changed repo to lgsm-cs-funmaps
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/* Engine constants
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*
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* by the AMX Mod X Development Team
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*
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* This file is provided as is (no warranties).
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*/
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#if defined _engine_const_included
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#endinput
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#endif
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#define _engine_const_included
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#include <hlsdk_const>
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#define SPEAK_NORMAL 0
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#define SPEAK_MUTED 1
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#define SPEAK_ALL 2
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#define SPEAK_LISTENALL 4
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#define CAMERA_NONE 0
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#define CAMERA_3RDPERSON 1
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#define CAMERA_UPLEFT 2
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#define CAMERA_TOPDOWN 3
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/* Int */
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enum {
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EV_INT_gamestate = 0,
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EV_INT_oldbuttons,
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EV_INT_groupinfo,
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EV_INT_iuser1,
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EV_INT_iuser2,
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EV_INT_iuser3,
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EV_INT_iuser4,
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EV_INT_weaponanim,
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EV_INT_pushmsec,
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EV_INT_bInDuck,
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EV_INT_flTimeStepSound,
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EV_INT_flSwimTime,
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EV_INT_flDuckTime,
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EV_INT_iStepLeft,
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EV_INT_movetype,
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EV_INT_solid,
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EV_INT_skin,
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EV_INT_body,
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EV_INT_effects,
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EV_INT_light_level,
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EV_INT_sequence,
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EV_INT_gaitsequence,
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EV_INT_modelindex,
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EV_INT_playerclass,
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EV_INT_waterlevel,
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EV_INT_watertype,
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EV_INT_spawnflags,
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EV_INT_flags,
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EV_INT_colormap,
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EV_INT_team,
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EV_INT_fixangle,
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EV_INT_weapons,
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EV_INT_rendermode,
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EV_INT_renderfx,
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EV_INT_button,
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EV_INT_impulse,
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EV_INT_deadflag,
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};
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/* Float */
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enum {
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EV_FL_impacttime = 0,
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EV_FL_starttime,
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EV_FL_idealpitch,
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EV_FL_pitch_speed,
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EV_FL_ideal_yaw,
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EV_FL_yaw_speed,
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EV_FL_ltime,
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EV_FL_nextthink,
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EV_FL_gravity,
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EV_FL_friction,
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EV_FL_frame,
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EV_FL_animtime,
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EV_FL_framerate,
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EV_FL_health,
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EV_FL_frags,
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EV_FL_takedamage,
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EV_FL_max_health,
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EV_FL_teleport_time,
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EV_FL_armortype,
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EV_FL_armorvalue,
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EV_FL_dmg_take,
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EV_FL_dmg_save,
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EV_FL_dmg,
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EV_FL_dmgtime,
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EV_FL_speed,
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EV_FL_air_finished,
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EV_FL_pain_finished,
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EV_FL_radsuit_finished,
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EV_FL_scale,
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EV_FL_renderamt,
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EV_FL_maxspeed,
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EV_FL_fov,
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EV_FL_flFallVelocity,
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EV_FL_fuser1,
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EV_FL_fuser2,
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EV_FL_fuser3,
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EV_FL_fuser4,
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};
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/* Vector */
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enum {
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EV_VEC_origin = 0,
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EV_VEC_oldorigin,
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EV_VEC_velocity,
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EV_VEC_basevelocity,
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EV_VEC_clbasevelocity,
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EV_VEC_movedir,
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EV_VEC_angles,
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EV_VEC_avelocity,
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EV_VEC_punchangle,
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EV_VEC_v_angle,
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EV_VEC_endpos,
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EV_VEC_startpos,
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EV_VEC_absmin,
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EV_VEC_absmax,
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EV_VEC_mins,
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EV_VEC_maxs,
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EV_VEC_size,
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EV_VEC_rendercolor,
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EV_VEC_view_ofs,
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EV_VEC_vuser1,
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EV_VEC_vuser2,
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EV_VEC_vuser3,
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EV_VEC_vuser4,
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};
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/* Edict */
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enum {
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EV_ENT_chain = 0,
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EV_ENT_dmg_inflictor,
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EV_ENT_enemy,
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EV_ENT_aiment,
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EV_ENT_owner,
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EV_ENT_groundentity,
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EV_ENT_pContainingEntity,
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EV_ENT_euser1,
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EV_ENT_euser2,
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EV_ENT_euser3,
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EV_ENT_euser4,
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};
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/* String */
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enum {
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EV_SZ_classname = 0,
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EV_SZ_globalname,
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EV_SZ_model,
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EV_SZ_target,
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EV_SZ_targetname,
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EV_SZ_netname,
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EV_SZ_message,
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EV_SZ_noise,
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EV_SZ_noise1,
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EV_SZ_noise2,
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EV_SZ_noise3,
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EV_SZ_viewmodel,
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EV_SZ_weaponmodel,
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};
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/* Byte */
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enum {
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EV_BYTE_controller1 = 0,
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EV_BYTE_controller2,
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EV_BYTE_controller3,
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EV_BYTE_controller4,
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EV_BYTE_blending1,
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EV_BYTE_blending2,
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};
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#if defined _jghg_enums
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#endinput
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#endif
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#define _jghg_enums
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enum {
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// Edict
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GL_trace_ent = 0,
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// Float
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GL_coop,
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GL_deathmatch,
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GL_force_retouch,
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GL_found_secrets,
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GL_frametime,
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GL_serverflags,
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GL_teamplay,
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GL_time,
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GL_trace_allsolid,
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GL_trace_fraction,
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GL_trace_inopen,
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GL_trace_inwater,
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GL_trace_plane_dist,
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GL_trace_startsolid,
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// Int
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GL_cdAudioTrack,
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GL_maxClients,
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GL_maxEntities,
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GL_msg_entity,
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GL_trace_flags,
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GL_trace_hitgroup,
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// String
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GL_pStringBase,
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GL_mapname,
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GL_startspot,
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// Vector
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GL_trace_endpos,
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GL_trace_plane_normal,
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GL_v_forward,
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GL_v_right,
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GL_v_up,
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GL_vecLandmarkOffset,
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// Void (not supported)
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GL_pSaveData
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};
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enum
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{
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usercmd_float_start,
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usercmd_forwardmove, // Float
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usercmd_sidemove, // Float
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usercmd_upmove, // Float
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usercmd_float_end,
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usercmd_int_start,
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usercmd_lerp_msec, // short
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usercmd_msec, // byte
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usercmd_lightlevel, // byte
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usercmd_buttons, // unsigned short
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usercmd_impulse, // byte
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usercmd_weaponselect, // byte
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usercmd_impact_index, // int
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usercmd_int_end,
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usercmd_vec_start,
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usercmd_viewangles, // Vector
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usercmd_impact_position, // vec
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usercmd_vec_end
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};
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// Used by the traceresult() native.
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enum
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{
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TR_AllSolid, // (int) if true, plane is not valid
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TR_StartSolid, // (int) if true, the initial point was in a solid area
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TR_InOpen, // (int)
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TR_InWater, // (int)
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TR_Fraction, // (float) time completed, 1.0 = didn't hit anything
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TR_EndPos, // (vector) final position
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TR_PlaneDist, // (float)
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TR_PlaneNormal, // (vector) surface normal at impact
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TR_Hit, // (entity) entity the surface is on
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TR_Hitgroup // (int) 0 == generic, non zero is specific body part
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};
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