#pragma once
// Mask Constants (set .drawmask on entities; use R_AddEntities to add all entities based on mask)
-const int MASK_ENGINE = BIT(0);
-const int MASK_ENGINEVIEWMODELS = BIT(1);
-const int MASK_NORMAL = BIT(2);
+const int MASK_ENGINE = BIT(0);
+const int MASK_ENGINEVIEWMODELS = BIT(1);
+const int MASK_NORMAL = BIT(2);
// Renderflag Constants (used for CSQC entities)
-const int RF_VIEWMODEL = BIT(0);
-const int RF_EXTERNALMODEL = BIT(1);
-const int RF_DEPTHHACK = BIT(2);
-const int RF_ADDITIVE = BIT(3);
-const int RF_USEAXIS = BIT(4);
+const int RF_VIEWMODEL = BIT(0);
+const int RF_EXTERNALMODEL = BIT(1);
+const int RF_DEPTHHACK = BIT(2);
+const int RF_ADDITIVE = BIT(3);
+const int RF_USEAXIS = BIT(4);
// Viewflag Constants (use with R_SetView)
-const int VF_MIN = 1; //(vector)
-const int VF_MIN_X = 2; //(float)
-const int VF_MIN_Y = 3; //(float)
-const int VF_SIZE = 4; //(vector) (viewport size)
-const int VF_SIZE_Y = 5; //(float)
-const int VF_SIZE_X = 6; //(float)
-const int VF_VIEWPORT = 7; //(vector, vector)
-const int VF_FOV = 8; //(vector)
-const int VF_FOVX = 9; //(float)
-const int VF_FOVY = 10; //(float)
-const int VF_ORIGIN = 11; //(vector)
-const int VF_ORIGIN_X = 12; //(float)
-const int VF_ORIGIN_Y = 13; //(float)
-const int VF_ORIGIN_Z = 14; //(float)
-const int VF_ANGLES = 15; //(vector)
-const int VF_ANGLES_X = 16; //(float)
-const int VF_ANGLES_Y = 17; //(float)
-const int VF_ANGLES_Z = 18; //(float)
-const int VF_DRAWWORLD = 19; //(float)
-const int VF_DRAWENGINEHUD = 20; //(float)
-const int VF_DRAWCROSSHAIR = 21; //(float)
-const int VF_PERSPECTIVE = 200; //(float)
-
-const int VF_CL_VIEWANGLES = 33; //(vector)
-const int VF_CL_VIEWANGLES_X = 34; //(float)
-const int VF_CL_VIEWANGLES_Y = 35; //(float)
-const int VF_CL_VIEWANGLES_Z = 36; //(float)
+const int VF_MIN = 1; // (vector)
+const int VF_MIN_X = 2; // (float)
+const int VF_MIN_Y = 3; // (float)
+const int VF_SIZE = 4; // (vector) (viewport size)
+const int VF_SIZE_Y = 5; // (float)
+const int VF_SIZE_X = 6; // (float)
+const int VF_VIEWPORT = 7; // (vector, vector)
+const int VF_FOV = 8; // (vector)
+const int VF_FOVX = 9; // (float)
+const int VF_FOVY = 10; // (float)
+const int VF_ORIGIN = 11; // (vector)
+const int VF_ORIGIN_X = 12; // (float)
+const int VF_ORIGIN_Y = 13; // (float)
+const int VF_ORIGIN_Z = 14; // (float)
+const int VF_ANGLES = 15; // (vector)
+const int VF_ANGLES_X = 16; // (float)
+const int VF_ANGLES_Y = 17; // (float)
+const int VF_ANGLES_Z = 18; // (float)
+const int VF_DRAWWORLD = 19; // (float)
+const int VF_DRAWENGINEHUD = 20; // (float)
+const int VF_DRAWCROSSHAIR = 21; // (float)
+const int VF_PERSPECTIVE = 200; // (float)
+
+const int VF_CL_VIEWANGLES = 33; // (vector)
+const int VF_CL_VIEWANGLES_X = 34; // (float)
+const int VF_CL_VIEWANGLES_Y = 35; // (float)
+const int VF_CL_VIEWANGLES_Z = 36; // (float)
// Quake-style Point Contents
-const int CONTENT_EMPTY = -1;
-const int CONTENT_SOLID = -2;
-const int CONTENT_WATER = -3;
-const int CONTENT_SLIME = -4;
-const int CONTENT_LAVA = -5;
-const int CONTENT_SKY = -6;
+const int CONTENT_EMPTY = -1;
+const int CONTENT_SOLID = -2;
+const int CONTENT_WATER = -3;
+const int CONTENT_SLIME = -4;
+const int CONTENT_LAVA = -5;
+const int CONTENT_SKY = -6;
// Vector / Hull Constants
-const vector VEC_1 = '1 1 1';
-const vector VEC_0 = '0 0 0';
-const vector VEC_M1 = '-1 -1 -1';
+const vector VEC_1 = '1 1 1';
+const vector VEC_0 = '0 0 0';
+const vector VEC_M1 = '-1 -1 -1';
-const vector VEC_HULL_MIN = '-16 -16 -24';
-const vector VEC_HULL_MAX = '16 16 32';
+const vector VEC_HULL_MIN = '-16 -16 -24';
+const vector VEC_HULL_MAX = '16 16 32';
// Effect Constants
-const int EF_NODRAW = BIT(4);
-const int EF_ADDITIVE = BIT(5);
-const int EF_BLUE = BIT(6);
-const int EF_RED = BIT(7);
-const int EF_FULLBRIGHT = BIT(9);
-const int EF_FLAME = BIT(10);
-const int EF_STARDUST = BIT(11);
-const int EF_NOSHADOW = BIT(12);
-const int EF_NODEPTHTEST = BIT(13);
+const int EF_NODRAW = BIT(4);
+const int EF_ADDITIVE = BIT(5);
+const int EF_BLUE = BIT(6);
+const int EF_RED = BIT(7);
+const int EF_FULLBRIGHT = BIT(9);
+const int EF_FLAME = BIT(10);
+const int EF_STARDUST = BIT(11);
+const int EF_NOSHADOW = BIT(12);
+const int EF_NODEPTHTEST = BIT(13);
// Quake Player Flag Constants
-const int PFL_ONGROUND = BIT(0);
-const int PFL_CROUCH = BIT(1);
-const int PFL_DEAD = BIT(2);
-const int PFL_GIBBED = BIT(3);
+const int PFL_ONGROUND = BIT(0);
+const int PFL_CROUCH = BIT(1);
+const int PFL_DEAD = BIT(2);
+const int PFL_GIBBED = BIT(3);
// Quake Temporary Entity Constants
-const int TE_SPIKE = 0;
-const int TE_SUPERSPIKE = 1;
-const int TE_GUNSHOT = 2;
-const int TE_EXPLOSION = 3;
-const int TE_TAREXPLOSION = 4;
-const int TE_LIGHTNING1 = 5;
-const int TE_LIGHTNING2 = 6;
-const int TE_WIZSPIKE = 7;
-const int TE_KNIGHTSPIKE = 8;
-const int TE_LIGHTNING3 = 9;
-const int TE_LAVASPLASH = 10;
-const int TE_TELEPORT = 11;
-const int TE_EXPLOSION2 = 12;
+const int TE_SPIKE = 0;
+const int TE_SUPERSPIKE = 1;
+const int TE_GUNSHOT = 2;
+const int TE_EXPLOSION = 3;
+const int TE_TAREXPLOSION = 4;
+const int TE_LIGHTNING1 = 5;
+const int TE_LIGHTNING2 = 6;
+const int TE_WIZSPIKE = 7;
+const int TE_KNIGHTSPIKE = 8;
+const int TE_LIGHTNING3 = 9;
+const int TE_LAVASPLASH = 10;
+const int TE_TELEPORT = 11;
+const int TE_EXPLOSION2 = 12;
// Darkplaces Additions
-const int TE_EXPLOSIONRGB = 53;
-const int TE_GUNSHOTQUAD = 57;
-const int TE_EXPLOSIONQUAD = 70;
+const int TE_EXPLOSIONRGB = 53;
+const int TE_GUNSHOTQUAD = 57;
+const int TE_EXPLOSIONQUAD = 70;
// Math Constants
-const int EXTRA_LOW = -99999999;
-const int EXTRA_HIGH = 99999999;
+const int EXTRA_LOW = -99999999;
+const int EXTRA_HIGH = 99999999;
// Frik File Constants
-const int FILE_READ = 0;
-const int FILE_APPEND = 1;
-const int FILE_WRITE = 2;
+const int FILE_READ = 0;
+const int FILE_APPEND = 1;
+const int FILE_WRITE = 2;
// Button values used by input_buttons
const int BUTTON_ATTACK = BIT(0);
const int BUTTON_15 = BIT(17);
const int BUTTON_16 = BIT(18);
-const int SOLID_NOT = 0; // no interaction with other objects
-const int SOLID_TRIGGER = 1; // touch on edge, but not blocking
-const int SOLID_BBOX = 2; // touch on edge, block
-const int SOLID_SLIDEBOX = 3; // touch on edge, but not an onground
-const int SOLID_BSP = 4; // bsp clip, touch on edge, block
-const int SOLID_CORPSE = 5; // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
+const int SOLID_NOT = 0; // no interaction with other objects
+const int SOLID_TRIGGER = 1; // touch on edge, but not blocking
+const int SOLID_BBOX = 2; // touch on edge, block
+const int SOLID_SLIDEBOX = 3; // touch on edge, but not an onground
+const int SOLID_BSP = 4; // bsp clip, touch on edge, block
+const int SOLID_CORPSE = 5; // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
-const int MOVE_NORMAL = 0; // same as false
-const int MOVE_NOMONSTERS = 1; // same as true
-const int MOVE_MISSILE = 2; // save as movement with .move_movetype == MOVETYPE_FLYMISSILE
+const int MOVE_NORMAL = 0; // same as false
+const int MOVE_NOMONSTERS = 1; // same as true
+const int MOVE_MISSILE = 2; // save as movement with .move_movetype == MOVETYPE_FLYMISSILE
const int MOVE_HITMODEL = 4;
const int MOVE_WORLDONLY = 3;