WEATHER_THICK_FOG 7
/* ############ entities ######### */
#define ET_UNDEFINED -1
#define ET_BLOB 0
#define ET_BIOMECH 1
#define ET_NEUTRAL 2
#define ET_WEAPON 3
#define ET_ITEM 4
#define ET_BULLET 5
#define ET_FEATURE 6
#define ET_DECORATION 7
#define ET_DOOR 8
#define ET_WINDOW 9
#define ET_SWITCH 10
#define ET_BARRIER 11
#define ET_STRUCTURE 12
#define ET_WEAK_WALL 13
#define ET_LIFT 14
#define ET_PUSHBLOCK 15
#define ET_AUTOLIFT 16
#define ET_EMITTER 17
#define ET_WEAK_STRUCTURE 18
#define ET_TRAP 19
#define ET_SUPPLY_CRATE 20
#define ET_BOSS 21
#define ET_CAMERA 22
/* ############# entity flags ########### */
#define EF_BOB 1
#define EF_NOMOVE ( 2 << 0 )
#define EF_STATIC ( 2 << 1 )
#define EF_NOFIRE ( 2 << 2 )
#define EF_DYING ( 2 << 3 )
#define EF_DEAD ( 2 << 4 )
#define EF_WEIGHTLESS ( 2 << 5 )
#define EF_TELEPORTING ( 2 << 6 )
#define EF_IMMORTAL ( 2 << 7 )
#define EF_EXPLODES ( 2 << 8 )
#define EF_BOUNCES ( 2 << 9 )
#define EF_ONGROUND ( 2 << 10 )
#define EF_NOCLIP ( 2 << 11 )
#define EF_AUTO_PICKUP ( 2 << 12 )
#define EF_NO_TARGET ( 2 << 13 )
#define EF_CANNOT_BE_KILLED ( 2 << 14 )
#define EF_VANISHED ( 2 << 15 )
#define EF_NOTARGET ( 2 << 16 )
#define EF_PUSHABLE ( 2 << 17 )
#define EF_NOWORLDCLIP ( 2 << 18 )
#define EF_FROZEN ( 2 << 19 )
#define EF_SWIMS ( 2 << 20 )
#define EF_ASSIMILATING ( 2 << 21 )
#define EF_EXITTED ( 2 << 22 )
#define EF_ONFIRE ( 2 << 23 )
#define EF_WRAPPED ( 2 << 24 )
#define EF_GRAPPLING ( 2 << 25 )
#define EF_ALWAYS_FACE ( 2 << 26 )
#define EF_HAS_TURRET ( 2 << 27 )
#define EF_NO_MD2_LOOP ( 2 << 28 )
#define EF_BLIND ( 2 << 29 )
/* ############## blob jobs ########### */
#define BLOB_BOB 0
#define BLOB_TEEKA 1
#define BLOB_MIA 2
#define BLOB_SOLDIER 3
#define BLOB_DEMOLITION 4
#define BLOB_ENGINEER 5
#define BLOB_HACKER 6
#define BLOB_ASSIMILATING 7
/* ############## enemies ############# */
#define NME_PISTOL_BLOB 0
#define NME_GRENADE_BLOB 1
#define NME_MACHINEGUN_BLOB 2
#define NME_SHOTGUN_BLOB 3
#define NME_PISTOL_DROID 4
#define NME_GRENADE_DROID 5
#define NME_MACHINEGUN_DROID 6
#define NME_SHOTGUN_DROID 7
#define NME_LIGHT_PLASMA_BLOB 8
#define NME_HEAVY_PLASMA_BLOB 9
#define NME_HEAVY_PLASMA_DROID 10
#define NME_LASER_BLOB 11
#define NME_LASER_DROID 12
#define NME_MINI_MINE_DROID 13
#define NME_ROCKET_DROID 14
#define NME_ROCKET_BLOB 15
#define NME_ICEGUN_BLOB 16
#define NME_ICEGUN_DROID 17
#define NME_DARK_BLOB 18
#define NME_BLACK_DROID 19
#define NME_UZI_SENTRY_GUN 20
#define NME_PLASMA_SENTRY_GUN 21
#define NME_ROCKET_SENTRY_GUN 22
#define NME_MORTOR_SENTRY_GUN 23
#define NME_AQUA_BLOB 24
#define NME_MACHINEGUN_SPIDERBLOB 25
#define NME_SHOTGUN_SPIDERBLOB 26
#define NME_PLASMA_SPIDERBLOB 27
#define NME_BABY_SPIDERBLOB 28
#define NME_DEAD_SENTRYGUN 29
#define NME_TANKBAY_TANK_1 30
#define NME_TANKBAY_TANK_2 31
/* ############# shield types ############## */
#define SHIELD_NONE 0
#define SHIELD_NORMAL 1
#define SHIELD_CONVENTIONAL 2
#define SHIELD_ENERGY 3
/* ########### damage types ########### */
#define DAMAGE_EXPLOSION 1
#define DAMAGE_CONVENTENIAL 2
#define DAMAGE_ENERGY 3
#define DAMAGE_SPECIAL 4
/* ############## special features ######### */
#define FEATURE_SPAWNER 0
#define FEATURE_TELEPORTER 1
#define FEATURE_EXIT 2
#define FEATURE_SAVE_POINT 3
#define FEATURE_INFORMATION 4
#define FEATURE_GRAPPLE_POINT 5
/* ############## switches ######### */
#define SWT_NORMAL 0
#define SWT_TIMED 1
#define SWT_TOGGLE 2
#define SWT_STATIC 3
#define SWT_PRESSURE 4
#define SWT_RESET 5
#define SWITCH_ENGINEER 6
#define SWITCH_HACKER 7
#define SWITCH_DEMOLITION 8
/* ############## texture spec movement ######## */
#define TSM_NORMAL 0
#define TSM_SIN 1
#define TSM_COS 2
/* ############## decoration ############## */
#define DT_FLESH 1
#define DT_FIRE 2
#define DT_SHARD 3
#define DT_GENERAL 4
/* ############### emitters ###################### */
#define EMITTER_FIRE 0
#define EMITTER_SMOKE 1
#define EMITTER_SPARKS 2
#define EMITTER_COLOR 3
/* ################ traps ####################### */
#define TRAP_LASER 0
/* ############## sounds ############## */
enum {
SND_BUTTONCLICK,
SND_BUTTONBEEP,
SND_PISTOL,
SND_RICO1,
SND_RICO2,
SND_DEATH1,
SND_DEATH2,
SND_DEATH3,
SND_DEATH4,
SND_HIT,
SND_SPLAT,
SND_SPLAT_UNDERWATER,
SND_PLASMA,
SND_PLASMA_HIT,
SND_GRENADE_EXPLODE,
SND_ARM1,
SND_ARM2,
SND_ARM3,
SND_HEAVY_PLASMA,
SND_ROCKET_LAUNCHER,
SND_PISTOL_RELOAD,
SND_SILENCED_PISTOL,
SND_RIFLE,
SND_UZI,
SND_TELEPORT1,
SND_TELEPORT2,
SND_TELEPORT3,
SND_PICKUP_WEAPON,
SND_WEAPON_EMPTY,
SND_GULP,
SND_ITEM,
SND_THROW,
SND_METAL_BOUNCE,
SND_THROW1,
SND_THROW2,
SND_DROID_DEATH1,
SND_DROID_DEATH2,
SND_DROID_DEATH3,
SND_DROID_DEATH4,
SND_WATER_IN,
SND_WATER_OUT,
SND_WATER_SWIM,
SND_SLIME_IN,
SND_LAVA_IN,
SND_WEATHER,
SND_DOOR_MOVE_START,
SND_DOOR_MOVE_END,
SND_GLASS_SHATTER_1,
SND_GLASS_SHATTER_2,
SND_GLASS_SHATTER_3,
SND_BARRIER_SHUT_DOWN,
SND_CLANG,
SND_ELECTRIC_SPARK1,
SND_ELECTRIC_SPARK2,
SND_ELECTRIC_SPARK3,
SND_ELECTRIC_SPARK4,
SND_ELECTRIC_SPARK5,
SND_BULLET_HIT_WATER,
SND_SWITCH_BLEEP,
SND_SWITCH_CLICK_1,
SND_SWITCH_CLICK_2,
SND_SWITCH_CLICK_3,
SND_DROWNING,
SND_GRENADE_LAUNCHER,
SND_ICE_GUN,
SND_LARGE_EXPLOSION,
SND_GRAPPLE_FIRE,
SND_GRAPPLE_HIT,
SND_GRAPPLING,
SND_GLASS_HIT_1,
SND_GLASS_HIT_2,
SND_TIME_WARNING_1,
SND_TIME_WARNING_2,
SND_C4_CLOCK,
SND_SHIELD_DESTROYED,
SND_CRATE_DESTROYED,
SND_LASER,
SND_FLAMETHROWER,
SND_DESIMILATOR,
SND_DESIMILATED,
SND_ICE_HIT,
SND_ICE_SHATTER,
SND_ICE_BLOCK,
SND_WEB_FIRE,
SND_WEB_WRAP,
SND_WEB_HIT,
SND_SPIDERBLOB_DIE,
SND_GALDOV_LAUGH,
SND_GALDOV_ENERGY,
SND_GALDOV_PAIN,
SND_GALDOV_CHARGE,
SND_GALDOV_FIRE,
SND_PLANT_BOMB,
SND_POP
};
/* ############### weapons ############ */
#define WEP_PISTOL 0
#define WEP_SHOTGUN 1
#define WEP_UZI 2
#define WEP_PLASMA_PISTOL 3
#define WEP_LASER_PISTOL 4
#define WEP_GRENADE 5
#define WEP_LASER_RIFLE 6
#define WEP_PLASMA_RIFLE 7
#define WEP_MINI_GRENADES 8
#define WEP_GRENADE_LAUNCHER 9
#define WEP_CLUSTER_LAUNCHER 10
#define WEP_ROCKET_LAUNCHER 11
#define WEP_BOMBLET 12
#define WEP_MINI_MINE 13
#define WEP_ICE_GUN 14
#define WEP_DESIMILATOR 15
#define WEP_MINI_ROCKET 16
#define WEP_FLAMETHROWER 17
#define WEP_WEB 18
#define WEP_GRAPPLING_HOOK 19
#define WEP_HOMING_ENERGY 20
#define TRAIL_NONE 0
#define TRAIL_SMALL_PLASMA 1
#define TRAIL_HEAVY_PLASMA 2
#define TRAIL_SMOKE 3
#define TRAIL_SMALL_SMOKE 4
#define TRAIL_FIRE 5
#define TRAIL_ICE 6
#define TRAIL_FLAMETHROWER 7
#define TRAIL_ENERGY 8
#define TRAIL_MULTI 9
/* ############# items ######### */
#define IT_MEDICAL 0
#define IT_POWER_UP 1
#define IT_SPECIAL 2
#define IT_MISC 3
#define ITM_CHERRY 0
#define ITM_MEDIPACK 1
#define ITM_KEYCARD 2
#define ITM_BATTERY 3
#define ITM_IDCARD 4
#define ITM_SHIELD_BELT 5
#define ITM_TEEKA_WEAPON 6
#define ITM_C4 7
#define ITM_BOMB 8
#define ITM_TELETAG 9
#define ITM_GRAPPLE_HOOK 10
#define ITM_STICKY_C4 11
#define ITM_CUSTOM_FIRST 25
#define ITM_CUSTOM_LAST 49
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