#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
func_train
#define SF_WALL_TOOGLE_START_OFF 0x0001#define SF_WALL_TOOGLE_NOTSOLID 0x0008
func_wall_toggle
#define SF_CONVEYOR_VISUAL 0x0001#define SF_CONVEYOR_NOTSOLID 0x0002
func_conveyor
#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_button
#define SF_ROTBUTTON_NOTSOLID 1#define SF_ROTBUTTON_BACKWARDS 2
func_rot_button
#define SF_GLOBAL_SET 1 // Set global state to initial state on spawn
env_global
#define MAX_MS_TARGETS 32 // maximum number of targets a single multisource entity may be assigned.#define SF_MULTI_INIT 1
multisource
#define SF_MOMENTARY_DOOR 0x0001
momentary_rot_button
-
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...
#define SF_BTARGET_USE 0x0001#define SF_BTARGET_ON 0x0002
button_target
#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
func_door, func_water, func_door_rotating, momementary_door
#define SF_GIBSHOOTER_REPEATABLE 1 // Allows a gibshooter to be refired
gibshooter
#define SF_FUNNEL_REVERSE 1 // Funnel effect repels particles instead of attracting them
env_funnel
#define SF_BUBBLES_STARTOFF 0x0001
env_bubbles
#define SF_BLOOD_RANDOM 0x0001#define SF_BLOOD_STREAM 0x0002#define SF_BLOOD_PLAYER 0x0004#define SF_BLOOD_DECAL 0x0008
env_blood
#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_shake
#define SF_FADE_IN 0x0001 // Fade in, not out#define SF_FADE_MODULATE 0x0002 // Modulate, don't blend#define SF_FADE_ONLYONE 0x0004
env_fade
#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_beam, env_lightning
#define SF_SPRITE_STARTON 0x0001#define SF_SPRITE_ONCE 0x0002#define SF_SPRITE_TEMPORARY 0x8000
env_sprite
#define SF_MESSAGE_ONCE 0x0001 // Fade in, not out#define SF_MESSAGE_ALL 0x0002 // Send to all clients
env_message
#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
env_explosion
#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
func_tank
#define SF_DETONATE 0x0001 // Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges
grenade
#define SF_SCORE_NEGATIVE 0x0001 // Allow negative scores#define SF_SCORE_TEAM 0x0002 // Award points to team in teamplay
game_score
#define SF_ENVTEXT_ALLPLAYERS 0x0001 // Message will be displayed to all players instead of just the activator.
game_text
#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)
game_team_master
#define SF_TEAMSET_FIREONCE 0x0001 // Remove entity after firing.#define SF_TEAMSET_CLEARTEAM 0x0002 // Clear team -- Sets the team to "NONE" instead of activator
game_team_set
#define SF_PKILL_FIREONCE 0x0001 // Remove entity after firing.
game_player_hurt
#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.
game_counter
#define MAX_EQUIP 32#define SF_PLAYEREQUIP_USEONLY 0x0001 // If set, the game_player_equip entity will not equip respawning players,
game_player_equip
#define SF_PTEAM_FIREONCE 0x0001 // Remove entity after firing.#define SF_PTEAM_KILL 0x0002 // Kill Player.#define SF_PTEAM_GIB 0x0004 // Gib Player.
game_player_team
#define SF_PLAT_TOGGLE 0x0001
func_plat
-
The lift is no more automatically called from top and activated by stepping on it.
It required trigger to do so.
#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
func_trackchange
#define SF_TRACKTRAIN_NOPITCH 0x0001#define SF_TRACKTRAIN_NOCONTROL 0x0002#define SF_TRACKTRAIN_FORWARDONLY 0x0004#define SF_TRACKTRAIN_PASSABLE 0x0008
func_tracktrain
#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
path_track
#define SF_CORNER_WAITFORTRIG 0x001#define SF_CORNER_TELEPORT 0x002#define SF_CORNER_FIREONCE 0x004
path_corner
#define SF_TRIGGER_PUSH_ONCE 1#define SF_TRIGGER_PUSH_START_OFF 2 // Spawnflag that makes trigger_push spawn turned OFF
trigger_push
#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.
trigger_hurt
#define SF_AUTO_FIREONCE 0x0001#define SF_AUTO_NORESET 0x0002
trigger_auto
#define SF_RELAY_FIREONCE 0x0001
trigger_relay
#define SF_MULTIMAN_THREAD 0x00000001#define SF_MULTIMAN_CLONE 0x80000000
multi_manager
#define SF_RENDER_MASKFX (1<<0)#define SF_RENDER_MASKAMT (1<<1)#define SF_RENDER_MASKMODE (1<<2)#define SF_RENDER_MASKCOLOR (1<<3)
env_render
-
These are flags to indicate masking off various render parameters that
are usually copied to the targets
#define SF_CHANGELEVEL_USEONLY 0x0002
trigger_changelevel
#define SF_ENDSECTION_USEONLY 0x0001
trigger_endsection
#define SF_CAMERA_PLAYER_POSITION 1#define SF_CAMERA_PLAYER_TARGET 2#define SF_CAMERA_PLAYER_TAKECONTROL 4
trigger_camera
#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
func_rotating
#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
triggers
#define SF_TRIGGER_MULTIPLE_NOTOUCH 0x0001
trigger_multiple
#define SF_TRIGGER_COUNTER_NOMESSAGE 0x0001
trigger_counter
#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
func_breakable
#define SF_PUSH_BREAKABLE 128
func_pushable (also func_breakable, so don't collide with those flags)
#define SF_LIGHT_START_OFF 1
light_spawn
#define SF_DECAL_NOTINDEATHMATCH 2048
info_decal
#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
worldspawn
#define SF_NORESPAWN (1<<30)
Set this bit on guns and stuff that should never respawn