Enumerations

List of all documented enums with a brief descriptions of each.

Enums

Namespace Name Description
Activity Activity currently being played by a monster
AddPlayerItemResult Return values for CBaseEntity::AddPlayerItem
AdminLevel_t Admin levels
AITRIGGER trigger conditions for scripted AI
ALERT_TYPE Alert type for console messages
Reflection ArgumentType Which type a reflection argument is
BeamFlags Beam flags used by CBeam::SetFlags
BeamType Beam types used by CBeam::SetType
bits_CAPABILITY Tells us what a monster can do.
bits_SOUND Sound flags for monster schedules.
BLOOD_COLOR Blood color
BREAK Break model defines for message SVC_TEMPENTITY::TE_BREAKMODEL
Bullet bullet types
ButtonCode Button codes used by CBaseButton
CBeamSpawnflags CBeam spawn flags
CDMG Damage over time types.
CLASS Entity classification
ClientSayType Type of say the client used
CommonEntityFlags Common entity flags used by various entities.
String CompareType Compare type.
ConCommandFlag ConCommandFlag Console command flags
CONTENTS Contents of a spot in the world
DAMAGE entvars_t::takedamage values
DEAD Entity entvars_t::deadflag values
decal_e Dynamic decals used by code to place decals like scorch marks in the world
DMG Damage types.
DoorFlag Door flags.
EdictFlags entvars_t::flags constants
EFFECTS entvars_t::effects constants
Entvartype Entity variable type
FCAP CBaseEntity caps (CBaseEntity::ObjectCaps())
FCVAR Console variable flags.
FFADE Fade flags for CPlayerFuncs::ScreenFade and ScreenFadeAll
FireBulletsDrawMode FireBullets draw mode options
FixAngleMode entvars_t::fixangle modes
Regex FlagType Regular expression flags. These can be bitwise OR'd together to combine options.
GIB when calling Killed(), a value that governs gib behavior is expected to be one of these three values
GLOBALESTATE Global state values
HITGROUP Hit Group standards
HookReturnCode Hook function return codes.
HUD Used to dictate where client print commands print the given text.
HUD_EFFECT HUD element effects.
HUD_ELEM Common flags used by all custom HUD elements.
HUD_NUM Flags used by custom numeric displays.
HUD_SPR Flags used by custom HUD sprites.
HUD_TIME Flags used by custom time displays.
HULL_NUMBER Ignore glass options.
IGNORE_GLASS Ignore glass options.
IGNORE_MONSTERS Ignore monsters options.
In_Buttons Bit field values for entvars_t.buttons.
ItemFlag Item flags used by ItemInfo::iFlags
KeyCode Key Codes
Regex MatchFlagType Match format flags. These can be bitwise OR'd together to combine options.
Materials Material types supported by breakables
MonsterCondition these bits represent conditions that may befall the monster, of which some are allowed
MonsterEventType Monster event types
MonsterMemory these bits represent the monster's memory
MONSTERSTATE Current state of a monster
MOVE_TYPE MoveToOrigin move type.
MoveFlag these MoveFlag values are assigned to a WayPoint's TYPE in order to demonstrate the
MOVETYPE entvars_t::movetype constants
NetworkMessageDest Network message destination types.
NetworkMessages NetworkMessageType Network message types
ObserverMode Observer modes
OpenFile OpenFile Flags passed to FileSystem::OpenFile.
PathTrackSpawnFlags path_track spawnflags
PFLAG Player physics flags used in CBasePlayer::m_afPhysicsFlags
PITCH Pitch values. Other values are possible. Range: 0 - 255, where 255 is very high.
PLAYER_ANIM Player animations, set using CBasePlayer::SetAnimation.
PlayerHookFlag Player hook flags. Used to skip execution of code when a hook performs an action that overrides built-in behavior.
PlayerViewMode Player view mode.
RELATIONSHIP Relationship between (monster) entities
RenderFX Render FX modes (entvars_t::renderfx)
RenderModes Render modes used by entities (entvars_t::rendermode)
SATCHELCODE Satchel codes
SCHEDULE_TYPE Schedule types for monster AI
SCRIPTSTATE The state of a monster's script.
SeekFile SeekFile Mode flags passed to File::Seek.
SOLID entvars_t::solid constants.
SOUND_CHANNEL Audio channels
SoundFlag Sound flags
TANKBULLET func_tank bullet types
TankFlags func_tank spawn flags
TASK_TYPE Task types for the monster AI
TaskData These go in the flData member of TASK_WALK_TO_TARGET, TASK_RUN_TO_TARGET
TE_BOUNCE Temp entity bounce sound types
TE_ExplosionFlag TE_EXPLOSION flags
TE_FireFieldFlag TE_FIREFIELD flags
TempEntityType Temporary entity types. Used in network messages of type SVC_TEMPENTITY.
TextureType Texture types used by the game.
TOGGLE_STATE Toggle state for entities that can be toggled.
Train Train modes used by CBasePlayer::m_iTrain
ConCommandKind Type Console command kind.
USE_TYPE Use type for entities. Not all entities support all use types.
WALKMOVE Walk move types
WATERLEVEL entvars_t waterlevel values
WeaponIds Weapon id values