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#define SF_CONVEYOR_VISUAL 0x0001
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#define SF_CONVEYOR_NOTSOLID 0x0002
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// func_button
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#define SF_BUTTON_DONTMOVE 1
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#define SF_BUTTON_TOGGLE 32 // Button stays pushed until reactivated
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#define SF_BUTTON_SPARK_IF_OFF 64 // Button sparks in OFF state
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#define SF_BUTTON_TOUCH_ONLY 256 // Button only fires as a result of USE key.
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// func_rot_button
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#define SF_ROTBUTTON_NOTSOLID 1
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// env_global
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#define SF_GLOBAL_SET 1 // Set global state to initial state on spawn
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// multisource
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#define SF_MULTI_INIT 1
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// momentary_rot_button
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#define SF_MOMENTARY_DOOR 0x0001
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// button_target
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#define SF_BTARGET_USE 0x0001
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#define SF_BTARGET_ON 0x0002
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// func_door, func_water, func_door_rotating, momementary_door
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#define SF_DOOR_ROTATE_Y 0
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#define SF_DOOR_START_OPEN 1
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#define SF_DOOR_ROTATE_BACKWARDS 2
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#define SF_DOOR_PASSABLE 8
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#define SF_DOOR_ONEWAY 16
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#define SF_DOOR_NO_AUTO_RETURN 32
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#define SF_DOOR_ROTATE_Z 64
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#define SF_DOOR_ROTATE_X 128
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#define SF_DOOR_USE_ONLY 256 // Door must be opened by player's use button
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#define SF_DOOR_NOMONSTERS 512 // Monster can't open
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#define SF_DOOR_SILENT 0x80000000
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// gibshooter
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#define SF_GIBSHOOTER_REPEATABLE 1 // Allows a gibshooter to be refired
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// env_funnel
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#define SF_FUNNEL_REVERSE 1 // Funnel effect repels particles instead of attracting them
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// env_bubbles
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#define SF_BUBBLES_STARTOFF 0x0001
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// env_blood
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#define SF_BLOOD_RANDOM 0x0001
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#define SF_BLOOD_STREAM 0x0002
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#define SF_BLOOD_PLAYER 0x0004
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#define SF_BLOOD_DECAL 0x0008
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// env_shake
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#define SF_SHAKE_EVERYONE 0x0001 // Don't check radius
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#define SF_SHAKE_DISRUPT 0x0002 // Disrupt controls
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#define SF_SHAKE_INAIR 0x0004 // Shake players in air
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// env_fade
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#define SF_FADE_IN 0x0001 // Fade in, not out
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#define SF_FADE_MODULATE 0x0002 // Modulate, don't blend
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#define SF_FADE_ONLYONE 0x0004
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// env_beam, env_lightning
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#define SF_BEAM_STARTON 0x0001
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#define SF_BEAM_TOGGLE 0x0002
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#define SF_BEAM_RANDOM 0x0004
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#define SF_BEAM_RING 0x0008
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#define SF_BEAM_SPARKSTART 0x0010
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#define SF_BEAM_SPARKEND 0x0020
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#define SF_BEAM_DECALS 0x0040
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#define SF_BEAM_SHADEIN 0x0080
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#define SF_BEAM_SHADEOUT 0x0100
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#define SF_BEAM_TEMPORARY 0x8000
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// env_sprite
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#define SF_SPRITE_STARTON 0x0001
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#define SF_SPRITE_ONCE 0x0002
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#define SF_SPRITE_TEMPORARY 0x8000
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// env_message
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#define SF_MESSAGE_ONCE 0x0001 // Fade in, not out
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#define SF_MESSAGE_ALL 0x0002 // Send to all clients
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// env_explosion
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#define SF_ENVEXPLOSION_NODAMAGE (1<<0) // When set, ENV_EXPLOSION will not actually inflict damage
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#define SF_ENVEXPLOSION_REPEATABLE (1<<1) // Can this entity be refired?
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#define SF_ENVEXPLOSION_NOFIREBALL (1<<2) // Don't draw the fireball
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#define SF_ENVEXPLOSION_NOSMOKE (1<<3) // Don't draw the smoke
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#define SF_ENVEXPLOSION_NODECAL (1<<4) // Don't make a scorch mark
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#define SF_ENVEXPLOSION_NOSPARKS (1<<5) // Don't make a scorch mark
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// func_tank
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#define SF_TANK_ACTIVE 0x0001
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#define SF_TANK_PLAYER 0x0002
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#define SF_TANK_HUMANS 0x0004
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#define SF_TANK_ALIENS 0x0008
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#define SF_TANK_LINEOFSIGHT 0x0010
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#define SF_TANK_CANCONTROL 0x0020
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#define SF_TANK_SOUNDON 0x8000
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