8 float FL_INWATER = 16;
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9 float FL_MONSTER = 32;
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10 float FL_GODMODE = 64;
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11 float FL_NOTARGET = 128;
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12 float FL_ITEM = 256;
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13 float FL_ONGROUND = 512;
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14 float FL_PARTIALGROUND = 1024;
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15 float FL_WATERJUMP = 2048;
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16 float FL_JUMPRELEASED = 4096;
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17 float FL_WEAPON = 8192;
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18 float FL_POWERUP = 16384;
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20 float MOVETYPE_NONE = 0;
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21 float MOVETYPE_ANGLENOCLIP = 1;
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22 float MOVETYPE_ANGLECLIP = 2;
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23 float MOVETYPE_WALK = 3;
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24 float MOVETYPE_STEP = 4;
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25 float MOVETYPE_FLY = 5;
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26 float MOVETYPE_TOSS = 6;
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27 float MOVETYPE_PUSH = 7;
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28 float MOVETYPE_NOCLIP = 8;
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29 float MOVETYPE_FLYMISSILE = 9;
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30 float MOVETYPE_BOUNCE = 10;
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31 //float MOVETYPE_BOUNCEMISSILE = 11; // Like bounce but doesn't lose speed on bouncing
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32 //float MOVETYPE_FOLLOW = 12; // 'Attaches' the entity to its aim_ent
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34 float SOLID_NOT = 0;
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35 float SOLID_TRIGGER = 1;
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36 float SOLID_BBOX = 2;
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37 float SOLID_SLIDEBOX = 3;
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38 float SOLID_BSP = 4;
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39 //float SOLID_CORPSE = 5; // Unobstructed by CORPSE or SLIDEBOX
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42 float DEAD_DYING = 1;
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43 float DEAD_DEAD = 2;
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44 float DEAD_RESPAWNABLE = 3;
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46 float DAMAGE_NO = 0;
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47 float DAMAGE_YES = 1;
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48 float DAMAGE_AIM = 2;
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50 float CONTENT_EMPTY = -1;
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51 float CONTENT_SOLID = -2;
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52 float CONTENT_WATER = -3;
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53 float CONTENT_SLIME = -4;
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54 float CONTENT_LAVA = -5;
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55 float CONTENT_SKY = -6;
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59 float SVC_DISCONNECT = 2;
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60 float SVC_UPDATESTAT = 3;
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61 float SVC_VERSION = 4;
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62 float SVC_SETVIEW = 5;
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63 float SVC_SOUND = 6;
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65 float SVC_PRINT = 8;
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66 float SVC_STUFFTEXT = 9;
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67 float SVC_SETANGLE = 10;
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68 float SVC_SERVERINFO = 11;
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69 float SVC_LIGHTSTYLE = 12;
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70 float SVC_UPDATENAME = 13;
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71 float SVC_UPDATEFRAGS = 14;
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72 float SVC_CLIENTDATA = 15;
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73 float SVC_STOPSOUND = 16;
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74 float SVC_UPDATECOLORS = 17;
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75 float SVC_PARTICLE = 18;
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76 float SVC_DAMAGE = 19;
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77 float SVC_SPAWNSTATIC = 20;
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78 float SVC_SPAWNBINARY = 21;
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79 float SVC_SPAWNBASELINE = 22;
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80 float SVC_TEMPENTITY = 23;
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81 float SVC_SETPAUSE = 24;
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82 float SVC_SIGNONNUM = 25;
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83 float SVC_CENTERPRINT = 26;
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84 float SVC_KILLEDMONSTER = 27;
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85 float SVC_FOUNDSECRET = 28;
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86 float SVC_SPAWNSTATICSOUND = 29;
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87 float SVC_INTERMISSION = 30;
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88 float SVC_FINALE = 31;
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89 float SVC_CDTRACK = 32;
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90 float SVC_SELLSCREEN = 33;
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91 float SVC_CUTSCENE = 34;
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94 float TE_SUPERSPIKE = 1;
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95 float TE_GUNSHOT = 2;
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96 float TE_EXPLOSION = 3;
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97 float TE_TAREXPLOSION = 4;
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98 float TE_LIGHTNING1 = 5;
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99 float TE_LIGHTNING2 = 6;
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100 float TE_WIZSPIKE = 7;
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101 float TE_KNIGHTSPIKE = 8;
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102 float TE_LIGHTNING3 = 9;
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103 float TE_LAVASPLASH = 10;
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104 float TE_TELEPORT = 11;
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106 float CHAN_AUTO = 0;
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107 float CHAN_WEAPON = 1;
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108 float CHAN_VOICE = 2;
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109 float CHAN_ITEM = 3;
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110 float CHAN_BODY = 4;
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111 float CHAN_IMPACT = 5;
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113 float ATTN_NONE = 0;
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114 float ATTN_NORM = 0.5;
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115 float ATTN_IDLE = 2;
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116 float ATTN_STATIC = 3;
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118 float UPDATE_GENERAL = 0;
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119 float UPDATE_STATIC = 1;
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120 float UPDATE_BINARY = 2;
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121 float UPDATE_TEMP = 3;
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123 float EF_BRIGHTFIELD = 1;
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124 float EF_MUZZLEFLASH = 2;
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125 float EF_BRIGHTLIGHT = 4;
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126 float EF_DIMLIGHT = 8;
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128 float MSG_BROADCAST = 0;
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131 float MSG_INIT = 3;
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133 // Deathtypes (weapon deathtypes are WEP_*)
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134 float DEATH_FALL = 10000;
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135 float DEATH_TELEFRAG = 10001;
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136 float DEATH_DROWN = 10002;
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137 float DEATH_HURTTRIGGER = 10003;
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138 float DEATH_LAVA = 10004;
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139 float DEATH_SLIME = 10005;
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140 float DEATH_KILL = 10006;
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141 float DEATH_CLASSCHANGE = 10007;
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142 float DEATH_BURNING = 10008;
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143 float DEATH_LASERGATE = 10009;
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145 float IT_LASER = 4096;
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146 float IT_SHOTGUN = 1;
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148 float IT_GRENADE_LAUNCHER = 4;
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149 float IT_ELECTRO = 8;
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150 float IT_CRYLINK = 16;
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152 float IT_HAGAR = 64;
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153 float IT_ROCKET_LAUNCHER = 128;
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155 float IT_WEP1 = 4096;
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161 float IT_SHELLS = 256;
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162 float IT_NAILS = 512;
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163 float IT_ROCKETS = 1024;
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164 float IT_CELLS = 2048;
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166 float IT_STRENGTH = 8192;
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167 float IT_INVINCIBLE = 16384;
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168 //float IT_SPEED = 32768;
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169 //float IT_SLOWMO = 65536;
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171 float IT_KEY1 = 131072;
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172 float IT_KEY2 = 262144;
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174 vector PL_VIEW_OFS = '0 0 35';
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175 vector PL_MIN = '-16 -16 -24';
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176 vector PL_MAX = '16 16 45';
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177 vector PL_CROUCH_VIEW_OFS = '0 0 15';
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178 vector PL_CROUCH_MIN = '-16 -16 -24';
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179 vector PL_CROUCH_MAX = '16 16 25';
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181 // Sajt - added these, just as constants. Not sure how you want them actually put in the game, but I just
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182 // did this so at least they worked
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183 // NOTE: instagib IS NOT compatible with rocket-arena, so make sure to prevent selecting both in a menu
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184 //float GAME_INSTAGIB = 1; /// everyone gets the nex gun with infinite ammo, and one shot kills
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185 //float GAME_ROCKET_ARENA = 16; /// Everyone starts with a rocket launcher
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186 //float GAME_FULLBRIGHT_PLAYERS = 64; /// makes the players model fullbright
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187 //float GAME_TEAMS = 128; /// Teams, red/green/yellow/blue
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189 float game; // set to "gamecfg" on worldspawn
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192 //float POWERUP_STRENGTH_DAMAGE = 2; // damage multiplier for strength powerup
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193 //float POWERUP_STRENGTH_FORCE = 4; // force multiplier for strength powerup
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195 //float POWERUP_INVINCIBLE_TAKEDAMAGE = 0.2; // received damage multiplier for invincible powerup
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199 float TE_BEAM = 13; // grappling hook
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