AMX Mod X API Documentation

get_entvar(entity, var_spawnflags) values
Signature
#define SF_TRAIN_WAIT_RETRIGGER 1#define SF_TRAIN_START_ON 4 // Train is initially moving#define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
Description

func_train

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#define SF_WALL_TOOGLE_START_OFF 0x0001#define SF_WALL_TOOGLE_NOTSOLID 0x0008
Description

func_wall_toggle

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#define SF_CONVEYOR_VISUAL 0x0001#define SF_CONVEYOR_NOTSOLID 0x0002
Description

func_conveyor

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#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.
Description

func_button

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#define SF_ROTBUTTON_NOTSOLID 1#define SF_ROTBUTTON_BACKWARDS 2
Description

func_rot_button

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#define SF_GLOBAL_SET 1 // Set global state to initial state on spawn
Description

env_global

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#define MAX_MS_TARGETS 32 // maximum number of targets a single multisource entity may be assigned.#define SF_MULTI_INIT 1
Description

multisource

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#define SF_MOMENTARY_DOOR 0x0001
Description

momentary_rot_button

Notes
  • Make this button behave like a door (HACKHACK)

    This will disable use and make the button solid

    rotating buttons were made SOLID_NOT by default since their were some

    collision problems with them...

Signature
#define SF_BTARGET_USE 0x0001#define SF_BTARGET_ON 0x0002
Description

button_target

Signature
#define SF_DOOR_START_OPEN 1#define SF_DOOR_PASSABLE 8#define SF_DOOR_NO_AUTO_RETURN 32#define SF_DOOR_USE_ONLY 256 // door must be opened by player's use button.#define SF_DOOR_TOUCH_ONLY_CLIENTS 1024 // Only clients can touch#define SF_DOOR_ACTUALLY_WATER 0x80000000 // This bit marks that func_door are actually func_water
Description

func_door, func_water, func_door_rotating, momementary_door

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#define SF_GIBSHOOTER_REPEATABLE 1 // Allows a gibshooter to be refired
Description

gibshooter

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#define SF_FUNNEL_REVERSE 1 // Funnel effect repels particles instead of attracting them
Description

env_funnel

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#define SF_BUBBLES_STARTOFF 0x0001
Description

env_bubbles

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#define SF_BLOOD_RANDOM 0x0001#define SF_BLOOD_STREAM 0x0002#define SF_BLOOD_PLAYER 0x0004#define SF_BLOOD_DECAL 0x0008
Description

env_blood

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#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
Description

env_shake

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#define SF_FADE_IN 0x0001 // Fade in, not out#define SF_FADE_MODULATE 0x0002 // Modulate, don't blend#define SF_FADE_ONLYONE 0x0004
Description

env_fade

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#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
Description

env_beam, env_lightning

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#define SF_SPRITE_STARTON 0x0001#define SF_SPRITE_ONCE 0x0002#define SF_SPRITE_TEMPORARY 0x8000
Description

env_sprite

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#define SF_MESSAGE_ONCE 0x0001 // Fade in, not out#define SF_MESSAGE_ALL 0x0002 // Send to all clients
Description

env_message

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#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
Description

env_explosion

Signature
#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
Description

func_tank

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#define SF_DETONATE 0x0001 // Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges
Description

grenade

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#define SF_SCORE_NEGATIVE 0x0001 // Allow negative scores#define SF_SCORE_TEAM 0x0002 // Award points to team in teamplay
Description

game_score

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#define SF_ENVTEXT_ALLPLAYERS 0x0001 // Message will be displayed to all players instead of just the activator.
Description

game_text

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#define SF_TEAMMASTER_FIREONCE 0x0001 // Remove on Fire#define SF_TEAMMASTER_ANYTEAM 0x0002 // Any team until set? -- Any team can use this until the team is set (otherwise no teams can use it)
Description

game_team_master

Signature
#define SF_TEAMSET_FIREONCE 0x0001 // Remove entity after firing.#define SF_TEAMSET_CLEARTEAM 0x0002 // Clear team -- Sets the team to "NONE" instead of activator
Description

game_team_set

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#define SF_PKILL_FIREONCE 0x0001 // Remove entity after firing.
Description

game_player_hurt

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#define SF_GAMECOUNT_FIREONCE 0x0001 // Remove entity after firing.#define SF_GAMECOUNT_RESET 0x0002 // Reset entity Initial value after fired.#define SF_GAMECOUNT_OVER_LIMIT 0x0004 // Fire a target when initial value is higher than limit value.
Description

game_counter

Signature
#define MAX_EQUIP 32#define SF_PLAYEREQUIP_USEONLY 0x0001 // If set, the game_player_equip entity will not equip respawning players,
Description

game_player_equip

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#define SF_PTEAM_FIREONCE 0x0001 // Remove entity after firing.#define SF_PTEAM_KILL 0x0002 // Kill Player.#define SF_PTEAM_GIB 0x0004 // Gib Player.
Description

game_player_team

Signature
#define SF_PLAT_TOGGLE 0x0001
Description

func_plat

Notes
  • The lift is no more automatically called from top and activated by stepping on it.

    It required trigger to do so.

Signature
#define SF_TRACK_ACTIVATETRAIN 0x00000001#define SF_TRACK_RELINK 0x00000002#define SF_TRACK_ROTMOVE 0x00000004#define SF_TRACK_STARTBOTTOM 0x00000008#define SF_TRACK_DONT_MOVE 0x00000010
Description

func_trackchange

Signature
#define SF_TRACKTRAIN_NOPITCH 0x0001#define SF_TRACKTRAIN_NOCONTROL 0x0002#define SF_TRACKTRAIN_FORWARDONLY 0x0004#define SF_TRACKTRAIN_PASSABLE 0x0008
Description

func_tracktrain

Signature
#define SF_PATH_DISABLED 0x00000001#define SF_PATH_FIREONCE 0x00000002#define SF_PATH_ALTREVERSE 0x00000004#define SF_PATH_DISABLE_TRAIN 0x00000008#define SF_PATH_ALTERNATE 0x00008000
Description

path_track

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#define SF_CORNER_WAITFORTRIG 0x001#define SF_CORNER_TELEPORT 0x002#define SF_CORNER_FIREONCE 0x004
Description

path_corner

Signature
#define SF_TRIGGER_PUSH_ONCE 1#define SF_TRIGGER_PUSH_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF
Description

trigger_push

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#define SF_TRIGGER_HURT_TARGETONCE 1 // Only fire hurt target once#define SF_TRIGGER_HURT_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF#define SF_TRIGGER_HURT_NO_CLIENTS 8 // Spawnflag that makes trigger_push spawn turned OFF#define SF_TRIGGER_HURT_CLIENTONLYFIRE 16 // Trigger hurt will only fire its target if it is hurting a client#define SF_TRIGGER_HURT_CLIENTONLYTOUCH 32 // Only clients may touch this trigger.
Description

trigger_hurt

Signature
#define SF_AUTO_FIREONCE 0x0001#define SF_AUTO_NORESET 0x0002
Description

trigger_auto

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#define SF_RELAY_FIREONCE 0x0001
Description

trigger_relay

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#define SF_MULTIMAN_THREAD 0x00000001#define SF_MULTIMAN_CLONE 0x80000000
Description

multi_manager

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#define SF_RENDER_MASKFX (1<<0)#define SF_RENDER_MASKAMT (1<<1)#define SF_RENDER_MASKMODE (1<<2)#define SF_RENDER_MASKCOLOR (1<<3)
Description

env_render

Notes
  • These are flags to indicate masking off various render parameters that

    are usually copied to the targets

Signature
#define SF_CHANGELEVEL_USEONLY 0x0002
Description

trigger_changelevel

Signature
#define SF_ENDSECTION_USEONLY 0x0001
Description

trigger_endsection

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#define SF_CAMERA_PLAYER_POSITION 1#define SF_CAMERA_PLAYER_TARGET 2#define SF_CAMERA_PLAYER_TAKECONTROL 4
Description

trigger_camera

Signature
#define SF_BRUSH_ROTATE_START_ON 1#define SF_BRUSH_ROTATE_BACKWARDS 2#define SF_BRUSH_ROTATE_Z_AXIS 4#define SF_BRUSH_ROTATE_X_AXIS 8#define SF_BRUSH_ACCDCC 16 // Brush should accelerate and decelerate when toggled#define SF_BRUSH_HURT 32 // Rotating brush that inflicts pain based on rotation speed#define SF_BRUSH_ROTATE_NOT_SOLID 64 // Some special rotating objects are not solid.#define SF_BRUSH_ROTATE_SMALLRADIUS 128#define SF_BRUSH_ROTATE_MEDIUMRADIUS 256#define SF_BRUSH_ROTATE_LARGERADIUS 512
Description

func_rotating

Signature
#define SF_TRIGGER_ALLOWMONSTERS 1 // Monsters allowed to fire this trigger#define SF_TRIGGER_NOCLIENTS 2 // Players not allowed to fire this trigger#define SF_TRIGGER_PUSHABLES 4 // Only pushables can fire this trigger#define SF_TRIGGER_NORESET 64 // It is not allowed to be resetting on a new round
Description

triggers

Signature
#define SF_TRIGGER_MULTIPLE_NOTOUCH 0x0001
Description

trigger_multiple

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#define SF_TRIGGER_COUNTER_NOMESSAGE 0x0001
Description

trigger_counter

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#define SF_BREAK_TRIGGER_ONLY 1 // May only be broken by trigger#define SF_BREAK_TOUCH 2 // Can be 'crashed through' by running player (plate glass)#define SF_BREAK_PRESSURE 4 // Can be broken by a player standing on it#define SF_BREAK_CROWBAR 256 // Instant break if hit with crowbar
Description

func_breakable

Signature
#define SF_PUSH_BREAKABLE 128
Description

func_pushable (also func_breakable, so don't collide with those flags)

Signature
#define SF_LIGHT_START_OFF 1
Description

light_spawn

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#define SF_DECAL_NOTINDEATHMATCH 2048
Description

info_decal

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#define SF_WORLD_DARK 0x0001 // Fade from black at startup#define SF_WORLD_TITLE 0x0002 // Display game title at startup#define SF_WORLD_FORCETEAM 0x0004 // Force teams
Description

worldspawn

Signature
#define SF_NORESPAWN (1<<30)
Description

Set this bit on guns and stuff that should never respawn

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