Pre-defined values

From EDukeWiki
Revision as of 10:47, 10 December 2019 by Fox (talk | contribs)
Jump to navigation Jump to search

Game modes

Used with gm.

Exposed Value Label Description
No 1 MODE_MENU Menu is being displayed
No 2 MODE_DEMO Demo is being played
No 4 MODE_GAME Game is running
No 8 MODE_EOL End of Level has been signaled
No 16 MODE_TYPE User is typing chat message
No 32 MODE_RESTART Level is restarting
No 64 MODE_SENDTOWHOM User is selecting the message recipient
No 128 MODE_END
define MODE_MENU                        0x00000001
define MODE_DEMO                        0x00000002
define MODE_GAME                        0x00000004
define MODE_EOL                         0x00000008
define MODE_TYPE                        0x00000010
define MODE_RESTART                     0x00000020
define MODE_SENDTOWHOM                  0x00000040
define MODE_END                         0x00000080

Multiplayer game types

Used with definegametype and gametypeflags

Exposed Value Label Description
No 1 GAMETYPE_COOP Cooperative
No 2 GAMETYPE_WEAPSTAY Weapon pick-ups stay
No 4 GAMETYPE_FRAGBAR Show frag bar in status bar
No 8 GAMETYPE_SCORESHEET Show scoresheet when a deathmatch game ends
No 16 GAMETYPE_DMSWITCHES Spawn deathmatch switches (non-zero palette)
No 32 GAMETYPE_COOPSPAWN Use co-operative spawn points (lo-tag 1)
No 64 GAMETYPE_ACCESSCARDSPRITES Spawn access cards
No 128 GAMETYPE_COOPVIEW Allow accessing the view of other players
No 256 GAMETYPE_COOPSOUND Allow co-operative sounds
No 512 GAMETYPE_OTHERPLAYERSINMAP Show other players in the automap
No 1024 GAMETYPE_ITEMRESPAWN Respawn items
No 2048 GAMETYPE_MARKEROPTION Enable respawn markers option
No 4096 GAMETYPE_PLAYERSFRIENDLY Enable friendly fire option
No 8192 GAMETYPE_FIXEDRESPAWN Player always spawn in the same point
No 16384 GAMETYPE_ACCESSATSTART Players have all access cards on start
No 32768 GAMETYPE_PRESERVEINVENTORYDEATH Players preserve all weapons and items on respawn
No 65536 GAMETYPE_TDM Team deathmatch
No 131072 GAMETYPE_TDMSPAWN Use team deathmatch spawn points
define GAMETYPE_COOP                    0x00000001
define GAMETYPE_WEAPSTAY                0x00000002
define GAMETYPE_FRAGBAR                 0x00000004
define GAMETYPE_SCORESHEET              0x00000008
define GAMETYPE_DMSWITCHES              0x00000010
define GAMETYPE_COOPSPAWN               0x00000020
define GAMETYPE_ACCESSCARDSPRITES       0x00000040
define GAMETYPE_COOPVIEW                0x00000080
define GAMETYPE_COOPSOUND               0x00000100
define GAMETYPE_OTHERPLAYERSINMAP       0x00000200
define GAMETYPE_ITEMRESPAWN             0x00000400
define GAMETYPE_MARKEROPTION            0x00000800
define GAMETYPE_PLAYERSFRIENDLY         0x00001000
define GAMETYPE_FIXEDRESPAWN            0x00002000
define GAMETYPE_ACCESSATSTART           0x00004000
define GAMETYPE_PRESERVEINVENTORYDEATH  0x00008000
define GAMETYPE_TDM                     0x00010000
define GAMETYPE_TDMSPAWN                0x00020000

Rendering modes

Used with rendmode.

Exposed Value Label Description
No 0 REND_CLASSIC Classic BUILD software
No 1 Polymost Polymost - Polygonal flat-shaded software (removed)
No 2 Polymost - Polygonal textured software (removed)
No 3 REND_POLYMOST Polymost - Polygonal OpenGL
No 4 REND_POLYMER Polymer
define REND_CLASSIC                     0
define REND_POLYMOST                    3
define REND_POLYMER                     4

Globalflags

Used with globalflags userdef or globalflags DEF command.

Exposed Value Label Description
No 1 GLOBAL_NO_GL_TILESHADES Disable tile shades (aka palette emulation) in OpenGL
No 2 GLOBAL_NO_GL_FULLBRIGHT Disable fullbright colors in OpenGL
No 4 GLOBAL_NO_GL_FOGSHADE Make visibility the same for all shades in OpenGL. With this, positive shades won't appear darker with visibility, and negative shades won't appear brighter (and negative shades will have virtually no difference from shade zero). As a result, positive shades won't look even darker with distance, while negative shades will look the
define GLOBAL_NO_GL_TILESHADES          0x00000001
define GLOBAL_NO_GL_FULLBRIGHT          0x00000002
define GLOBAL_NO_GL_FOGSHADE            0x00000004

Globalgameflags

Used with globalgameflags userdef or globalgameflags DEF command.

Exposed Value Label Description
No 1 DUKE3D_NO_WIDESCREEN_PINNING Disable widescreen orientation bits for weapon sprites drawn on screen. Enable this if you are using weapon sprites extended on the sides (similar to 20th Anniversary World Tour).
No 2 DUKE3D_NO_HARDCODED_FOGPALS Disable the four fog palettes. By default Eduke32 will create four new palettes, with IDs ranging from 26 to 29 (however it varies depending of the size of the lookup table).
No 4 DUKE3D_NO_PALETTE_CHANGES Disable changes to the game palette. By default Eduke32 will attempt to replace the magenta color used for transparency with the color closest to black.
define DUKE3D_NO_WIDESCREEN_PINNING     0x00000001
define DUKE3D_NO_HARDCODED_FOGPALS      0x00000002
define DUKE3D_NO_PALETTE_CHANGES        0x00000004

Used with current_menu, cmenu, EVENT_CHANGEMENU and EVENT_DISPLAYMENU.

Exposed Value Label Description
No -2147483648 MENU_NULL Do nothing
No -2 MENU_CLOSE Close the menu
No -1 MENU_PREVIOUS Go to previous menu
No 0 MENU_MAIN
No 50 MENU_MAIN_INGAME
No 100 MENU_EPISODE
No 101 MENU_USERMAP
No 110 MENU_SKILL
No 200 MENU_GAMESETUP
No 202 MENU_OPTIONS
No 203 MENU_VIDEOSETUP
No 204 MENU_KEYBOARDSETUP
No 205 MENU_MOUSESETUP
No 206 MENU_JOYSTICKSETUP
No 207 MENU_JOYSTICKBTNS
No 208 MENU_JOYSTICKAXES
No 209 MENU_KEYBOARDKEYS
No 210 MENU_MOUSEBTNS
No 212 MENU_MOUSEADVANCED
No 213 MENU_JOYSTICKAXIS
No 220 MENU_CONTROLS
No 230 MENU_RENDERERSETUP
No 231 MENU_COLCORR
No 232 MENU_COLCORR_INGAME
No 233 MENU_SCREENSETUP
No 234 MENU_DISPLAYSETUP
No 300 MENU_LOAD
No 350 MENU_SAVE
No 400 MENU_STORY
No 401 MENU_F1HELP
No 500 MENU_QUIT
No 501 MENU_QUITTOTITLE
No 502 MENU_QUIT_INGAME
No 600 MENU_NETSETUP
No 601 MENU_NETWAITMASTER
No 603 MENU_NETWAITVOTES
No 700 MENU_SOUND
No 701 MENU_SOUND_INGAME
No 702 MENU_ADVSOUND
No 990 MENU_CREDITS
No 991 MENU_CREDITS2
No 992 MENU_CREDITS3
No 993 MENU_CREDITS4
No 994 MENU_CREDITS5
No 1000 MENU_LOADVERIFY
No 1500 MENU_NEWVERIFY
No 2000 MENU_SAVEVERIFY
No 10001 MENU_ADULTPASSWORD
No 15000 MENU_RESETPLAYER
No 20000 MENU_BUYDUKE
No 20001 MENU_NETWORK
No 20002 MENU_PLAYER
No 20004 MENU_MACROS
No 20010 MENU_NETHOST
No 20011 MENU_NETOPTIONS
No 20012 MENU_NETUSERMAP
No 20020 MENU_NETJOIN
define MENU_NULL                        -2147483648
define MENU_CLOSE                       -2
define MENU_PREVIOUS                    -1
define MENU_MAIN                        0
define MENU_MAIN_INGAME                 50
define MENU_EPISODE                     100
define MENU_USERMAP                     101
define MENU_SKILL                       110
define MENU_GAMESETUP                   200
define MENU_OPTIONS                     202
define MENU_VIDEOSETUP                  203
define MENU_KEYBOARDSETUP               204
define MENU_MOUSESETUP                  205
define MENU_JOYSTICKSETUP               206
define MENU_JOYSTICKBTNS                207
define MENU_JOYSTICKAXES                208
define MENU_KEYBOARDKEYS                209
define MENU_MOUSEBTNS                   210
define MENU_MOUSEADVANCED               212
define MENU_JOYSTICKAXIS                213
define MENU_CONTROLS                    220
define MENU_RENDERERSETUP               230
define MENU_COLCORR                     231
define MENU_COLCORR_INGAME              232
define MENU_SCREENSETUP                 233
define MENU_DISPLAYSETUP                234
define MENU_LOAD                        300
define MENU_SAVE                        350
define MENU_STORY                       400
define MENU_F1HELP                      401
define MENU_QUIT                        500
define MENU_QUITTOTITLE                 501
define MENU_QUIT_INGAME                 502
define MENU_NETSETUP                    600
define MENU_NETWAITMASTER               601
define MENU_NETWAITVOTES                603
define MENU_SOUND                       700
define MENU_SOUND_INGAME                701
define MENU_ADVSOUND                    702
define MENU_CREDITS                     990
define MENU_CREDITS2                    991
define MENU_CREDITS3                    992
define MENU_CREDITS4                    993
define MENU_CREDITS5                    994
define MENU_LOADVERIFY                  1000
define MENU_NEWVERIFY                   1500
define MENU_SAVEVERIFY                  2000
define MENU_ADULTPASSWORD               10001
define MENU_RESETPLAYER                 15000
define MENU_BUYDUKE                     20000
define MENU_NETWORK                     20001
define MENU_PLAYER                      20002
define MENU_MACROS                      20004
define MENU_NETHOST                     20010
define MENU_NETOPTIONS                  20011
define MENU_NETUSERMAP                  20012
define MENU_NETJOIN                     20020

Logo flags

Used with LOGO_FLAGS.

Exposed Value Label Description
No 1 LOGO_ENABLED
No 2 LOGO_PLAYANIM
No 4 LOGO_PLAYMUSIC
No 8 LOGO_3DRSCREEN
No 16 LOGO_TITLESCREEN
No 32 LOGO_DUKENUKEM
No 64 LOGO_THREEDEE
No 128 LOGO_PLUTOPAKSPRITE
No 256 LOGO_SHAREWARESCREENS
No 512 LOGO_TENSCREEN
No 1024 LOGO_STOPANIMSOUNDS
No 2048 LOGO_NOE4CUTSCENE
No 4096 LOGO_NOE1BONUSSCENE
No 8192 LOGO_NOE2BONUSSCENE
No 16384 LOGO_NOE3BONUSSCENE
No 32768 LOGO_NOE4BONUSSCENE
No 65536 LOGO_NOE1ENDSCREEN
No 131072 LOGO_NOE2ENDSCREEN
No 262144 LOGO_NOE3RADLOGO
No 524288 LOGO_NODUKETEAMTEXT
No 1048576 LOGO_NODUKETEAMPIC
No 2097152 LOGO_STOPMISCSOUNDS
No 4194304 LOGO_NOGAMETITLE
No 8388608 LOGO_NOTITLEBAR
No 16777216 LOGO_HIDEEPISODE
No 33554432 LOGO_NOHELP
No 67108864 LOGO_NOCREDITS
define LOGO_ENABLED                     0x00000001
define LOGO_PLAYANIM                    0x00000002
define LOGO_PLAYMUSIC                   0x00000004
define LOGO_3DRSCREEN                   0x00000008
define LOGO_TITLESCREEN                 0x00000010
define LOGO_DUKENUKEM                   0x00000020
define LOGO_THREEDEE                    0x00000040
define LOGO_PLUTOPAKSPRITE              0x00000080
define LOGO_SHAREWARESCREENS            0x00000100
define LOGO_TENSCREEN                   0x00000200
define LOGO_STOPANIMSOUNDS              0x00000400
define LOGO_NOE4CUTSCENE                0x00000800
define LOGO_NOE1BONUSSCENE              0x00001000
define LOGO_NOE2BONUSSCENE              0x00002000
define LOGO_NOE3BONUSSCENE              0x00004000
define LOGO_NOE4BONUSSCENE              0x00008000
define LOGO_NOE1ENDSCREEN               0x00010000
define LOGO_NOE2ENDSCREEN               0x00020000
define LOGO_NOE3RADLOGO                 0x00040000
define LOGO_NODUKETEAMTEXT              0x00080000
define LOGO_NODUKETEAMPIC               0x00100000
define LOGO_STOPMISCSOUNDS              0x00200000
define LOGO_NOGAMETITLE                 0x00400000
define LOGO_NOTITLEBAR                  0x00800000
define LOGO_HIDEEPISODE                 0x01000000
define LOGO_NOHELP                      0x02000000
define LOGO_NOCREDITS                   0x04000000

Status bar flags

Used with statusbarflags.

Exposed Value Label Description
No 1 STATUSBAR_NONONE
No 2 STATUSBAR_NOMINI
No 4 STATUSBAR_NOFULL
No 8 STATUSBAR_NOSHRINK
No 16 STATUSBAR_NOFRAGBAR
No 32 STATUSBAR_NOOVERLAY
No 64 STATUSBAR_NOMODERN
define STATUSBAR_NONONE                 0x00000001
define STATUSBAR_NOMINI                 0x00000002
define STATUSBAR_NOFULL                 0x00000004
define STATUSBAR_NOSHRINK               0x00000008
define STATUSBAR_NOFRAGBAR              0x00000010
define STATUSBAR_NOOVERLAY              0x00000020
define STATUSBAR_NOMODERN               0x00000040

Input keys

Used with definegamefuncname and getkeyname.

Exposed Value Label Description
No 0 gamefunc_Move_Forward
No 1 gamefunc_Move_Backward
No 2 gamefunc_Turn_Left
No 3 gamefunc_Turn_Right
No 4 gamefunc_Strafe
No 5 gamefunc_Fire
No 6 gamefunc_Open
No 7 gamefunc_Run
No 8 gamefunc_AutoRun
No 9 gamefunc_Jump
No 10 gamefunc_Crouch
No 11 gamefunc_Look_Up
No 12 gamefunc_Look_Down
No 13 gamefunc_Look_Left
No 14 gamefunc_Look_Right
No 15 gamefunc_Strafe_Left
No 16 gamefunc_Strafe_Right
No 17 gamefunc_Aim_Up
No 18 gamefunc_Aim_Down
No 19 gamefunc_Weapon_1
No 20 gamefunc_Weapon_2
No 21 gamefunc_Weapon_3
No 22 gamefunc_Weapon_4
No 23 gamefunc_Weapon_5
No 24 gamefunc_Weapon_6
No 25 gamefunc_Weapon_7
No 26 gamefunc_Weapon_8
No 27 gamefunc_Weapon_9
No 28 gamefunc_Weapon_10
No 29 gamefunc_Inventory
No 30 gamefunc_Inventory_Left
No 31 gamefunc_Inventory_Right
No 32 gamefunc_Holo_Duke
No 33 gamefunc_Jetpack
No 34 gamefunc_NightVision
No 35 gamefunc_MedKit
No 36 gamefunc_TurnAround
No 37 gamefunc_SendMessage
No 38 gamefunc_Map
No 39 gamefunc_Shrink_Screen
No 40 gamefunc_Enlarge_Screen
No 41 gamefunc_Center_View
No 42 gamefunc_Holster_Weapon
No 43 gamefunc_Show_Opponents_Weapon
No 44 gamefunc_Map_Follow_Mode
No 45 gamefunc_See_Coop_View
No 46 gamefunc_Mouse_Aiming
No 47 gamefunc_Toggle_Crosshair
No 48 gamefunc_Steroids
No 49 gamefunc_Quick_Kick
No 50 gamefunc_Next_Weapon
No 51 gamefunc_Previous_Weapon
No 52 gamefunc_Show_Console
No 53 gamefunc_Show_DukeMatch_Scores
No 54 gamefunc_Dpad_Select
No 55 gamefunc_Dpad_Aiming
define gamefunc_Move_Forward            0
define gamefunc_Move_Backward           1
define gamefunc_Turn_Left               2
define gamefunc_Turn_Right              3
define gamefunc_Strafe                  4
define gamefunc_Fire                    5
define gamefunc_Open                    6
define gamefunc_Run                     7
define gamefunc_AutoRun                 8
define gamefunc_Jump                    9
define gamefunc_Crouch                  10
define gamefunc_Look_Up                 11
define gamefunc_Look_Down               12
define gamefunc_Look_Left               13
define gamefunc_Look_Right              14
define gamefunc_Strafe_Left             15
define gamefunc_Strafe_Right            16
define gamefunc_Aim_Up                  17
define gamefunc_Aim_Down                18
define gamefunc_Weapon_1                19
define gamefunc_Weapon_2                20
define gamefunc_Weapon_3                21
define gamefunc_Weapon_4                22
define gamefunc_Weapon_5                23
define gamefunc_Weapon_6                24
define gamefunc_Weapon_7                25
define gamefunc_Weapon_8                26
define gamefunc_Weapon_9                27
define gamefunc_Weapon_10               28
define gamefunc_Inventory               29
define gamefunc_Inventory_Left          30
define gamefunc_Inventory_Right         31
define gamefunc_Holo_Duke               32
define gamefunc_Jetpack                 33
define gamefunc_NightVision             34
define gamefunc_MedKit                  35
define gamefunc_TurnAround              36
define gamefunc_SendMessage             37
define gamefunc_Map                     38
define gamefunc_Shrink_Screen           39
define gamefunc_Enlarge_Screen          40
define gamefunc_Center_View             41
define gamefunc_Holster_Weapon          42
define gamefunc_Show_Opponents_Weapon   43
define gamefunc_Map_Follow_Mode         44
define gamefunc_See_Coop_View           45
define gamefunc_Mouse_Aiming            46
define gamefunc_Toggle_Crosshair        47
define gamefunc_Steroids                48
define gamefunc_Quick_Kick              49
define gamefunc_Next_Weapon             50
define gamefunc_Previous_Weapon         51
define gamefunc_Show_Console            52
define gamefunc_Show_DukeMatch_Scores   53
define gamefunc_Dpad_Select             54
define gamefunc_Dpad_Aiming             55

Input bits

Used with bits.

Exposed Value Label Description
No 1 INPUT_JUMP
No 2 INPUT_CROUCH
No 4 INPUT_FIRE
No 8 INPUT_AIM_UP
No 16 INPUT_AIM_DOWN
No 32 INPUT_RUNNING
No 64 INPUT_LOOK_LEFT
No 128 INPUT_LOOK_RIGHT
No 256 INPUT_WEAPON_1
No 512 INPUT_WEAPON_2
No 768 INPUT_WEAPON_3
No 1024 INPUT_WEAPON_4
No 1280 INPUT_WEAPON_5
No 1536 INPUT_WEAPON_6
No 1792 INPUT_WEAPON_7
No 2048 INPUT_WEAPON_8
No 2304 INPUT_WEAPON_9
No 2560 INPUT_WEAPON_10
No 2816 INPUT_WEAPON_PREV
No 3072 INPUT_WEAPON_NEXT
No 4096 INPUT_STEROIDS
No 8192 INPUT_LOOK_UP
No 16384 INPUT_LOOK_DOWN
No 32768 INPUT_NIGHTVISION
No 65536 INPUT_MEDKIT
No 131072 INPUT_RESERVED
No 262144 INPUT_CENTER_VIEW
No 524288 INPUT_HOLSTER_WEAPON
No 1048576 INPUT_INVENTORY_LEFT
No 2097152 INPUT_PAUSE
No 4194304 INPUT_QUICK_KICK
No 8388608 INPUT_AIM_MODE
No 16777216 INPUT_HOLODUKE
No 33554432 INPUT_JETPACK
No 67108864 INPUT_QUIT
No 134217728 INPUT_INVENTORY_RIGHT
No 268435456 INPUT_TURN_AROUND
No 536870912 INPUT_OPEN
No 1073741824 INPUT_INVENTORY
No 2147483648 INPUT_ESC
define INPUT_JUMP                       0x00000001
define INPUT_CROUCH                     0x00000002
define INPUT_FIRE                       0x00000004
define INPUT_AIM_UP                     0x00000008
define INPUT_AIM_DOWN                   0x00000010
define INPUT_RUNNING                    0x00000020
define INPUT_LOOK_LEFT                  0x00000040
define INPUT_LOOK_RIGHT                 0x00000080
define INPUT_WEAPON_1                   0x00000100
define INPUT_WEAPON_2                   0x00000200
define INPUT_WEAPON_3                   0x00000300
define INPUT_WEAPON_4                   0x00000400
define INPUT_WEAPON_5                   0x00000500
define INPUT_WEAPON_6                   0x00000600
define INPUT_WEAPON_7                   0x00000700
define INPUT_WEAPON_8                   0x00000800
define INPUT_WEAPON_9                   0x00000900
define INPUT_WEAPON_10                  0x00000A00
define INPUT_WEAPON_PREV                0x00000B00
define INPUT_WEAPON_NEXT                0x00000C00
define INPUT_STEROIDS                   0x00001000
define INPUT_LOOK_UP                    0x00002000
define INPUT_LOOK_DOWN                  0x00004000
define INPUT_NIGHTVISION                0x00008000
define INPUT_MEDKIT                     0x00010000
define INPUT_RESERVED                   0x00020000
define INPUT_CENTER_VIEW                0x00040000
define INPUT_HOLSTER_WEAPON             0x00080000
define INPUT_INVENTORY_LEFT             0x00100000
define INPUT_PAUSE                      0x00200000
define INPUT_QUICK_KICK                 0x00400000
define INPUT_AIM_MODE                   0x00800000
define INPUT_HOLODUKE                   0x01000000
define INPUT_JETPACK                    0x02000000
define INPUT_QUIT                       0x04000000
define INPUT_INVENTORY_RIGHT            0x08000000
define INPUT_TURN_AROUND                0x10000000
define INPUT_OPEN                       0x20000000
define INPUT_INVENTORY                  0x40000000
define INPUT_ESC                        0x80000000

Input extbits

Used with extbits.

Exposed Value Label Description
No 1 INPUT_MOVE_FORWARD
No 2 INPUT_MOVE_BACKWARD
No 4 INPUT_STRAFE_LEFT
No 8 INPUT_STRAFE_RIGHT
No 16 INPUT_TURN_LEFT
No 32 INPUT_TURN_RIGHT
define INPUT_MOVE_FORWARD               0x00000001
define INPUT_MOVE_BACKWARD              0x00000002
define INPUT_STRAFE_LEFT                0x00000004
define INPUT_STRAFE_RIGHT               0x00000008
define INPUT_TURN_LEFT                  0x00000010
define INPUT_TURN_RIGHT                 0x00000020

Cheats

Used with definecheat and EVENT_ACTIVATECHEAT.

Exposed Value Label Description
No 0 CHEAT_CORNHOLIO
No 1 CHEAT_STUFF
No 2 CHEAT_SCOTTY
No 3 CHEAT_COORDS
No 4 CHEAT_VIEW
No 5 CHEAT_TIME
No 6 CHEAT_UNLOCK
No 7 CHEAT_CASHMAN
No 8 CHEAT_ITEMS
No 9 CHEAT_RATE
No 10 CHEAT_SKILL
No 11 CHEAT_BETA
No 12 CHEAT_HYPER
No 13 CHEAT_MONSTERS
14 <RESERVED>
15 <RESERVED>
No 16 CHEAT_TODD
No 17 CHEAT_SHOWMAP
No 18 CHEAT_KROZ
No 19 CHEAT_ALLEN
No 20 CHEAT_CLIP
No 21 CHEAT_WEAPONS
No 22 CHEAT_INVENTORY
No 23 CHEAT_KEYS
No 24 CHEAT_DEBUG
25 <RESERVED>
No 26 CHEAT_COMEGETSOME
define CHEAT_CORNHOLIO                  0
define CHEAT_STUFF                      1
define CHEAT_SCOTTY                     2
define CHEAT_COORDS                     3
define CHEAT_VIEW                       4
define CHEAT_TIME                       5
define CHEAT_UNLOCK                     6
define CHEAT_CASHMAN                    7
define CHEAT_ITEMS                      8
define CHEAT_RATE                       9
define CHEAT_SKILL                      10
define CHEAT_BETA                       11
define CHEAT_HYPER                      12
define CHEAT_MONSTERS                   13
define CHEAT_TODD                       16
define CHEAT_SHOWMAP                    17
define CHEAT_KROZ                       18
define CHEAT_ALLEN                      19
define CHEAT_CLIP                       20
define CHEAT_WEAPONS                    21
define CHEAT_INVENTORY                  22
define CHEAT_KEYS                       23
define CHEAT_DEBUG                      24
define CHEAT_COMEGETSOME                26

Quotes

Used with definequote, ftq and other string manipulation commands.

Exposed Value Label Description
No 1 QUOTE_SHOW_MAP_OFF
No 2 QUOTE_ACTIVATED
No 3 QUOTE_MEDKIT
No 4 QUOTE_LOCKED
No 5 QUOTE_CHEAT_EVERYTHING
No 6 QUOTE_BOOTS
No 7 QUOTE_WASTED
No 8 QUOTE_UNLOCKED
No 9 QUOTE_FOUND_SECRET
No 10 QUOTE_SQUISHED
No 12 QUOTE_USED_STEROIDS
No 13 QUOTE_DEAD
No 15 QUOTE_DEACTIVATED
No 17 QUOTE_CHEAT_GODMODE_ON
No 18 QUOTE_CHEAT_GODMODE_OFF
No 21 QUOTE_CROSSHAIR_OFF
No 22 QUOTE_CHEATS_DISABLED
No 23 QUOTE_MESSAGES_ON
No 24 QUOTE_MESSAGES_OFF
No 26 QUOTE_MUSIC
No 37 QUOTE_CHEAT_STEROIDS
No 40 QUOTE_F1HELP
No 44 QUOTE_MOUSE_AIMING_OFF
No 47 QUOTE_HOLODUKE_ON
No 48 QUOTE_HOLODUKE_OFF
No 49 QUOTE_HOLODUKE_NOT_FOUND
No 50 QUOTE_JETPACK_NOT_FOUND
No 52 QUOTE_JETPACK_ON
No 53 QUOTE_JETPACK_OFF
No 70 QUOTE_NEED_BLUE_KEY
No 71 QUOTE_NEED_RED_KEY
No 72 QUOTE_NEED_YELLOW_KEY
No 73 QUOTE_WEAPON_LOWERED
No 74 QUOTE_WEAPON_RAISED
No 75 QUOTE_BOOTS_ON
No 76 QUOTE_SCUBA_ON
No 79 QUOTE_CHEAT_ALLEN
No 80 QUOTE_MIGHTY_FOOT
No 82 QUOTE_WEAPON_MODE_OFF
No 83 QUOTE_MAP_FOLLOW_OFF
No 85 QUOTE_RUN_MODE_OFF
No 88 QUOTE_JETPACK
No 89 QUOTE_SCUBA
No 90 QUOTE_STEROIDS
No 91 QUOTE_HOLODUKE
No 99 QUOTE_CHEAT_TODD
No 100 QUOTE_CHEAT_UNLOCK
No 101 QUOTE_NVG
No 102 QUOTE_WEREGONNAFRYYOURASS
No 103 QUOTE_SCREEN_SAVED
No 105 QUOTE_CHEAT_BETA
No 107 QUOTE_NVG_OFF
No 109 QUOTE_VIEW_MODE_OFF
No 111 QUOTE_SHOW_MAP_ON
No 113 QUOTE_CHEAT_NOCLIP
No 114 QUOTE_SAVE_BAD_VERSION
No 115 QUOTE_RESERVED
No 116 QUOTE_RESERVED2
No 117 QUOTE_RESERVED3
No 118 QUOTE_SAVE_DEAD
No 119 QUOTE_CHEAT_ALL_WEAPONS
No 120 QUOTE_CHEAT_ALL_INV
No 121 QUOTE_CHEAT_ALL_KEYS
No 122 QUOTE_RESERVED4
No 124 QUOTE_SAVE_BAD_PLAYERS
define QUOTE_SHOW_MAP_OFF               1
define QUOTE_ACTIVATED                  2
define QUOTE_MEDKIT                     3
define QUOTE_LOCKED                     4
define QUOTE_CHEAT_EVERYTHING           5
define QUOTE_BOOTS                      6
define QUOTE_WASTED                     7
define QUOTE_UNLOCKED                   8
define QUOTE_FOUND_SECRET               9
define QUOTE_SQUISHED                   10
define QUOTE_USED_STEROIDS              12
define QUOTE_DEAD                       13
define QUOTE_DEACTIVATED                15
define QUOTE_CHEAT_GODMODE_ON           17
define QUOTE_CHEAT_GODMODE_OFF          18
define QUOTE_CROSSHAIR_OFF              21
define QUOTE_CHEATS_DISABLED            22
define QUOTE_MESSAGES_ON                23
define QUOTE_MESSAGES_OFF               24
define QUOTE_MUSIC                      26
define QUOTE_CHEAT_STEROIDS             37
define QUOTE_F1HELP                     40
define QUOTE_MOUSE_AIMING_OFF           44
define QUOTE_HOLODUKE_ON                47
define QUOTE_HOLODUKE_OFF               48
define QUOTE_HOLODUKE_NOT_FOUND         49
define QUOTE_JETPACK_NOT_FOUND          50
define QUOTE_JETPACK_ON                 52
define QUOTE_JETPACK_OFF                53
define QUOTE_NEED_BLUE_KEY              70
define QUOTE_NEED_RED_KEY               71
define QUOTE_NEED_YELLOW_KEY            72
define QUOTE_WEAPON_LOWERED             73
define QUOTE_WEAPON_RAISED              74
define QUOTE_BOOTS_ON                   75
define QUOTE_SCUBA_ON                   76
define QUOTE_CHEAT_ALLEN                79
define QUOTE_MIGHTY_FOOT                80
define QUOTE_WEAPON_MODE_OFF            82
define QUOTE_MAP_FOLLOW_OFF             83
define QUOTE_RUN_MODE_OFF               85
define QUOTE_JETPACK                    88
define QUOTE_SCUBA                      89
define QUOTE_STEROIDS                   90
define QUOTE_HOLODUKE                   91
define QUOTE_CHEAT_TODD                 99
define QUOTE_CHEAT_UNLOCK               100
define QUOTE_NVG                        101
define QUOTE_WEREGONNAFRYYOURASS        102
define QUOTE_SCREEN_SAVED               103
define QUOTE_CHEAT_BETA                 105
define QUOTE_NVG_OFF                    107
define QUOTE_VIEW_MODE_OFF              109
define QUOTE_SHOW_MAP_ON                111
define QUOTE_CHEAT_NOCLIP               113
define QUOTE_SAVE_BAD_VERSION           114
define QUOTE_RESERVED                   115
define QUOTE_RESERVED2                  116
define QUOTE_RESERVED3                  117
define QUOTE_SAVE_DEAD                  118
define QUOTE_CHEAT_ALL_WEAPONS          119
define QUOTE_CHEAT_ALL_INV              120
define QUOTE_CHEAT_ALL_KEYS             121
define QUOTE_RESERVED4                  122
define QUOTE_SAVE_BAD_PLAYERS           124

Floor/Ceiling cstat

Used with floorstat and ceilingstat.

Exposed Value Label Description
No 1 FLOOR_STAT_PLAX
CEILING_STAT_PLAX
Parallaxed texture (used for skies). Also, for subway car sectors, if you set this bit to 1, it will shoot RPGs at the nearest player. This is used for the space ship in the beginning of E2L1.
No 2 FLOOR_STAT_SLOPE
CEILING_STAT_SLOPE
Slope
No 4 FLOOR_STAT_SWAPXY
CEILING_STAT_SWAPXY
Texture's x & y is swapped
No 8 FLOOR_STAT_SMOOSH
CEILING_STAT_SMOOSH
Texture Expansion is on ["E" key in Build/Mapster32]
No 16 FLOOR_STAT_XFLIP
CEILING_STAT_XFLIP
Texture's x is flipped
No 32 FLOOR_STAT_YFLIP
CEILING_STAT_YFLIP
Texture's y is flipped
No 64 FLOOR_STAT_RELATIVE
CEILING_STAT_RELATIVE
Texture Relativity is on ["R" key in Build/Mapster32]
No 128 FLOOR_STAT_MASKED
CEILING_STAT_MASKED
Masked (different from being clear only for TROR)
No 256 FLOOR_STAT_TRANS
CEILING_STAT_TRANS
Translucent mask. Combine with 128 for reverse translucent mask.
No 512 Blocks movement (for TROR)
No 1024 TROR
No 2048 Blocks projectiles (for TROR)
define FLOOR_STAT_PLAX                  0x00000001
define FLOOR_STAT_SLOPE                 0x00000002
define FLOOR_STAT_SWAPXY                0x00000004
define FLOOR_STAT_SMOOSH                0x00000008
define FLOOR_STAT_XFLIP                 0x00000010
define FLOOR_STAT_YFLIP                 0x00000020
define FLOOR_STAT_RELATIVE              0x00000040
define FLOOR_STAT_MASKED                0x00000080
define FLOOR_STAT_TRANS                 0x00000100
define CEILING_STAT_PLAX                0x00000001
define CEILING_STAT_SLOPE               0x00000002
define CEILING_STAT_SWAPXY              0x00000004
define CEILING_STAT_SMOOSH              0x00000008
define CEILING_STAT_XFLIP               0x00000010
define CEILING_STAT_YFLIP               0x00000020
define CEILING_STAT_RELATIVE            0x00000040
define CEILING_STAT_MASKED              0x00000080
define CEILING_STAT_TRANS               0x00000100

Wall cstat

Used with cstat(wall).

Exposed Value Label Description
No 1 CSTAT_WALL_BLOCK Make wall blockable
No 2 CSTAT_WALL_BOTTOM_SWAP Make bottoms of invisible walls swapped
No 4 CSTAT_WALL_ALIGN_BOTTOM Align picture on bottom
No 8 CSTAT_WALL_XFLIP Flip wall around x-axis
No 16 CSTAT_WALL_MASKED Make wall masking, two-sided
No 32 CSTAT_WALL_1WAY Make wall masking, one-sided. This disables rendering on the other side, meaning it can be used to avoid SOS glitches. However it also disables transparency on the masked wall.
No 64 CSTAT_WALL_BLOCK_HITSCAN Make wall able to be hit by weapons
No 128 CSTAT_WALL_TRANSLUCENT Make wall transparent
No 256 CSTAT_WALL_YFLIP Flip wall around y-axis
No 512 CSTAT_WALL_TRANS_FLIP Second transparency level (combine with cstat 128)
No 16384 CSTAT_WALL_BLOCK_ACTOR
No 32768 CSTAT_WALL_WARP_HITSCAN
define CSTAT_WALL_BLOCK                 0x00000001
define CSTAT_WALL_BOTTOM_SWAP           0x00000002
define CSTAT_WALL_ALIGN_BOTTOM          0x00000004
define CSTAT_WALL_XFLIP                 0x00000008
define CSTAT_WALL_MASKED                0x00000010
define CSTAT_WALL_1WAY                  0x00000020
define CSTAT_WALL_BLOCK_HITSCAN         0x00000040
define CSTAT_WALL_TRANSLUCENT           0x00000080
define CSTAT_WALL_YFLIP                 0x00000100
define CSTAT_WALL_TRANS_FLIP            0x00000200
define CSTAT_WALL_BLOCK_ACTOR           0x00004000
define CSTAT_WALL_WARP_HITSCAN          0x00008000

Sprite cstat

Used with cstat.

Exposed Value Label Description
No 1 CSTAT_SPRITE_BLOCK Make sprite blockable
No 2 CSTAT_SPRITE_TRANSLUCENT Make sprite transparent
No 4 CSTAT_SPRITE_XFLIP Flip sprite around x-axis
No 8 CSTAT_SPRITE_YFLIP Flip sprite around y-axis
No 16 CSTAT_SPRITE_WALL Draw sprite as vertically flat (wall aligned)
No 32 CSTAT_SPRITE_FLOOR Draw sprite as horizontally flat (floor aligned)
No 64 CSTAT_SPRITE_ONE_SIDE Make sprite one sided
No 128 CSTAT_SPRITE_YCENTER Half submerged
No 256 CSTAT_SPRITE_BLOCK_HITSCAN Make sprite able to be hit by weapons
No 512 CSTAT_SPRITE_TRANS_FLIP Second transparency level (combine with cstat 2)
No 1024 Sprite will take priority being drawn over other sprites (may be subject to change)
No 2048 CSTAT_SPRITE_NOSHADE Sprite will not be forced to take shade of sector
No 8192 Sprite will not cast a Polymer shadow
No 16384 Sprite will be invisible but will still cast a Polymer shadow
No 32768 CSTAT_SPRITE_INVISIBLE Invisible (do not render, skip EVENT_ANIMATESPRITES)
define CSTAT_SPRITE_BLOCK               0x00000001
define CSTAT_SPRITE_TRANSLUCENT         0x00000002
define CSTAT_SPRITE_XFLIP               0x00000004
define CSTAT_SPRITE_YFLIP               0x00000008
define CSTAT_SPRITE_WALL                0x00000010
define CSTAT_SPRITE_FLOOR               0x00000020
define CSTAT_SPRITE_ONE_SIDE            0x00000040
define CSTAT_SPRITE_YCENTER             0x00000080
define CSTAT_SPRITE_BLOCK_HITSCAN       0x00000100
define CSTAT_SPRITE_TRANS_FLIP          0x00000200
define CSTAT_SPRITE_NOSHADE             0x00000800
define CSTAT_SPRITE_INVISIBLE           0x00008000

Spriteflags

Used with spriteflags and htflags.

Exposed Value Label Description
Yes 1 SFLAG_SHADOW Generates a shadow. See spriteshadow.
Yes 2 SFLAG_NVG Turns palette 6 whenever night vision goggles are used. See spritenvg.
Yes 4 SFLAG_NOSHADE The sprite's shade is unaffected by the shade of its sector. See spritenoshade.
No 8 SFLAG_PROJECTILE Has been defined with defineprojectile.
No 16 SFLAG_DECAL Prevents teleporting. The sprite is not entered into the decal deletion queue.
Yes 32 SFLAG_BADGUY Is an enemy. See useractor.
Yes 64 SFLAG_NOPAL Sprite will be insusceptible to floor palette of sector containing this sprite. See spritenopal.
Yes 128 SFLAG_NOEVENTS Sprite will not be run through EVENT_GAME or EVENT_PREGAME.
Yes 256 SFLAG_NOLIGHT Sprite will not emit hardcoded Polymer-based lights.
Yes 512 SFLAG_USEACTIVATOR
1024 SFLAG_NULL Null sprite in multiplayer [internal, do not use]
Yes 2048 SFLAG_NOCLIP Sprite will call "clipmove()" with a clipmask of 0, skipping collision detection with other sprites to increase performance. (Specifically, to prevent runtime behavior that is quadratic with the number of sprites.) Useful for particle effects.
No 4096 SFLAG_NOFLOORSHADOW
Yes 8192 SFLAG_SMOOTHMOVE
Yes 16384 SFLAG_NOTELEPORT
No 32768 SFLAG_BADGUYSTAYPUT Actor will stay inside its original sector..
No 65536 SFLAG_CACHE
No 131072 SFLAG_ROTFIXED rotation-fixed with respect to a pivot point to prevent position diverging due to roundoff error accumulation.
No 262144 SFLAG_HARDCODED_BADGUY
No SFLAG_DIDNOSE7WATER 524288 Used temporarily.
Yes SFLAG_NODAMAGEPUSH 1048576 Actor should not be pushed back when damaged (by default TANK, RECON, ROTATEGUN, and the bosses).
Yes SFLAG_NOWATERDIP 2097152 Actor will not appear to sink into the floor in sectors tagged Above Water (lotag 1).
Yes SFLAG_HURTSPAWNBLOOD 4194304 Actor will spawn blood as hardcoded enemies do when hurt.
Yes SFLAG_GREENSLIMEFOOD 8388608 Actor can be eaten by GREENSLIME actor (Protozoid Slimer). Can only be set outside of actor and event code whereupon it is applied to all sprites of the same picnum e.g. "spriteflags NEWBEASTHANG 8388608" will make all NEWBEASTHANG in the entire game into greenslime fodder.
Yes SFLAG_REALCLIPDIST 16777216 Actor will always use its set clipdist instead of one potentially overridden in hardcoded circumstances based on its xrepeat and picnum.
Yes SFLAG_WAKEUPBADGUYS 33554432 When awoken (changed to an active actor), any sprite with this flag set will wake up any enemy with which it has a line of sight.
Yes SFLAG_DAMAGEEVENT 67108864 Actor fires EVENT_(POST)DAMAGESPRITE when damaged.
Yes SFLAG_NOWATERSECTOR 134217728 Will prevent a sprite from moving into water.

| Yes | SFLAG_QUEUEDFORDELETE | 268435456 | |- |}

define SFLAG_SHADOW                     0x00000001
define SFLAG_NVG                        0x00000002
define SFLAG_NOSHADE                    0x00000004
define SFLAG_PROJECTILE                 0x00000008
define SFLAG_DECAL                      0x00000010
define SFLAG_NULL                       0x00000400
define SFLAG_NOFLOORSHADOW              0x00001000
define SFLAG_BADGUYSTAYPUT              0x00008000
define SFLAG_CACHE                      0x00010000
define SFLAG_ROTFIXED                   0x00020000
define SFLAG_HARDCODED_BADGUY           0x00040000
define SFLAG_DIDNOSE7WATER              0x00080000
define SFLAG_HURTSPAWNBLOOD             0x00400000
define SFLAG_GREENSLIMEFOOD             0x00800000
define SFLAG_WAKEUPBADGUYS              0x02000000
define SFLAG_DAMAGEEVENT                0x04000000

Statnums

Used with statnum.

Exposed Value Label Description
Yes 0 STAT_DEFAULT Sprites that are not defined by the CON code as actors, and are not projectiles, etc, have a statnum of 0. (i.e. the floor texture sprites used to make up a sprite bridge)
Yes 1 STAT_ACTOR Actors. Sprites with a statnum of 1 will execute the actor code that applies to their tile number in the CON scripts.
Yes 2 STAT_ZOMBIEACTOR Sleepers. Sprites taking a break from code execution (e.g. a Pig Cop that has been left alone for long enough will revert to statnum 2, only waking up and going back to statnum 1 upon seeing the player again)
Yes 3 STAT_EFFECTOR
Yes 4 STAT_PROJECTILE Projectiles. This includes hardcoded projectiles like RPG, FREEZEBLAST, and SHRINKSPARK, as well as custom projectiles. It does not include hitscan projectiles (bullets), since those are not sprites that exist in the game world. (SHOTSPARK1, the sprite spawned by bullets, is not itself a projectile.)
Yes 5 STAT_MISC
Yes 6 STAT_STANDABLE On spawn, the following sprites have statnum 6: BOLT1+, SIDEBOLT1+, VIEWSCREEN, VIEWSCREEN2, CRANE, TRASH, WATERDRIP, WATERDRIPSPLASH, PLUG, WATERBUBBLEMAKER, MASTERSWITCH, DOORSHOCK, TREE1, TREE2, TIRE, CONE, BOX, FLOORFLAME, CEILINGSTEAM, OOZFILTER, CRACK1-CRACK4, FIREEXT, TOILETWATER.

A few other ones become STANDABLE on seeing the player (changing from ZOMBIEACTOR): RUBBERCAN, EXPLODINGBARREL, WOODENHORSE, HORSEONSIDE, CANWITHSOMETHING, CANWITHSOMETHING2-4, FIREBARREL, FIREVASE, NUKEBARREL, NUKEBARRELDENTED, NUKEBARRELLEAKED, TRIPBOMB.

Yes 7 STAT_LOCATOR
Yes 8 STAT_ACTIVATOR
Yes 9 STAT_TRANSPORT
Yes 10 STAT_PLAYER Player and Holoduke
Yes 11 STAT_FX RESPAWN, MUSICANDSFX
Yes 12 STAT_FALLER Decorative sprites that have a nonzero hitag to make them destructible are assigned to the FALLER statnum.
Yes 13 STAT_DUMMYPLAYER
Yes 14 STAT_LIGHT
No 99 TSPR_TEMP A tspr will have this when it is a shadow cast by an actor.
No 100 STAT_MIRROREDACTOR A tspr will have this when it is part of a mirror reflection.
Yes 1024 MAXSTATUS A sprite id with this statnum is invalid, meaning that it has been deleted or just never existed in the map. Do NOT try to destroy a sprite by setting this value on it, instead use the killit command or else try setting the sprite's xrepeat to zero.
define TSPR_TEMP                        99
define STAT_MIRROREDACTOR               100

Mdflags

Used with mdflags.

Exposed Value Label Description
No 1 SPREXT_NOTMD Force sprite be displayed as sprite, instead of a model.
No 2 SPREXT_NOMDANIM No model animation.
No 4 SPREXT_AWAY1
No 8 SPREXT_AWAY2
No 16 SPREXT_TSPRACCESS Process in EVENT_ANIMATESPRITES.
No 32 SPREXT_TEMPINVISIBLE
define SPREXT_NOTMD                     0x00000001
define SPREXT_NOMDANIM                  0x00000002
define SPREXT_AWAY1                     0x00000004
define SPREXT_AWAY2                     0x00000008
define SPREXT_TSPRACCESS                0x00000010
define SPREXT_TEMPINVISIBLE             0x00000020

Orientation

Used with rotatesprite, screentext and other screen drawing commands.

Exposed Value Label Description
No 1 RS_TRANS1 Translucency level one (66% opacity).
No 2 RS_AUTO Scaling on 320-200 coordinates. This is implicitly applied to all CON screen drawing commands, but including it in your bitfields is recommended for clarity and portability of your code.
No 4 RS_YFLIP Used to invert Y coordinates. Combine this bit with an angle of 1024 (using rotatesprite) and the tile will appear to have inverted X coordinates. If you want inversion for both the X and Y coordinates, simply set the angle (again, with rotatesprite) to 1024 and do not use this bit.
No 8 RS_NOCLIP Causes the sprite to be not affected by the screen size (using the + or - commands). This is usefull, for example, when displaying a status bar.
No 16 RS_TOPLEFT Forces the center of the sprite you're drawing to its top-left if set. It also ignores the x-y offset of the tile.
No 32 RS_TRANS2 Translucency level two (33% opacity). It won't work if 1 is not set.
No 64 RS_NOMASK Forces masking off if set. It discards translucency too.
No 128 RS_PERM "Permanent" tile (deprecated).
No 256 RS_ALIGN_L Align to the left (widescreen support)
No 512 RS_ALIGN_R Align to the right (widescreen support)
No 1024 RS_STRETCH Stretch to screen resolution (distorts aspect ratio; this is the behavior of rotatesprite prior to widescreen awareness)
No 2048 ROTATESPRITE_FULL16 Always interpret coordinate values as having "full" precision, bit-shifted left by 16, so that 20971520x13107200 corresponds to 320x200. See rotatesprite16.
define RS_TRANS1                        0x00000001
define RS_AUTO                          0x00000002
define RS_YFLIP                         0x00000004
define RS_NOCLIP                        0x00000008
define RS_TOPLEFT                       0x00000010
define RS_TRANS2                        0x00000020
define RS_NOMASK                        0x00000040
define RS_PERM                          0x00000080
define RS_ALIGN_L                       0x00000100
define RS_ALIGN_R                       0x00000200
define RS_STRETCH                       0x00000400
define ROTATESPRITE_FULL16              0x00000800

Text Properties

Used with screentext.

Exposed Value Label Description
No 1 TEXT_XRIGHT Right-align text on the x-axis. For example, you could display text at x=320 with this flag and the string's right edge would be on the right edge of the screen.
No 2 TEXT_XCENTER Center-align text on the x-axis. For example, you could display text at x=160 with this flag and the string would be perfectly horizontally centered.
No 4 TEXT_YBOTTOM Bottom-align text on the y-axis. For example, you could display text at y=200 with this flag and the string's bottom edge would be on the bottom edge of the screen.
No 8 TEXT_YCENTER Center-align text on the y-axis. For example, you could display text at y=100 with this flag and the string would be perfectly vertically centered.
No 16 TEXT_INTERNALSPACE If you are unsure what to specify for the <xspace> parameter, this flag will allow EDuke32 to make its own determination. Don't use this unless you have no idea whatsoever. The <xspace> value will be added to the internal result.
No 32 TEXT_TILESPACE The <xspace> parameter will be determined using the width of the tile after '~'. Good for custom fonts. (NB: <xbetween> is added to spaces just like any other character.) The <xspace> value will be added to the result.
No 64 TEXT_INTERNALLINE If you are unsure what to specify for the <yline> parameter, this flag will allow EDuke32 to make its own determination. Don't use this unless you have no idea whatsoever. The <yline> value will be added to the internal result.
No 128 TEXT_TILELINE The <yline> parameter will be determined using the height of the tile after '~'. Good for custom fonts. The <yline> value will be added to the result.
No 256 TEXT_XOFFSETZERO Calculate spacing between characters from the left edge instead of the right. In other words, <xbetween> is used as a constant width for the characters in the string and the potentially variable widths of the tiles displayed in the string are ignored.
No 512 TEXT_XJUSTIFY Justify text in the X direction, using <xbetween> for the total width (since the actual distance will be calculated automatically). Compatible with TEXT_XRIGHT and TEXT_XCENTER.
No 1024 TEXT_YOFFSETZERO Calculate spacing between line from the top edge instead of the bottom. In other words, <ybetween> is used as a constant height for the lines in the string and the potentially variable heights of the tiles displayed in the string are ignored.
No 2048 TEXT_YJUSTIFY Justify text in the Y direction, using <ybetween> for the total height (since the actual distance will be calculated automatically). Compatible with TEXT_YBOTTOM and TEXT_YCENTER.
No 4096 TEXT_LINEWRAP Enable a hackish internal line wrapping feature used by some text in the executable (such as multiplayer messages) that will wrap a string back to its starting X position at the point when a character would go off the screen. This flag has no effect if any alignment flags are used or if the <block angle> is not a multiple of 512, which includes 0--perfectly horizontal or vertical.
No 8192 TEXT_UPPERCASE Force the case of all letters in the string to uppercase.
No 16384 TEXT_INVERTCASE Invert the case of the letters in the string. Combine with TEXT_UPPERCASE to produce all-lowercase output.
No 32768 TEXT_IGNOREESCAPE Palette escape sequences (^# or ^##) will have no effect. (See definequote.)
No 65536 TEXT_LITERALESCAPE No parsing will be done for palette escape sequences so they will show up as actual text. This is useful if you have '^' followed by a number that you actually want to display on the screen, such as exponentiation.
No 131072 TEXT_BACKWARDS Iterate through the string backwards. (TEXT_LITERALESCAPE is highly recommended because there is not a separate pass to escape the palette sequences forwards.)
No 262144 TEXT_GAMETEXTNUMHACK All numerals will display as if they have a TEXT_XOFFSETZERO of the width of the '0' minus one. For the standard blue font, this value would be 8. This is useful if you have some string including a number value (such as a countdown timer) that you want to display without the place values shifting due to variable width tiles, particularly '1'.
No 524288 TEXT_DIGITALNUMBER Special tile order: starting at '0' instead of 'A'. Using this flag with quotes containing anything other than numbers may give you undefined behavior. (Recommended tile numbers: DIGITALNUM (#2472), THREEBYFIVE (#3010))
No 1048576 TEXT_BIGALPHANUM Special tile order: main menu red font. As in v1.3D, the gray font serves as the lowercase letters, so TEXT_UPPERCASE is recommended. (Recommended tile number: BIGALPHANUM (#2930))
No 2097152 TEXT_GRAYFONT Special tile order: gray font. To parallel the above flag, the red font serves as the lowercase letters, so TEXT_UPPERCASE is recommended. The primary difference compared to using the above flag with the lowercase flags is that the gray font has its own set of numerals. The red font's punctuation is still used. (Recommended tile number: #2966)
define TEXT_XRIGHT                      0x00000001
define TEXT_XCENTER                     0x00000002
define TEXT_YBOTTOM                     0x00000004
define TEXT_YCENTER                     0x00000008
define TEXT_INTERNALSPACE               0x00000010
define TEXT_TILESPACE                   0x00000020
define TEXT_INTERNALLINE                0x00000040
define TEXT_TILELINE                    0x00000080
define TEXT_XOFFSETZERO                 0x00000100
define TEXT_XJUSTIFY                    0x00000200
define TEXT_YOFFSETZERO                 0x00000400
define TEXT_YJUSTIFY                    0x00000800
define TEXT_LINEWRAP                    0x00001000
define TEXT_UPPERCASE                   0x00002000
define TEXT_INVERTCASE                  0x00004000
define TEXT_IGNOREESCAPE                0x00008000
define TEXT_LITERALESCAPE               0x00010000
define TEXT_BACKWARDS                   0x00020000
define TEXT_GAMETEXTNUMHACK             0x00040000
define TEXT_DIGITALNUMBER               0x00080000
define TEXT_BIGALPHANUM                 0x00100000
define TEXT_GRAYFONT                    0x00200000

Tilenums

Hard-coded tilenums.

Exposed Value Label Description
No 30719 TILE_SAVESHOT
No 30718 TILE_TILT
No 30717 TILE_LOADSHOT
No 30716 TILE_ANIM
No 30715 TILE_VIEWSCR
define TILE_SAVESHOT                    30719
define TILE_TILT                        30718
define TILE_LOADSHOT                    30717
define TILE_ANIM                        30716
define TILE_VIEWSCR                     30715

Base palettes

Used with the palette structure. Not to be confused with sprite palette, etc.

Exposed Value Label Description
No 0 BASEPAL
No 1 WATERPAL
No 2 SLIMEPAL
No 3 DREALMSPAL
No 4 TITLEPAL
No 5 ENDINGPAL
No 6 ANIMPAL
define BASEPAL                          0
define WATERPAL                         1
define SLIMEPAL                         2
define DREALMSPAL                       3
define TITLEPAL                         4
define ENDINGPAL                        5
define ANIMPAL                          6

Lookup palettes

Hard-coded lookup palettes, such as spritepal, etc. Not to be confused with the base palette.

Exposed Value Label Description
No 251 CROSSHAIR_PAL
No 252 NORMALPAL
No 253 SPECULARPAL
No 254 GLOWPAL
No 255 DETAILPAL
define CROSSHAIR_PAL                    251
define NORMALPAL                        252
define SPECULARPAL                      253
define GLOWPAL                          254
define DETAILPAL                        255

Music

Used with music, starttrack, starttrackvar, music_level and other music manipulation commands.

These are the tracks defined with music using zero as the episode value.

Exposed Value Label Description
No 0 MUS_INTRO
No 1 MUS_BRIEFING
No 2 MUS_LOADING
define MUS_INTRO                        0
define MUS_BRIEFING                     1
define MUS_LOADING                      2

Inventory icon

Used with inven_icon. Not be to be confused with addinventory.

Exposed Value Label Description
No 0 ICON_NONE
No 1 ICON_FIRSTAID
No 2 ICON_STEROIDS
No 3 ICON_HOLODUKE
No 4 ICON_JETPACK
No 5 ICON_HEATS
No 6 ICON_SCUBA
No 7 ICON_BOOTS
define ICON_NONE                        0
define ICON_FIRSTAID                    1
define ICON_STEROIDS                    2
define ICON_HOLODUKE                    3
define ICON_JETPACK                     4
define ICON_HEATS                       5
define ICON_SCUBA                       6
define ICON_BOOTS                       7

Weapon flags

Used with WEAPONx_FLAGS.

Exposed Value Label Description
No 1 WEAPON_HOLSTER_CLEARS_CLIP Holster key "refills" magazine by removing excess ammo from the player
No 2 WEAPON_GLOWS Controls glowing effect on SHRINKER weapon's crystal, no effect on other weapons, probably breaks shotgun if used with that weapon
No 4 WEAPON_AUTOMATIC Resets kickback_pic to 1 instead of 0 when animation ends
No 8 WEAPON_FIREEVERYOTHER Fires projectiles every frame instead of when kickback_pic is equal to WEAPONx_FIREDELAY. Also alters burst fire behavior so that shots are dispatched once per tic instead of all at once.
No 16 WEAPON_FIREEVERYTHIRD Fires when kickback_pic  % 3 == 0 (every third frame)
No 32 WEAPON_RANDOMRESTART When used with WEAPON_AUTOMATIC, resets kickback_pic to a random value between 1 and 4 instead of 1 when animation ends
No 64 WEAPON_AMMOPERSHOT Use ammo per shot per burst (like the Devastator)
No 128 WEAPON_BOMB_TRIGGER Is a bomb trigger (Pipebomb Detonator)
No 256 WEAPON_NOVISIBLE Using does NOT cause player to flash the level (clear visibility)
No 512 WEAPON_THROWIT Currently unused
No 1024 WEAPON_CHECKATRELOAD Check weapon availability at 'reload' time, only affects weapons with WEAPONx_WORKSLIKE of TRIPBOMB_WEAPON
No 2048 WEAPON_STANDSTILL Stops all player z-axis movement when firing
No 4096 WEAPON_SPAWNTYPE2 Spawn Type 2 (Shotgun shells)
No 8192 WEAPON_SPAWNTYPE3 Spawn Type 3 (Chaingun shells)
No 16384 WEAPON_SEMIAUTO Semi-automatic (cancel button press after each shot)
No 32768 WEAPON_RELOAD_TIMING Alternate formula for reload sound timing, generally used for pistol
No 65536 WEAPON_RESET Resets kickback_pic to 1 instead of 0 at end of firing animation if fire is held
define WEAPON_HOLSTER_CLEARS_CLIP       0x00000001
define WEAPON_GLOWS                     0x00000002
define WEAPON_AUTOMATIC                 0x00000004
define WEAPON_FIREEVERYOTHER            0x00000008
define WEAPON_FIREEVERYTHIRD            0x00000010
define WEAPON_RANDOMRESTART             0x00000020
define WEAPON_AMMOPERSHOT               0x00000040
define WEAPON_BOMB_TRIGGER              0x00000080
define WEAPON_NOVISIBLE                 0x00000100
define WEAPON_THROWIT                   0x00000200
define WEAPON_CHECKATRELOAD             0x00000400
define WEAPON_STANDSTILL                0x00000800
define WEAPON_SPAWNTYPE2                0x00001000
define WEAPON_SPAWNTYPE3                0x00002000
define WEAPON_SEMIAUTO                  0x00004000
define WEAPON_RELOAD_TIMING             0x00008000
define WEAPON_RESET                     0x00010000

Move flag

To be used with htmovflag and movesprite.

Exposed Value Label Description
No 16384 HIT_SECTOR
No 32768 HIT_WALL
No 49152 HIT_SPRITE
define HIT_SECTOR                       16384
define HIT_WALL                         32768
define HIT_SPRITE                       49152

Misc values

Exposed Value Label Description
No 16 MAXGAMETYPES
No 7 MAXVOLUMES
No 64 MAXLEVELS
No 7 MAXSKILLS
No 4096 MAXSECTORS
No 16384 MAXWALLS
No 16384 MAXSPRITES
No 30720 MAXTILES
No 120 TICRATE
No 26 GAMETICSPERSEC
No 30 REALGAMETICSPERSEC
No 4 TICSPERFRAME
define MAXGAMETYPES                     16
define MAXVOLUMES                       7
define MAXLEVELS                        64
define MAXSKILLS                        7
define MAXSECTORS                       4096
define MAXWALLS                         16384
define MAXSPRITES                       16384
define MAXTILES                         30720
define TICRATE                          120
define GAMETICSPERSEC                   26
define REALGAMETICSPERSEC               30
define TICSPERFRAME                     4