//**************************************************************************
//**
//** zdefs.acs
//**
//** Common definitions for use when compiling ACS scripts for ZDoom
//**
//**************************************************************************

#define TRUE                    1
#define FALSE                   0
#define ON                      1
#define OFF                     0
#define YES                     1
#define NO                      0

#define LINE_FRONT              0
#define LINE_BACK               1

#define SIDE_FRONT              0
#define SIDE_BACK               1

#define TEXTURE_TOP             0
#define TEXTURE_MIDDLE          1
#define TEXTURE_BOTTOM          2

// same information as combinable bit flags
#define TEXFLAG_TOP				1
#define TEXFLAG_MIDDLE			2
#define TEXFLAG_BOTTOM			4
#define TEXFLAG_ADDOFFSET		8

#define GAME_SINGLE_PLAYER      0
#define GAME_NET_COOPERATIVE    1
#define GAME_NET_DEATHMATCH     2
#define GAME_TITLE_MAP		3

// Classes are only useful with Hexen
#define CLASS_FIGHTER           0
#define CLASS_CLERIC            1
#define CLASS_MAGE              2

#define SKILL_VERY_EASY         0
#define SKILL_EASY              1
#define SKILL_NORMAL            2
#define SKILL_HARD              3
#define SKILL_VERY_HARD         4

#define BLOCK_NOTHING           0
#define BLOCK_CREATURES         1
#define BLOCK_EVERYTHING        2
#define BLOCK_RAILING			3
#define BLOCK_PLAYERS			4

#define SCROLL                  0
#define CARRY                   1
#define SCROLL_AND_CARRY        2

// Means-of-death for Sector_SetDamage --------------------------------------

#define MOD_UNKNOWN             0
#define MOD_ROCKET              5
#define MOD_R_SPLASH            6
#define MOD_PLASMARIFLE         7
#define MOD_BFG_BOOM            8
#define MOD_BFG_SPLASH          9
#define MOD_CHAINSAW            10
#define MOD_SSHOTGUN            11
#define MOD_WATER               12
#define MOD_SLIME               13
#define MOD_LAVA                14
#define MOD_CRUSH               15
#define MOD_TELEFRAG            16
#define MOD_FALLING             17
#define MOD_SUICIDE             18
#define MOD_BARREL              19
#define MOD_EXIT                20
#define MOD_SPLASH              21
#define MOD_HIT                 22
#define MOD_RAILGUN		23
#define MOD_ICE			24
#define MOD_DISINTEGRATE	25
#define MOD_POISON		26
#define MOD_ELECTRIC		27

// Return values for PlayMovie ----------------------------------------------

#define MOVIE_Played            0
#define MOVIE_Played_NoVideo    1
#define MOVIE_Played_Aborted    2
#define MOVIE_Failed           -1


// Player properties --------------------------------------------------------

#define PROP_FROZEN					0
#define PROP_NOTARGET				1
#define PROP_INSTANTWEAPONSWITCH	2
#define PROP_FLY					3
#define PROP_TOTALLYFROZEN			4
#define PROP_BUDDHA					16
#define PROP_BUDDHA2				17
#define PROP_FRIGHTENING 			18
#define PROP_NOCLIP 				19
#define PROP_NOCLIP2 				20
#define PROP_GODMODE 				21
#define PROP_GODMODE2 				22

// The following properties correspond to powers given by certain items
#define PROP_INVULNERABILITY		5
#define PROP_STRENGTH				6
#define PROP_INVISIBILITY			7
#define PROP_RADIATIONSUIT			8
#define PROP_ALLMAP					9
#define PROP_INFRARED				10
#define PROP_WEAPONLEVEL2			11
#define PROP_FLIGHT					12
#define PROP_SPEED					15

// Player input -------------------------------------------------------------

// These are the original inputs sent by the player.
#define INPUT_OLDBUTTONS		0
#define INPUT_BUTTONS			1
#define INPUT_PITCH				2
#define INPUT_YAW				3
#define INPUT_ROLL				4
#define INPUT_FORWARDMOVE		5
#define INPUT_SIDEMOVE			6
#define INPUT_UPMOVE			7

// These are the inputs, as modified by P_PlayerThink().
// Most of the time, these will match the original inputs, but
// they can be different if a player is frozen or using a
// chainsaw.
#define MODINPUT_OLDBUTTONS		8
#define MODINPUT_BUTTONS		9
#define MODINPUT_PITCH			10
#define MODINPUT_YAW			11
#define MODINPUT_ROLL			12
#define MODINPUT_FORWARDMOVE	13
#define MODINPUT_SIDEMOVE		14
#define MODINPUT_UPMOVE			15

// Player buttons -----------------------------------------------------------

#define BT_ATTACK				1
#define BT_USE					2
#define BT_JUMP					4
#define BT_CROUCH				8
#define BT_TURN180				16
#define BT_ALTATTACK			32
#define BT_RELOAD				64
#define BT_ZOOM					128

#define BT_SPEED				256
#define BT_STRAFE				512

#define BT_MOVERIGHT			1024
#define BT_MOVELEFT				2048
#define BT_BACK					4096
#define BT_FORWARD				8192
#define BT_RIGHT				16384
#define BT_LEFT					32768
#define BT_LOOKUP				65536
#define BT_LOOKDOWN				131072
#define BT_MOVEUP				262144
#define BT_MOVEDOWN				524288
#define BT_SHOWSCORES			1048576
#define BT_RUN					33554432

// Do whatever you want with these.
#define BT_USER1				2097152
#define BT_USER2				4194304
#define BT_USER3				8388608
#define BT_USER4				16777216

// Text colors --------------------------------------------------------------

#define CR_UNTRANSLATED         -1
#define CR_BRICK                0
#define CR_TAN                  1
#define CR_GRAY                 2
#define CR_GREY                 2
#define CR_GREEN                3
#define CR_BROWN                4
#define CR_GOLD                 5
#define CR_RED                  6
#define CR_BLUE                 7
#define CR_ORANGE               8
#define CR_WHITE                9
#define CR_YELLOW               10
#define CR_BLACK				12
#define CR_LIGHTBLUE			13
#define CR_CREAM				14
#define CR_OLIVE				15
#define CR_DARKGREEN			16
#define CR_DARKRED				17
#define CR_DARKBROWN			18
#define CR_PURPLE				19
#define CR_DARKGRAY				20
#define CR_DARKGREY				20
#define CR_CYAN					21
#define CR_ICE					22
#define CR_FIRE					23
#define CR_SAPPHIRE				24
#define CR_TEAL					25

// HUD message types --------------------------------------------------------

#define HUDMSG_PLAIN		0
#define HUDMSG_FADEOUT		1
#define HUDMSG_TYPEON		2
#define HUDMSG_FADEINOUT	3

// OR this with one of the above to log the hudmessage to the console.
// i.e. instead of HUDMSG_PLAIN, you can use HUDMSG_PLAIN | HUDMSG_LOG
#define HUDMSG_LOG					0x80000000

// OR this with one of the above if the color you passed is a string
// instead of one of the CR_ constants.
#define HUDMSG_COLORSTRING			0x40000000

// OR this with one of the above to use additive blending when drawing the
// HUD message.
#define HUDMSG_ADDBLEND				0x20000000

// OR this with one of the above to use the extra alpha parameter
#define HUDMSG_ALPHA				0x10000000

// Or this with one of the above to not wrap lines
#define HUDMSG_NOWRAP				0x08000000

// HUD message layers; these are not flags
#define HUDMSG_LAYER_OVERHUD		0x00000000
#define HUDMSG_LAYER_UNDERHUD		0x00001000
#define HUDMSG_LAYER_OVERMAP		0x00002000

// HUD message visibility flags
#define HUDMSG_NOTWITH3DVIEW		0x00010000
#define HUDMSG_NOTWITHFULLMAP		0x00020000
#define HUDMSG_NOTWITHOVERLAYMAP	0x00040000


// "Scripted" Marine weapon types -------------------------------------------

#define MARINEWEAPON_Dummy		0
#define MARINEWEAPON_Fist		1
#define MARINEWEAPON_BerserkFist	2
#define MARINEWEAPON_Chainsaw		3
#define MARINEWEAPON_Pistol		4
#define MARINEWEAPON_Shotgun		5
#define MARINEWEAPON_SuperShotgun	6
#define MARINEWEAPON_Chaingun		7
#define MARINEWEAPON_RocketLauncher	8
#define MARINEWEAPON_PlasmaRifle	9
#define MARINEWEAPON_Railgun		10
#define MARINEWEAPON_BFG		11

// Actor properties you can get/set -----------------------------------------

#define APROP_Health		0
#define APROP_Speed			1
#define APROP_Damage		2
#define APROP_Alpha			3
#define APROP_RenderStyle	4
#define APROP_SeeSound		5	// Sounds can only be set, not gotten
#define APROP_AttackSound	6
#define APROP_PainSound		7
#define APROP_DeathSound	8
#define APROP_ActiveSound	9
#define APROP_Ambush		10
#define APROP_Invulnerable	11
#define APROP_JumpZ			12
#define APROP_ChaseGoal		13
#define APROP_Frightened	14
#define APROP_Gravity		15
#define APROP_Friendly		16
#define APROP_SpawnHealth	17
#define APROP_Dropped		18
#define APROP_Notarget		19
#define APROP_Species		20
#define APROP_Nametag		21
#define APROP_Score			22
#define APROP_Notrigger		23
#define APROP_DamageFactor	24
#define APROP_MasterTID 	25
#define APROP_TargetTID 	26
#define APROP_TracerTID 	27
#define APROP_Waterlevel	28
#define APROP_ScaleX        29
#define APROP_ScaleY        30
#define APROP_Dormant		31
#define APROP_Mass			32
#define APROP_Accuracy      33
#define APROP_Stamina       34
#define APROP_Height		35
#define APROP_Radius		36
#define APROP_Reactiontime	37
#define APROP_MeleeRange	38
#define APROP_ViewHeight	39
#define APROP_AttackZOffset	40
#define APROP_StencilColor	41
#define APROP_Friction		42
#define APROP_DamageMultiplier	43
#define APROP_MaxStepHeight 44
#define APROP_MaxDropOffHeight 45
#define APROP_DamageType	46
#define APROP_SoundClass	47
#define APROP_FriendlySeeBlocks 48
#define APROP_WaterDepth 49

// New to Eternity
#define APROP_Counter0      100
#define APROP_Counter1      101
#define APROP_Counter2      102
#define APROP_Counter3      103
#define APROP_Counter4      104
#define APROP_Counter5      105
#define APROP_Counter6      106
#define APROP_Counter7      107

// Render Styles ------------------------------------------------------------

#define STYLE_None			0	// Do not draw
#define STYLE_Normal		1	// Normal; just copy the image to the screen
#define STYLE_Fuzzy			2	// Draw silhouette using "fuzz" effect
#define STYLE_SoulTrans		3	// Draw translucent with amount in r_transsouls
#define STYLE_OptFuzzy		4	// Draw as fuzzy, translucent or shadow, based on user preference
#define STYLE_Stencil		5	// Draw as solid color
#define STYLE_AddStencil	6	// Draw as additive solid color
#define STYLE_AddShaded		7	// 
#define STYLE_Translucent	64	// Draw translucent
#define STYLE_Add			65	// Draw additive
#define STYLE_Shaded		66	// 
#define STYLE_TranslucentStencil 67
#define STYLE_Shadow		68	// Draw dark translucent stencil
#define STYLE_Subtract  69  // Draw subtractive

// Properties you can use with GetLevelInfo() -------------------------------

#define LEVELINFO_PAR_TIME		0
#define LEVELINFO_CLUSTERNUM		1
#define LEVELINFO_LEVELNUM		2
#define LEVELINFO_TOTAL_SECRETS		3
#define LEVELINFO_FOUND_SECRETS		4
#define LEVELINFO_TOTAL_ITEMS		5
#define LEVELINFO_FOUND_ITEMS		6
#define LEVELINFO_TOTAL_MONSTERS	7
#define LEVELINFO_KILLED_MONSTERS	8
#define LEVELINFO_SUCK_TIME		9

// Properties you can use with GetPlayerInfo() ------------------------------

#define PLAYERINFO_TEAM			0
#define PLAYERINFO_AIMDIST		1
#define PLAYERINFO_COLOR		2
#define PLAYERINFO_GENDER		3
#define PLAYERINFO_NEVERSWITCH	4
#define PLAYERINFO_MOVEBOB		5
#define PLAYERINFO_STILLBOB		6
#define PLAYERINFO_PLAYERCLASS	7
#define PLAYERINFO_FOV			8
#define PLAYERINFO_DESIREDFOV	9
#define PLAYERINFO_FVIEWBOB		10


// Flags for ReplaceTextures ------------------------------------------------

#define NOT_BOTTOM				1
#define NOT_MIDDLE				2
#define NOT_TOP					4
#define NOT_FLOOR				8
#define NOT_CEILING				16

// Flags for SectorDamage ---------------------------------------------------

#define DAMAGE_PLAYERS				1
#define DAMAGE_NONPLAYERS			2
#define DAMAGE_IN_AIR				4
#define DAMAGE_SUBCLASSES_PROTECT	8
#define DAMAGE_NO_ARMOR			16

// Flags for MorphActor -----------------------------------------------------

#define MRF_OLDEFFECTS			0x00000000
#define MRF_ADDSTAMINA			0x00000001
#define MRF_FULLHEALTH			0x00000002
#define MRF_UNDOBYTOMEOFPOWER	0x00000004
#define MRF_UNDOBYCHAOSDEVICE	0x00000008
#define MRF_FAILNOTELEFRAG		0x00000010
#define MRF_FAILNOLAUGH			0x00000020
#define MRF_WHENINVULNERABLE	0x00000040
#define MRF_LOSEACTUALWEAPON	0x00000080
#define MRF_NEWTIDBEHAVIOUR		0x00000100
#define MRF_UNDOBYDEATH			0x00000200
#define MRF_UNDOBYDEATHFORCED	0x00000400
#define MRF_UNDOBYDEATHSAVES	0x00000800
#define MRF_UNDOALWAYS			0x00001000
#define MRF_TRANSFERTRANSLATION 0x00002000

// Shared spawnable things from Hexen. You can spawn these in the other -----
// games if you provide sprites for them, otherwise they'll be invisible. ---

#define T_ROCK1                 41
#define T_ROCK2                 42
#define T_ROCK3                 43
#define T_DIRT1                 44
#define T_DIRT2                 45
#define T_DIRT3                 46
#define T_DIRT4                 47
#define T_DIRT5                 48
#define T_DIRT6                 49
#define T_STAINEDGLASS1         54
#define T_STAINEDGLASS2         55
#define T_STAINEDGLASS3         56
#define T_STAINEDGLASS4         57
#define T_STAINEDGLASS5         58
#define T_STAINEDGLASS6         59
#define T_STAINEDGLASS7         60
#define T_STAINEDGLASS8         61
#define T_STAINEDGLASS9         62
#define T_STAINEDGLASS0         63

// Doom Spawnable things (used for thingcount() and thing spawners) ---------

#define T_NONE                  0
#define T_SHOTGUY               1
#define T_CHAINGUY              2
#define T_BARON                 3
#define T_ZOMBIE                4
#define T_IMP                   5
#define T_ARACHNOTRON           6
#define T_SPIDERMASTERMIND      7
#define T_DEMON                 8
#define T_SPECTRE               9
#define T_IMPFIREBALL           10
#define T_CLIP                  11
#define T_SHELLS                12
#define T_CACODEMON             19
#define T_REVENANT              20
#define T_BRIDGE                21
#define T_ARMORBONUS            22
#define T_STIMPACK              23
#define T_MEDKIT                24
#define T_SOULSPHERE            25
#define T_SHOTGUN               27
#define T_CHAINGUN              28
#define T_ROCKETLAUNCHER        29
#define T_PLASMAGUN             30
#define T_BFG                   31
#define T_CHAINSAW              32
#define T_SUPERSHOTGUN          33
#define T_PLASMABOLT            51
#define T_TRACER                53
#define T_GREENARMOR            68
#define T_BLUEARMOR             69
#define T_CELL                  75
#define T_BLUEKEYCARD           85
#define T_REDKEYCARD            86
#define T_YELLOWKEYCARD         87
#define T_YELLOWSKULLKEY        88
#define T_REDSKULLKEY           89
#define T_BLUESKULLKEY          90
#define T_TEMPLARGEFLAME        98
#define T_STEALTHBARON          100
#define T_STEALTHKNIGHT         101
#define T_STEALTHZOMBIE         102
#define T_STEALTHSHOTGUY        103

#define T_LOSTSOUL              110
#define T_VILE                  111
#define T_MANCUBUS              112
#define T_HELLKNIGHT            113
#define T_CYBERDEMON            114
#define T_PAINELEMENTAL         115
#define T_WOLFSS                116
#define T_STEALTHARACHNOTRON    117
#define T_STEALTHVILE           118
#define T_STEALTHCACODEMON      119
#define T_STEALTHCHAINGUY       120
#define T_STEALTHSERGEANT       121
#define T_STEALTHIMP            122
#define T_STEALTHMANCUBUS       123
#define T_STEALTHREVENANT       124
#define T_BARREL                125
#define T_CACODEMONSHOT         126
#define T_ROCKET                127
#define T_BFGSHOT               128
#define T_ARACHNOTRONPLASMA     129
#define T_BLOOD                 130
#define T_PUFF                  131
#define T_MEGASPHERE            132
#define T_INVULNERABILITY       133
#define T_BERSERK               134
#define T_INVISIBILITY          135
#define T_IRONFEET              136
#define T_COMPUTERMAP           137
#define T_LIGHTAMP              138
#define T_AMMOBOX               139
#define T_ROCKETAMMO            140
#define T_ROCKETBOX             141
#define T_BATTERY               142
#define T_SHELLBOX              143
#define T_BACKPACK              144
#define T_GUTS                  145
#define T_BLOODPOOL             146
#define T_BLOODPOOL1            147
#define T_BLOODPOOL2            148
#define T_FLAMINGBARREL         149
#define T_BRAINS                150
#define T_SCRIPTEDMARINE	151
#define T_HEALTHBONUS           152
#define T_MANCUBUSSHOT		153
#define T_BARONBALL		154

// Heretic Spawnable things (used for thingcount() and thing spawners) ------

#define T_CLINK                 1
#define T_MUMMYLEADER           2
#define T_BEAST                 3
#define T_MUMMY                 4
//#define T_IMP                 5   // Defined above
#define T_KNIGHT                6
#define T_IMPLEADER             7
#define T_MUMMYGHOST            8
#define T_MUMMYLEADERGHOST      9
//#define T_IMPFIREBALL         10
#define T_WIMPYWANDAMMO         11
#define T_HEFTYWANDAMMO         12
#define T_ITEMEGG               14
#define T_ITEMFLIGHT            15
#define T_ITEMTELEPORT          18
#define T_WIZARD                19
#define T_IRONLICH              20
#define T_ITEMHEALTHPOTION      23
#define T_ITEMHEALTHFLASH       24	// incorrect name but keep it for compatibility
#define T_ITEMHEALTHFLASK       24
#define T_ITEMHEALTHFULL        25
#define T_CROSSBOW              27
#define T_BLASTER               28
#define T_PHOENIXROD            29
#define T_SKULLROD              30
#define T_MACE                  31
#define T_GAUNTLETS             32
#define T_WIMPYCROSSBOWAMMO     33
#define T_HEFTYCROSSBOWAMMO     34
#define T_WIMPYMACEAMMO         35
#define T_HEFTYMACEAMMO         36
#define T_WIMPYBLASTERAMMO      37
#define T_HEFTYBLASTERAMMO      38
#define T_MORPHBLAST            40
#define T_SHIELD1               68
#define T_SHIELD2               69
#define T_ITEMTIMEBOMB          72
#define T_ITEMTORCH             73
#define T_BLUEKEY               85
#define T_GREENKEY              86
#define T_YELLOWKEY             87

#define T_SOUND_WIND            110
#define T_SOUND_WATERFALL       111

#define T_BEASTBALL             120
#define T_FEATHER               121
#define T_CHICKEN               122
#define T_VOLCANOBALL           123
#define T_TINYVOLCANOBALL       124
#define T_POD                   125
#define T_PODGENERATOR          126
#define T_KNIGHTAXE             127
#define T_KNIGHTBLOODAXE        128
#define T_KNIGHTGHOST           129
#define T_MUMMYHEAD             131
#define T_SNAKE                 132
#define T_ITEMINVULNERABILITY   133
#define T_ITEMTOME              134
#define T_ITEMINVISIBILITY      135
#define T_ITEMBAGOFHOLDING      136
#define T_ITEMALLMAP            137
#define T_SNAKEPROJECTILE       138
#define T_SNAKEPROJECTILEBIG    139
#define T_WIZARDSHOT            140

#define T_DSPARILTELEPORTDEST   141
#define T_DSPARILONSERPENT      142
#define T_DSPARILALONE          143
#define T_SERPENTFIREBALL       144
#define T_DSPARILBLUESHOT       145
#define T_DSPARILWIZARDSPAWNER  146

#define T_CROSSBOWMAINBLAST     147
#define T_CROSSBOWMINIBLAST     148
#define T_CROSSBOWPOWERBLAST    149
#define T_VOLCANO               150
#define T_POWERWANDMINIBLAST    151
#define T_POWERWANDBIGGERBLAST  152
#define T_DEATHBALL             153
#define T_NOGRAVITYMACEBALL     154
#define T_BOUNCYMACEBALL        155
#define T_HEAVYMACEBALL         156
#define T_RIPPER                157
#define T_WIMPYSKULLRODAMMO     158
#define T_HEFTYSKULLRODAMMO     159
#define T_SKULLRODBLAST         160
#define T_WIMPYPHOENIXRODAMMO   161
#define T_HEFTYPHOENIXRODAMMO   162
#define T_PHOENIXSHOT           163
#define T_IRONLICHBLUESHOT      164
#define T_WHIRLWIND             165
#define T_REDTELEGLITTER        166
#define T_BLUETELEGLITTER       167

// Hexen Spawnable things (used for thingcount() and thing spawners) ------

#define T_CENTAUR				1
#define T_CENTAURLEADER			2
#define T_DEMON1				3
#define T_ETTIN					4
#define T_FIREGARGOYLE			5
#define T_WATERLURKER			6
#define T_WATERLURKERLEADER		7
#define T_WRAITH				8
#define T_WRAITHBURIED			9
#define T_FIREBALL1				10
#define T_MANA1					11
#define T_MANA2					12
#define T_ITEMBOOTS				13
#define T_ITEMPORK				14
#define T_ITEMSUMMON			16
#define T_ITEMTPORTOTHER		17
#define T_BISHOP				19
#define T_ICEGOLEM				20
#define T_DRAGONSKINBRACERS		22
#define T_ITEMBOOSTMANA			26
#define T_FIGHTERAXE			27
#define T_FIGHTERHAMMER			28
#define T_FIGHTERSWORD1			29
#define T_FIGHTERSWORD2			30
#define T_FIGHTERSWORD3			31
#define T_CLERICSTAFF			32
#define T_CLERICHOLY1			33
#define T_CLERICHOLY2			34
#define T_CLERICHOLY3			35
#define T_MAGESHARDS			36
#define T_MAGESTAFF1			37
#define T_MAGESTAFF2			38
#define T_MAGESTAFF3			39
#define T_ARROW					50
#define T_DART					51
#define T_POISONDART			52
#define T_RIPPERBALL			53
#define T_BLADE					64
#define T_ICESHARD				65
#define T_FLAME_SMALL			66
#define T_FLAME_LARGE			67
#define T_MESHARMOR				68
#define T_FALCONSHIELD			69
#define T_PLATINUMHELM			70
#define T_AMULETOFWARDING		71
#define T_ITEMFLECHETTE			72
#define T_ITEMREPULSION			74
#define T_MANA3					75
#define T_PUZZSKULL				76
#define T_PUZZGEMBIG			77
#define T_PUZZGEMRED			78
#define T_PUZZGEMGREEN1			79
#define T_PUZZGEMGREEN2			80
#define T_PUZZGEMBLUE1			81
#define T_PUZZGEMBLUE2			82
#define T_PUZZBOOK1				83
#define T_PUZZBOOK2				84
#define T_METALKEY				85
#define T_SMALLMETALKEY			86
#define T_AXEKEY				87
#define T_FIREKEY				88
#define T_EMERALDKEY			89
#define T_MACEKEY				90
#define T_SILVERKEY				91
#define T_RUSTYKEY				92
#define T_HORNKEY				93
#define T_SERPENTKEY			94
#define T_WATERDRIP				95
#define T_TEMPSMALLFLAME		96
#define T_PERMSMALLFLAME		97
#define T_PERMLARGEFLAME		99
#define T_DEMON_MASH			100
#define T_DEMON2_MASH			101
#define T_ETTIN_MASH			102
#define T_CENTAUR_MASH			103
#define T_THRUSTSPIKEUP			104
#define T_THRUSTSPIKEDOWN		105
#define T_FLESH_DRIP1			106
#define T_FLESH_DRIP2			107
#define T_SPARK_DRIP			108


// Flags returned by ClassifyActor

#define ACTOR_NONE				0
#define ACTOR_WORLD				1
#define ACTOR_PLAYER			2
#define ACTOR_BOT				4
#define ACTOR_VOODOODOLL		8
#define ACTOR_MONSTER			16
#define ACTOR_ALIVE				32
#define ACTOR_DEAD				64
#define ACTOR_MISSILE			128
#define ACTOR_GENERIC			256


// Physical volumes for SoundSequenceOnSector

#define SECSEQ_FLOOR			1
#define SECSEQ_CEILING			2
#define SECSEQ_FULLHEIGHT		3
#define SECSEQ_INTERIOR			4

// Channels for PlaySound and StopSound

#define CHAN_AUTO				0
#define CHAN_WEAPON				1
#define CHAN_VOICE				2
#define CHAN_ITEM				3
#define CHAN_BODY				4
#define CHAN_5					5
#define CHAN_6					6
#define CHAN_7					7

// Modifier flags for PlaySound

#define CHAN_LISTENERZ			8
#define CHAN_MAYBE_LOCAL		16
#define CHAN_UI					32
#define CHAN_NOPAUSE			64

// Standard attenuation values for PlaySound

#define ATTN_NONE				0		// full volume the entire level
#define ATTN_NORM				1.0
#define ATTN_IDLE				1.001
#define ATTN_STATIC				3.0		// dimish very rapidly with distance

// Identifiers for PlayActorSound

#define SOUND_See				0
#define SOUND_Attack			1
#define SOUND_Pain				2
#define SOUND_Death				3
#define SOUND_Active			4
#define SOUND_Use				5
#define SOUND_Bounce			6
#define SOUND_WallBounce		7
#define SOUND_CrushPain			8
#define SOUND_Howl				9

// Flags for SpawnDecal

#define SDF_ABSANGLE			1
#define SDF_PERMANENT			2
#define SDF_FIXED_ZOFF			4
#define SDF_FIXED_DISTANCE		8

// Actor pointer selectors

#DEFINE	AAPTR_DEFAULT 0
#DEFINE	AAPTR_NULL 0x1
#DEFINE	AAPTR_TARGET 0x2
#DEFINE	AAPTR_MASTER 0x4
#DEFINE	AAPTR_TRACER 0x8

#DEFINE	AAPTR_PLAYER_GETTARGET 0x10
#DEFINE	AAPTR_PLAYER_GETCONVERSATION 0x20

#DEFINE	AAPTR_PLAYER1 0x40
#DEFINE	AAPTR_PLAYER2 0x80
#DEFINE	AAPTR_PLAYER3 0x100
#DEFINE	AAPTR_PLAYER4 0x200
#DEFINE	AAPTR_PLAYER5 0x400
#DEFINE	AAPTR_PLAYER6 0x800
#DEFINE	AAPTR_PLAYER7 0x1000
#DEFINE	AAPTR_PLAYER8 0x2000

#DEFINE AAPTR_FRIENDPLAYER 0x4000
#DEFINE AAPTR_GET_LINETARGET 0x8000

// Actor pointer operation flags

#DEFINE PTROP_UNSAFETARGET 1
#DEFINE PTROP_UNSAFEMASTER 2
#DEFINE PTROP_NOSAFEGUARDS PTROP_UNSAFETARGET |PTROP_UNSAFEMASTER 

// Line activation flags

#define SPAC_Cross			1		// when player crosses line
#define SPAC_Use			2		// when player uses line
#define SPAC_MCross			4		// when monster crosses line
#define SPAC_Impact			8		// when projectile hits line
#define SPAC_Push			16		// when player pushes line
#define SPAC_PCross			32		// when projectile crosses line
#define SPAC_UseThrough		64		// when player uses line (doesn't block)
#define SPAC_AnyCross		128		// when anything without the TELEPORT flag crosses the line
#define SPAC_MUse			256		// monsters can use
#define SPAC_MPush			512		// monsters can push
#define SPAC_UseBack		1024	// can be used from the back side

#define SPAC_None			0

// GetArmorInfo

#define ARMORINFO_CLASSNAME		0
#define ARMORINFO_SAVEAMOUNT		1
#define ARMORINFO_SAVEPERCENT		2
#define ARMORINFO_MAXABSORB		3
#define ARMORINFO_MAXFULLABSORB		4
#define ARMORINFO_ACTUALSAVEAMOUNT	5

// ==========================================================================
// Skulltag Definitions
// ==========================================================================

// Skulltag Teams -----------------------------------------------------------
#define TEAM_BLUE				0
#define TEAM_RED				1
#define NO_TEAM					2

// Team properties ----------------------------------------------------------
#define TPROP_Name				0
#define TPROP_Score				1
#define TPROP_IsValid			2
#define TPROP_NumPlayers		3
#define TPROP_NumLivePlayers	4
#define TPROP_TextColor			5
#define TPROP_PlayerStartNum	6
#define TPROP_Spread			7
#define TPROP_Carrier			8
#define TPROP_Assister			9
#define TPROP_FragCount			10
#define TPROP_DeathCount		11
#define TPROP_WinCount			12
#define TPROP_PointCount		13
#define TPROP_ReturnTics		14
#define TPROP_TeamItem			15
#define TPROP_WinnerTheme		16
#define TPROP_LoserTheme		17

// Skulltag Invasion --------------------------------------------------------
#define IS_WAITINGFORPLAYERS	0
#define IS_FIRSTCOUNTDOWN		1
#define IS_INPROGRESS			2
#define IS_BOSSFIGHT			3
#define IS_WAVECOMPLETE			4
#define IS_COUNTDOWN			5


#define T_GRENADE				216
#define T_BFG10KSHOT			217
#define T_DARKIMPFIREBALL		218
#define T_CACOLANTERNSHOT		219
#define T_ABADDONSHOT			221

// Skulltag Monsters --------------------------------------------------------
#define T_DARKIMP				155
#define T_BLOODDEMON			156
#define T_SSGGUY				157
#define T_HECTEBUS				158
#define T_CACOLANTERN			159
#define T_BELPHEGOR				215
#define T_ABADDON				220

// Skulltag Weapons ---------------------------------------------------------
#define T_PISTOL				162
#define T_GRENADELAUNCHER		163
#define T_RAILGUN				164
#define T_BFG10000				165
#define T_MINIGUN				214

// Skulltag Armor/Health Items ----------------------------------------------
#define T_MAXHEALTHBONUS		166
#define T_MAXARMORBONUS			167
#define T_REDARMOR				168

// Skulltag Powerups --------------------------------------------------------
#define T_TURBOSPHERE			169
#define T_ANTIGRAVBELT			170
#define T_TIMEFREEZER			171
#define T_INFRAGOGGLES			172
#define T_INFRATRACKER			173
#define T_TRANSLUCENCY			174
#define T_DOOMSPHERE			175
#define T_RANDOMPOWERUP			176

// Skulltag Flags -----------------------------------------------------------
#define T_BLUEFLAG				177
#define T_REDFLAG				178
#define T_WHITEFLAG				179

// Skulltag Runes -----------------------------------------------------------
#define T_STRENGTH				180
#define T_RAGE					181
#define T_DRAIN					182
#define T_SPREAD				183
#define T_RESISTANCE			184
#define T_REGENERATION			185
#define T_PROSPERITY			186
#define T_REFLECTION			187
#define T_HIGHJUMP				188
#define T_HASTE					189

// Zandronum database additions ---------------------------------------------
#define DB_ORDER_ASC			0
#define DB_ORDER_DESC			1

// Events when you have input grabbed

#define EV_KeyDown				1	// data1: unshifted ASCII, data2: shifted ASCII
#define EV_KeyRepeat			2	// data1: unshifted ASCII, data2: shifted ASCII
#define EV_KeyUp				3	// data1: unshifted ASCII, data2: shifted ASCII
#define EV_Char					4	// data1: translated character for text input
#define EV_MouseMove			5	// data1: x, data2: y
#define EV_LButtonDown			6
#define EV_LButtonUp			7
#define EV_LButtonDblClick		8
#define EV_MButtonDown			9
#define EV_MButtonUp			10
#define EV_MButtonDblClick		11
#define EV_RButtonDown			12
#define EV_RButtonUp			13
#define EV_RButtonDblClick		14
#define EV_WheelDown			15
#define EV_WheelUp				16

// Key modifiers (or'd with event type)

#define GKM_SHIFT				256
#define GKM_CTRL				512
#define GKM_ALT					1024

// Button modifiers are only valid for EV_MouseMove events

#define GKM_LBUTTON				2048
#define GKM_MBUTTON				4096
#define GKM_RBUTTON				8192

// Special codes for some GUI keys, including a few real ASCII codes.

#define GK_PGDN			1
#define GK_PGUP			2
#define GK_HOME			3
#define GK_END			4
#define GK_LEFT			5
#define GK_RIGHT		6
#define GK_ALERT		7		// ASCII bell
#define GK_BACKSPACE	8		// ASCII
#define GK_TAB			9		// ASCII
#define GK_LINEFEED		10		// ASCII
#define GK_DOWN			10
#define GK_VTAB			11		// ASCII
#define GK_UP			11
#define GK_FORMFEED		12		// ASCII
#define GK_RETURN		13		// ASCII
#define GK_F1			14
#define GK_F2			15
#define GK_F3			16
#define GK_F4			17
#define GK_F5			18
#define GK_F6			19
#define GK_F7			20
#define GK_F8			21
#define GK_F9			22
#define GK_F10			23
#define GK_F11			24
#define GK_F12			25
#define GK_DEL			26
#define GK_ESCAPE		27		// ASCII
#define GK_FREE1		28
#define GK_FREE2		29
#define GK_FREE3		30
#define GK_CESCAPE		31		// color escape

#define CHANGELEVEL_KEEPFACING 1
#define CHANGELEVEL_RESETINVENTORY 2
#define CHANGELEVEL_NOMONSTERS 4
#define CHANGELEVEL_CHANGESKILL 8
#define CHANGELEVEL_NOINTERMISSION 16
#define CHANGELEVEL_RESETHEALTH	32
#define CHANGELEVEL_PRERAISEWEAPON 64
#define CHANGELEVEL_NOAUTOSAVE 128 // VKDoom

#define NO_CHANGE 32767.0

#define SECF_SILENT 1
#define SECF_NOFALLINGDAMAGE 2
#define SECF_FLOORDROP 4
#define SECF_NORESPAWN 8
#define SECF_FRICTION 16
#define SECF_PUSH 32
#define SECF_SILENTMOVE 64
#define SECF_DMGTERRAINFX	128
#define SECF_DMGENDGODMODE 256
#define SECF_DMGENDLEVEL 512
#define SECF_DMGHAZARD 1024

#define BLOCKF_CREATURES 1
#define BLOCKF_MONSTERS 2
#define BLOCKF_PLAYERS 4
#define BLOCKF_FLOATERS 8
#define BLOCKF_PROJECTILES 16
#define BLOCKF_EVERYTHING 32
#define BLOCKF_RAILING 64
#define BLOCKF_USE 128
#define BLOCKF_SIGHT 256
#define BLOCKF_HITSCAN 512
#define BLOCKF_SOUND 1024
#define BLOCKF_LANDMONSTERS 2048

#define FOGP_DENSITY 0
#define FOGP_OUTSIDEDENSITY 1
#define FOGP_SKYFOG 2

#define PRINTNAME_LEVELNAME -1
#define PRINTNAME_LEVEL -2
#define PRINTNAME_SKILL -3
#define PRINTNAME_NEXTLEVEL -4
#define PRINTNAME_NEXTSECRET -5

#define CSF_NOFAKEFLOORS 1
#define CSF_NOBLOCKALL 2

#define FHF_NORANDOMPUFFZ	1
#define FHF_NOIMPACTDECAL	2

// PickActor flags

#define	PICKAF_FORCETID			1
#define	PICKAF_RETURNTID		2

// magic value to set the ice translation through ACS
#define TRANSLATION_ICE 0x100007

// Actor flags
#define MF_SPECIAL          0x00000001
#define MF_SOLID            0x00000002
#define MF_SHOOTABLE        0x00000004
#define MF_NOSECTOR         0x00000008
#define MF_NOBLOCKMAP       0x00000010
#define MF_AMBUSH           0x00000020
#define MF_JUSTHIT          0x00000040
#define MF_JUSTATTACKED     0x00000080
#define MF_SPAWNCEILING     0x00000100
#define MF_NOGRAVITY        0x00000200
#define MF_DROPOFF          0x00000400
#define MF_PICKUP           0x00000800
#define MF_NOCLIP           0x00001000
#define MF_INCHASE          0x00002000
#define MF_FLOAT            0x00004000
#define MF_TELEPORT         0x00008000
#define MF_MISSILE          0x00010000
#define MF_DROPPED          0x00020000
#define MF_SHADOW           0x00040000
#define MF_NOBLOOD          0x00080000
#define MF_CORPSE           0x00100000
#define MF_INFLOAT          0x00200000
#define MF_INBOUNCE         0x00200000
#define MF_COUNTKILL        0x00400000
#define MF_COUNTITEM        0x00800000
#define MF_SKULLFLY         0x01000000
#define MF_NOTDMATCH        0x02000000
#define MF_SPAWNSOUNDSOURCE 0x04000000
#define MF_FRIENDLY         0x08000000
#define MF_UNMORPHED        0x10000000
#define MF_NOLIFTDROP       0x20000000
#define MF_STEALTH          0x40000000
#define MF_ICECORPSE        0x80000000

// Linedef flags
#define ML_BLOCKING            0x00000001
#define ML_BLOCKMONSTERS       0x00000002
#define ML_TWOSIDED            0x00000004
#define ML_DONTPEGTOP          0x00000008
#define ML_DONTPEGBOTTOM       0x00000010
#define ML_SECRET              0x00000020
#define ML_SOUNDBLOCK          0x00000040
#define ML_DONTDRAW            0x00000080
#define ML_MAPPED              0x00000100
#define ML_REPEAT_SPECIAL      0x00000200
#define ML_ADDTRANS            0x00000400
#define ML_MONSTERSCANACTIVATE 0x00002000
#define ML_BLOCK_PLAYERS       0x00004000
#define ML_BLOCKEVERYTHING     0x00008000
#define ML_ZONEBOUNDARY        0x00010000
#define ML_RAILING             0x00020000
#define ML_BLOCK_FLOATERS      0x00040000
#define ML_CLIP_MIDTEX         0x00080000
#define ML_WRAP_MIDTEX         0x00100000
#define ML_3DMIDTEX            0x00200000
#define ML_CHECKSWITCHRANGE    0x00400000
#define ML_FIRSTSIDEONLY       0x00800000
#define ML_BLOCKPROJECTILE     0x01000000
#define ML_BLOCKUSE            0x02000000
#define ML_BLOCKSIGHT          0x04000000
#define ML_BLOCKHITSCAN        0x08000000

#define QF_RELATIVE		1
#define QF_SCALEDOWN		1 << 1
#define QF_SCALEUP		1 << 2
#define QF_MAX			1 << 3
#define QF_FULLINTENSITY	1 << 4
#define QF_WAVE			1 << 5
#define QF_3D			1 << 6
#define QF_GROUNDONLY		1 << 7
#define QF_AFFECTACTORS 	1 << 8
#define QF_SHAKEONLY		1 << 9
#define QF_DAMAGEFALLOFF	1 << 10

#define WARPF_ABSOLUTEOFFSET 0x1
#define WARPF_ABSOLUTEANGLE 0x2
#define WARPF_USECALLERANGLE 0x4
#define WARPF_NOCHECKPOSITION 0x8
#define WARPF_INTERPOLATE 0x10
#define WARPF_WARPINTERPOLATION 0x20
#define WARPF_COPYINTERPOLATION 0x40
#define WARPF_STOP 0x80
#define WARPF_TOFLOOR 0x100
#define WARPF_TESTONLY 0x200
#define WARPF_ABSOLUTEPOSITION 0x400
#define WARPF_BOB 0x800
#define WARPF_MOVEPTR 0x1000
#define WARPF_USEPTR 0x2000
#define WARPF_COPYVELOCITY 0x4000
#define WARPF_COPYPITCH 0x8000

#define CPXF_ANCESTOR    (1 << 0)
#define CPXF_LESSOREQUAL (1 << 1)
#define CPXF_NOZ         (1 << 2)
#define CPXF_COUNTDEAD   (1 << 3)
#define CPXF_DEADONLY    (1 << 4)
#define CPXF_EXACT       (1 << 5)
#define CPXF_SETTARGET   (1 << 6)
#define CPXF_SETMASTER   (1 << 7)
#define CPXF_SETTRACER   (1 << 8)
#define CPXF_FARTHEST    (1 << 9)
#define CPXF_CLOSEST     (1 << 10)
#define CPXF_SETONPTR    (1 << 11)
#define CPXF_CHECKSIGHT  (1 << 12)

#define SECPART_Floor 0
#define SECPART_Ceiling 1
#define SECPART_3D 2

// For Line_SetAutomapFlags; These are or'd together
#define AMLF_Secret		(1 << 0)
#define AMLF_DontDraw		(1 << 1)
#define AMLF_Mapped		(1 << 2)
#define AMLF_Revealed		(1 << 3)

// For Line_SetAutomapStyle
#define AMLS_Default		0
#define AMLS_OneSided		1
#define AMLS_TwoSided		2
#define AMLS_FloorDiff		3
#define AMLS_CeilingDiff	4
#define AMLS_ExtraFloor		5
#define AMLS_Special		6
#define AMLS_Secret		7
#define AMLS_NotSeen		8
#define AMLS_Locked		9
#define AMLS_IntraTeleport	10
#define AMLS_InterTeleport	11
#define AMLS_UnexploredSecret	12
#define AMLS_Portal		13

// Lump reading stuff.
#define LUMP_OPEN_FULLPATH 1

#define LUMP_READ_BYTE 0
#define LUMP_READ_UBYTE 1
#define LUMP_READ_SHORT 2
#define LUMP_READ_USHORT 3
#define LUMP_READ_INT 4
#define LUMP_READ_FLOAT 5
                
#define LUMP_INFO_SIZE 0
#define LUMP_INFO_NAME 1
