std_constants.zh#
Variables#
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Enumerations#
enum WeaponDeadState: π Source
Use with lweapon::DeadState and eweapon::DeadState.
WeaponDeadState WDS_NOHIT = -10
This value switches collision detection off. Deprecated by lweapon::CollDetection.
WeaponDeadState WDS_ALIVE = -1
Weapon is currently βaliveβ.
WeaponDeadState WDS_DEAD = 0
Use to dispose of most weapons.
WeaponDeadState WDS_BEAMSHARDS = 23
Use with LW_BEAM to shatter it into shards.
WeaponDeadState WDS_ARROW = 4
Use with LW_ARROW to make them βwink outβ using tile 54.
WeaponDeadState WDS_BOUNCE = 1
Use with LW_BRANG or LW_HOOKSHOT to make it βbounce offβ and begin returning to Link.
roomtypes rtNONE = 0
roomtypes rtSPECIALITEM = 1
roomtypes rtPAYINFO = 2
roomtypes rtSECRETMONEY = 3
roomtypes rtGAMBLE = 4
roomtypes rtDOORREPAIR = 5
roomtypes rtPOTIONORHEART = 6
roomtypes rtGORIYA = 7
roomtypes rtLEVEL9 = 8
roomtypes rtPOTION = 9
roomtypes rtSHOP = 10
roomtypes rtBOMBS = 11
roomtypes rtMOYL = 12
roomtypes rtTENRUPY = 13
roomtypes rtSTAIRWARP = 14
roomtypes rtGAN = 15
roomtypes rtWINGAME = 16
roomtypes rtITEMPOND = 17
not implemented
roomtypes rtMAGIC = 18
roomtypes rtSLASH = 19
roomtypes rtARROWS = 20
roomtypes rtONEITEM = 21
roomtypes rtLAST = 22
enum catchalltypes: π Source
catchalltypes caNONE = 0
catchalltypes caITEM = 1
catchalltypes caPRICE = 2
catchalltypes caAMOUNT = 3
catchalltypes caGAMBLE = 4
catchalltypes caSHOPID = 5
catchalltypes caINFOSHOPID = 6
catchalltypes caWARPRING = 7
catchalltypes caPONDID = 8
catchalltypes caLAST = 9
Screen states. Use these with Screen->State[], etc.
ScreenState ST_DOORUP = 0
The locked/bomb door has been permanently unlocked/bombed
ScreenState ST_DOORDOWN = 1
The locked/bomb door has been permanently unlocked/bombed
ScreenState ST_DOORLEFT = 2
The locked/bomb door has been permanently unlocked/bombed
ScreenState ST_DOORRIGHT = 3
The locked/bomb door has been permanently unlocked/bombed
ScreenState ST_ITEM = 4
If set, the item is gone
ScreenState ST_SPECIALITEM = 5
If set, the Cave/Item Cellar/Dive For Item/Armos item is gone
ScreenState ST_ENEMYNORETURN = 6
If set, enemies wonβt return
ScreenState ST_TEMPNORETURN = 7
If set, enemies wonβt return. This is automatically unset when you leave the DMap
ScreenState ST_LOCKBLOCK = 8
The lock block on the screen has been triggered
ScreenState ST_BOSSLOCKBLOCK = 9
The boss lock block on the screen has been triggered
ScreenState ST_CHEST = 10
The unlocked chest on this screen has been opened
ScreenState ST_LOCKEDCHEST = 11
The locked chest on this screen has been opened
ScreenState ST_BOSSCHEST = 12
The boss chest on this screen has been opened
ScreenState ST_SECRET = 13
Screen Secrets have been made permanent
ScreenState ST_VISITED = 14
If set, this screen will appear on the Overworld Map
ScreenState ST_LIGHTBEAM = 15
If set, the light triggers on the screen have been triggered
HeroAction LA_NONE = 0
HeroAction LA_WALKING = 1
HeroAction LA_ATTACKING = 2
HeroAction LA_FROZEN = 3
HeroAction LA_HOLD1LAND = 4
One hand.
HeroAction LA_HOLD2LAND = 5
Both hands.
HeroAction LA_RAFTING = 6
HeroAction LA_GOTHURTLAND = 7
HeroAction LA_INWIND = 8
HeroAction LA_SCROLLING = 9
HeroAction LA_WINNING = 10
HeroAction LA_SWIMMING = 11
HeroAction LA_HOPPING = 12
Leaving water; read-only.
HeroAction LA_GOTHURTWATER = 13
HeroAction LA_HOLD1WATER = 14
HeroAction LA_HOLD2WATER = 15
HeroAction LA_CASTING = 16
Casting a spell; read-only.
HeroAction LA_CAVEWALKUP = 17
HeroAction LA_CAVEWALKDOWN = 18
HeroAction LA_DYING = 19
HeroAction LA_DROWNING = 20
HeroAction LA_CLIMBING_RES = 21
unused, RESERVED
HeroAction LA_CHARGING = 22
Charging the sword.
HeroAction LA_SPINNING = 23
Spin attack.
HeroAction LA_DIVING = 24
24
HeroAction LA_STUNNED = 27
25,26 unused, RESERVED
HeroAction LA_FALLING = 29
28 unused, RESERVED
HeroAction LA_LAVADROWN = 30
HeroAction LA_SIDESWIM = 31
HeroAction LA_SIDESWIMHIT = 32
HeroAction LA_SIDESWIMATTACKING = 33
HeroAction LA_HOLD1SIDESWIM = 34
HeroAction LA_HOLD2SIDESWIM = 35
HeroAction LA_SIDESWIMCASTING = 36
HeroAction LA_SIDESWIMFROZEN = 37
HeroAction LA_SIDEDROWN = 38
HeroAction LA_SIDESWIMSPINNING = 39
HeroAction LA_SIDESWIMCHARGING = 40
HeroAction LA_LIFTING = 41
HeroAction LA_MAX = 42
Slots for SetItemSlot
itemslots ITM_SLOT_B = 0
itemslots ITM_SLOT_A = 1
itemslots ITM_SLOT_X = 2
itemslots ITM_SLOT_Y = 3
DMap Types for use with dmapdata::Type
DmapType DMAP_DUNGEON = 0
DmapType DMAP_OVERWORLD = 1
DmapType DMAP_CAVE = 2
DmapType DMAP_BSOVERWORLD = 3
enum dmapgridpositions: π Source
dmapgridpositions dmMAPGRID_ROW_0 = 0
/ The grid values are ORβd together, with MSB at left, and LSB at right, so, / if the top-rightmost screen is marked visible, then Grid[0] will == 1, / if the bottom-leftmost screen is marked visible, then Grid[7] will == 128 / if both the top-leftmost and top-rightmost screens are marked visible, then / Grid[0] will == 129
dmapgridpositions dmMAPGRID_ROW_1 = 1
dmapgridpositions dmMAPGRID_ROW_2 = 2
dmapgridpositions dmMAPGRID_ROW_3 = 3
dmapgridpositions dmMAPGRID_ROW_4 = 4
dmapgridpositions dmMAPGRID_ROW_5 = 5
dmapgridpositions dmMAPGRID_ROW_6 = 6
dmapgridpositions dmMAPGRID_ROW_7 = 7
dmapgridpositions dmMAPGRID_COL_7 = 1
dmapgridpositions dmMAPGRID_COL_6 = 2
dmapgridpositions dmMAPGRID_COL_5 = 4
dmapgridpositions dmMAPGRID_COL_4 = 8
dmapgridpositions dmMAPGRID_COL_3 = 16
dmapgridpositions dmMAPGRID_COL_2 = 32
dmapgridpositions dmMAPGRID_COL_1 = 64
dmapgridpositions dmMAPGRID_COL_0 = 128
enum linkspritetype: π Source
linkspritetype LSprwalkspr = 0
linkspritetype LSprstabspr = 1
linkspritetype LSprslashspr = 2
linkspritetype LSprfloatspr = 3
linkspritetype LSprswimspr = 4
linkspritetype LSprdivespr = 5
linkspritetype LSprpoundspr = 6
linkspritetype LSprjumpspr = 7
linkspritetype LSprchargespr = 8
linkspritetype LSprcastingspr = 9
linkspritetype LSprholdspr1 = 10
linkspritetype LSprholdspr2 = 11
linkspritetype LSprholdsprw1 = 12
linkspritetype LSprholdsprw2 = 13
linkspritetype LSprdrownspr = 14
linkspritetype LSprlast = 15
enum mapscreenflags: π Source
Flags for GetMapscreenFlag, SetMapscreenFlag
mapscreenflags MSF_INTERIOR = 0
Room Types
mapscreenflags MSF_DUNGEON = 1
mapscreenflags MSF_SIDEVIEW = 2
mapscreenflags MSF_INVISLINK = 3
View
mapscreenflags MSF_NOLINKMARKER = 4
mapscreenflags MSF_NOSUBSCREEN = 5
mapscreenflags MSF_NOOFFSET = 6
mapscreenflags MSF_LAYER3BG = 7
mapscreenflags MSF_LAYER2BG = 8
mapscreenflags MSF_DARKROOM = 9
mapscreenflags MSF_BLOCKSHUT = 10
Secrets
mapscreenflags MSF_TEMPSECRETS = 11
mapscreenflags MSF_TRIGPERM = 12
mapscreenflags MSF_ALLTRIGFLAGS = 13
mapscreenflags MSF_AUTODIRECT = 14
Warp
mapscreenflags MSF_SENDSIRECT = 15
mapscreenflags MSF_MAZEPATHS = 16
mapscreenflags MSF_MAZEOVERRIDE = 17
mapscreenflags MSF_SPRITECARRY = 18
mapscreenflags MSF_DIRECTTIMEDWARPS = 19
mapscreenflags MSF_SECRETSISABLETIMEWRP = 20
mapscreenflags MSF_RANDOMTIMEDWARP = 21
mapscreenflags MSF_HOLDUP = 22
Item
mapscreenflags MSF_FALLS = 23
mapscreenflags MSF_MIDAIR = 24
Combo
mapscreenflags MSF_CYCLEINIT = 25
mapscreenflags MSF_IGNOREBOOTS = 26
mapscreenflags MSF_TOGGLERINGS = 27
mapscreenflags MSF_SAVECONTHERE = 28
Save
mapscreenflags MSF_SAVEONENTRY = 29
mapscreenflags MSF_CONTHERE = 30
mapscreenflags MSF_NOCONTINUEWARP = 31
mapscreenflags MSF_WRAPFFC = 32
FFC
mapscreenflags MSF_NOCARRYOVERFFC = 33
mapscreenflags MSF_STAIRS = 34
Whistle
mapscreenflags MSF_PALCHANGE = 35
mapscreenflags MSF_DRYLAKE = 36
mapscreenflags MSF_INVISIBLEENEMIES = 37
Enemies
mapscreenflags MSF_TRAPS_IGNORE_SOLID = 38
mapscreenflags MSF_EMELIESALWAYSRETURN = 39
mapscreenflags MSF_ENEMIES_ITEM = 40
mapscreenflags MSF_ENEMEIS_SECRET = 41
mapscreenflags MSF_ENEMIES_SECRET_PERM = 42
mapscreenflags MSF_ALLOW_LADDER = 43
Misc
mapscreenflags MSF_NO_DIVING = 44
mapscreenflags MSF_SFXONENTRY = 45
mapscreenflags MSF_LENSEFFECT = 46
mapscreenflags MSF_SCRIPT1 = 47
Custom / Script
mapscreenflags MSF_CUSTOM1 = 47
mapscreenflags MSF_SCRIPT2 = 48
mapscreenflags MSF_CUSTOM2 = 48
mapscreenflags MSF_SCRIPT3 = 49
mapscreenflags MSF_CUSTOM3 = 49
mapscreenflags MSF_SCRIPT4 = 50
mapscreenflags MSF_CUSTOM4 = 50
mapscreenflags MSF_SCRIPT5 = 51
mapscreenflags MSF_CUSTOM5 = 51
mapscreenflags MSF_LAST = 52
enum HeroMoveFlag: π Source
Warning
Deprecated! Use MoveFlag instead.
HeroMoveFlag HEROMV_OBEYS_GRAVITY = 0
HeroMoveFlag HEROMV_CAN_PITFALL = 1
HeroMoveFlag HEROMV_NO_FAKE_Z = 8
HeroMoveFlag HEROMV_NO_REAL_Z = 9
enum ItemspriteMoveFlag: π Source
Warning
Deprecated! Use MoveFlag instead.
ItemspriteMoveFlag ITEMMV_OBEYS_GRAVITY = 0
ItemspriteMoveFlag ITEMMV_CAN_PITFALL = 1
ItemspriteMoveFlag ITEMMV_NO_FAKE_Z = 8
ItemspriteMoveFlag ITEMMV_NO_REAL_Z = 9
enum WeaponMoveFlag: π Source
Warning
Deprecated! Use MoveFlag instead.
WeaponMoveFlag WPNMV_OBEYS_GRAVITY = 0
WeaponMoveFlag WPNMV_CAN_PITFALL = 1
WeaponMoveFlag WPNMV_NO_FAKE_Z = 8
WeaponMoveFlag WPNMV_NO_REAL_Z = 9
MoveFlag MV_OBEYS_GRAVITY = 0
MoveFlag MV_CAN_PITFALL = 1
MoveFlag MV_NO_FAKE_Z = 8
MoveFlag MV_NO_REAL_Z = 9
βspecialβ walk flags
NPCWalkType SPW_NONE = 0
NPCWalkType SPW_DOOR = 1
NPCWalkType SPW_CLIPRIGHT = 2
NPCWalkType SPW_FLOATER = 3
NPCWalkType SPW_TRAP = 4
NPCWalkType SPW_HALFSTEP = 5
NPCWalkType SPW_WATER = 6
NPCWalkType SPW_WIZZROBE = 7
NPCWalkType SPW_CLIPBOTTOMRIGHT = 8
enum NPCMoveStatus: π Source
NPCMoveStatus NPCMS_PAUSED = 0
NPCMoveStatus NPCMS_SPEEDUP = 1
NPCMoveStatus NPCMS_NORMAL = 2
NPCMoveStatus NPCMS_SLOWDOWN = 3
ditherType DITH_CHECKER = 0
ditherType DITH_CHECKER_INV = 1
ditherType DITH_CRISS_CROSS = 2
ditherType DITH_CRISS_CROSS_INV = 3
ditherType DITH_DIAG_ULDR = 4
ditherType DITH_DIAG_ULDR_INV = 5
ditherType DITH_DIAG_URDL = 6
ditherType DITH_DIAG_URDL_INV = 7
ditherType DITH_ROW = 8
ditherType DITH_ROW_INV = 9
ditherType DITH_COL = 10
ditherType DITH_COL_INV = 11
ditherType DITH_DOTS = 12
ditherType DITH_DOTS_INV = 13
ditherType DITH_GRID = 14
ditherType DITH_GRID_INV = 15
ditherType DITH_STATIC = 16
ditherType DITH_STATIC_INV = 17
ditherType DITH_STATIC2 = 18
ditherType DITH_STATIC2_INV = 19
ditherType DITH_STATIC3 = 20
ditherType DITH_STATIC3_INV = 21
ditherType DITH_DOTS2 = 22
ditherType DITH_DOTS2_INV = 23
ditherType DITH_DOTS3 = 24
ditherType DITH_DOTS3_INV = 25
ditherType DITH_DOTS4 = 26
ditherType DITH_DOTS4_INV = 27
ditherType DITH_MAX = 28
BottleFlag BTF_REVIVE = 0
BottleFlag BTF_USEWHENFULL = 1
BottleFlag BTF_CURESWORDJINX = 2
BottleFlag BTF_CUREITEMJINX = 3
BottleFlag BTF_CURESHIELDJINX = 4
BottleFlag BTF_MAX = 5
enum ComboGenFlag: π Source
ComboGenFlag GENFLAG_HOOKSHOTTABLE = 0
ComboGenFlag GENFLAG_SWITCHHOOKABLE = 1
ComboGenFlag GENFLAG_MAX = 2
InteractButton INTBTN_A = 0
InteractButton INTBTN_B = 1
InteractButton INTBTN_L = 2
InteractButton INTBTN_R = 3
InteractButton INTBTN_EX1 = 4
InteractButton INTBTN_EX2 = 5
InteractButton INTBTN_EX3 = 6
InteractButton INTBTN_EX4 = 7
ItemButton ITMBTN_A = 0
ItemButton ITMBTN_B = 1
ItemButton ITMBTN_X = 2
ItemButton ITMBTN_Y = 3
ItemButton NUM_ITMBTN = 4
enum ComboTrigFlag: π Source
ComboTrigFlag TRIGFLAG_SWORD = 0
Weapons->LWeapons->Sword - Triggered by Sword LWeapons
ComboTrigFlag TRIGFLAG_SWORDBEAM = 1
Weapons->LWeapons->Sword Beam - Triggered by Sword Beam LWeapons
ComboTrigFlag TRIGFLAG_BRANG = 2
Weapons->LWeapons->Boomerang - Triggered by Boomerang LWeapons
ComboTrigFlag TRIGFLAG_BOMB = 3
Weapons->LWeapons->Bomb Boom - Triggered by Bomb (explosion) LWeapons
ComboTrigFlag TRIGFLAG_SBOMB = 4
Weapons->LWeapons->Super Bomb Boom - Triggered by Super Bomb (explosion) LWeapons
ComboTrigFlag TRIGFLAG_LITBOMB = 5
Weapons->LWeapons->Placed Bomb - Triggered by Bomb (placed) LWeapons
ComboTrigFlag TRIGFLAG_LITSBOMB = 6
Weapons->LWeapons->Placed Super Bomb - Triggered by Super Bomb (placed) LWeapons
ComboTrigFlag TRIGFLAG_ARROW = 7
Weapons->LWeapons->Arrow - Triggered by Arrow LWeapons
ComboTrigFlag TRIGFLAG_FIRE = 8
Weapons->LWeapons->Fire - Triggered by Fire LWeapons
ComboTrigFlag TRIGFLAG_WHISTLE = 9
Weapons->LWeapons->Whistle - Triggered by Whistle LWeapons (whistle played)
ComboTrigFlag TRIGFLAG_BAIT = 10
Weapons->LWeapons->Bait - Triggered by Bait LWeapons
ComboTrigFlag TRIGFLAG_WAND = 11
Weapons->LWeapons->Wand - Triggered by Wand Handle LWeapon
ComboTrigFlag TRIGFLAG_MAGIC = 12
Weapons->LWeapons->Magic - Triggered by Magic LWeapons
ComboTrigFlag TRIGFLAG_WIND = 13
Weapons->LWeapons->Wind - Triggered by Wind LWeapons
ComboTrigFlag TRIGFLAG_REFMAGIC = 14
Weapons->LWeapons->Refl. Magic - Triggered by Reflected Magic LWeapons
ComboTrigFlag TRIGFLAG_REFFIREBALL = 15
Weapons->LWeapons->Refl. Fireball - Triggered by Reflected Fireball LWeapons
ComboTrigFlag TRIGFLAG_REFROCK = 16
Weapons->LWeapons->Refl. Rock - Triggered by Reflected Rock LWeapons
ComboTrigFlag TRIGFLAG_HAMMER = 17
Weapons->LWeapons->Hammer - Triggered by Hammer LWeapon
ComboTrigFlag TRIGFLAG_RESET_ANIM = 18
Effects->Reset Anim - On trigger, reset the animation of the combo.
ComboTrigFlag TRIGFLAG_INVERT_PROXIMITY = 19
Other->Invert Proximity Req. - Proximity requirement is reversed
ComboTrigFlag TRIGFLAG_BTN_TOP = 20
Other->Btn: Top - Triggered by button press from above
ComboTrigFlag TRIGFLAG_BTN_BOTTOM = 21
Other->Btn: Bottom - Trigger by button press from below
ComboTrigFlag TRIGFLAG_BTN_LEFT = 22
Other->Btn: Left - Trigger by button press from left
ComboTrigFlag TRIGFLAG_BTN_RIGHT = 23
Other->Btn: Right - Trigger by button press from right
ComboTrigFlag TRIGFLAG_INVERT_MIN_MAX = 24
Weapons->LWeapons->Max Level Instead - Treat the βTriggerLevelβ as a max instead of a min
ComboTrigFlag TRIGFLAG_STEP = 25
Other->βStep->β - Triggered by βStep->β
ComboTrigFlag TRIGFLAG_STEP_SENS = 26
Other->βStep-> (Sensitive)β - Triggered by βStep->Sensitiveβ
ComboTrigFlag TRIGFLAG_SHUTTER = 27
Other->βShutter->β - Triggered by βShutter->β
ComboTrigFlag TRIGFLAG_CTYPE_EFFECTS = 28
Effects->β->ComboType Effectsβ - On trigger, cause the comboβs type-related effects to occur. (ex: opening a chest)
ComboTrigFlag TRIGFLAG_ONLY_GENTRIG = 29
Other->βOnly Gen Triggersβ - Donβt allow the combo to trigger via itβs normal trigger methods (ex: bush via slashing)
ComboTrigFlag TRIGFLAG_KILL_WEAPON = 30
Weapons->Effects->βKill Triggering Weaponβ - If triggered by a weapon, kill the weapon.
ComboTrigFlag TRIGFLAG_EW_FIREBALL = 31
Weapons->EWeapons->Fireball - Triggered by Fireball EWeapons
ComboTrigFlag TRIGFLAG_HOOKSHOT = 32
Weapons->LWeapons->Hookshot - Triggered by Hookshot LWeapons
ComboTrigFlag TRIGFLAG_SPARKLE = 33
Weapons->LWeapons->Sparkle - Triggered by Sparkle LWeapons
ComboTrigFlag TRIGFLAG_BYRNA = 34
Weapons->LWeapons->Byrna - Triggered by Byrna LWeapons
ComboTrigFlag TRIGFLAG_REFBEAM = 35
Weapons->LWeapons->Refl. Beam - Triggered by Reflected Beam LWeapons
ComboTrigFlag TRIGFLAG_STOMP = 36
Weapons->LWeapons->Stomp - Triggered by Stomp Boot LWeapons
ComboTrigFlag TRIGFLAG_SCRIPT1 = 37
Weapons->LWeapons->Custom Weapon 1 - Triggered by βCustom Weapon 01β LWeapons
ComboTrigFlag TRIGFLAG_SCRIPT2 = 38
Weapons->LWeapons->Custom Weapon 2 - Triggered by βCustom Weapon 02β LWeapons
ComboTrigFlag TRIGFLAG_SCRIPT3 = 39
Weapons->LWeapons->Custom Weapon 3 - Triggered by βCustom Weapon 03β LWeapons
ComboTrigFlag TRIGFLAG_SCRIPT4 = 40
Weapons->LWeapons->Custom Weapon 4 - Triggered by βCustom Weapon 04β LWeapons
ComboTrigFlag TRIGFLAG_SCRIPT5 = 41
Weapons->LWeapons->Custom Weapon 5 - Triggered by βCustom Weapon 05β LWeapons
ComboTrigFlag TRIGFLAG_SCRIPT6 = 42
Weapons->LWeapons->Custom Weapon 6 - Triggered by βCustom Weapon 06β LWeapons
ComboTrigFlag TRIGFLAG_SCRIPT7 = 43
Weapons->LWeapons->Custom Weapon 7 - Triggered by βCustom Weapon 07β LWeapons
ComboTrigFlag TRIGFLAG_SCRIPT8 = 44
Weapons->LWeapons->Custom Weapon 8 - Triggered by βCustom Weapon 08β LWeapons
ComboTrigFlag TRIGFLAG_SCRIPT9 = 45
Weapons->LWeapons->Custom Weapon 9 - Triggered by βCustom Weapon 09β LWeapons
ComboTrigFlag TRIGFLAG_SCRIPT10 = 46
Weapons->LWeapons->Custom Weapon 10 - Triggered by βCustom Weapon 10β LWeapons
ComboTrigFlag TRIGFLAG_AUTO = 47
Other->Always Triggered - Triggered automatically, every frame.
ComboTrigFlag TRIGFLAG_TRIG_SECRETS = 48
Effects->Triggers Secrets - Triggered by βSecrets->β
ComboTrigFlag TRIGFLAG_INVERT_ITEMREQ = 49
Counters/Items->Invert Item Req - Invert the item requirement (require NOT having the item)
ComboTrigFlag TRIGFLAG_CONSUME_ITEMREQ = 50
Counters/Items->Consume Item Req - On trigger, consume the required item.
ComboTrigFlag TRIGFLAG_COUNTER_GE = 51
Counters/Items->βRequire >=β - Only trigger if the counter has >= the specified amount
ComboTrigFlag TRIGFLAG_COUNTER_LT = 52
Counters/Items->βRequire <β - Only trigger if the counter has < the specified amount
ComboTrigFlag TRIGFLAG_COUNTER_EAT = 53
Counters/Items->Consume Amount - Consume the specified amount from the counter. Negative amounts add.
ComboTrigFlag TRIGFLAG_COUNTER_NOT_ONLY_TRIG_EAT = 54
Counters/Items->Consume w/o trig - Consume the specified amount from the counter even if the combo failed to trigger.
ComboTrigFlag TRIGFLAG_LIGHTON = 55
Other->βLight On->β - Triggered by a lightbeam.
ComboTrigFlag TRIGFLAG_LIGHTOFF = 56
Other->βLight Off->β - Triggered by lack of a lightbeam.
ComboTrigFlag TRIGFLAG_PUSH = 57
Other->βPush->β - Triggered when the Hero pushes into the combo.
ComboTrigFlag TRIGFLAG_LENS_ON = 58
Other->βLens On->β - Triggered when the lens is revealing.
ComboTrigFlag TRIGFLAG_LENS_OFF = 59
Other->βLens Off->β - Triggered when the lens is not revealing.
ComboTrigFlag TRIGFLAG_EW_ARROW = 60
Weapons->EWeapons->Arrow - Triggered by Arrow EWeapons
ComboTrigFlag TRIGFLAG_EW_BRANG = 61
Weapons->EWeapons->Boomerang - Triggered by Boomerang EWeapons
ComboTrigFlag TRIGFLAG_EW_SWORD = 62
Weapons->EWeapons->Sword - Triggered by Sword EWeapons
ComboTrigFlag TRIGFLAG_EW_ROCK = 63
Weapons->EWeapons->Rock - Triggered by Rock EWeapons
ComboTrigFlag TRIGFLAG_EW_SCRIPT1 = 64
Weapons->EWeapons->Custom Weapon 1 - Triggered by βCustom Weapon 01β EWeapons
ComboTrigFlag TRIGFLAG_EW_SCRIPT2 = 65
Weapons->EWeapons->Custom Weapon 2 - Triggered by βCustom Weapon 02β EWeapons
ComboTrigFlag TRIGFLAG_EW_SCRIPT3 = 66
Weapons->EWeapons->Custom Weapon 3 - Triggered by βCustom Weapon 03β EWeapons
ComboTrigFlag TRIGFLAG_EW_SCRIPT4 = 67
Weapons->EWeapons->Custom Weapon 4 - Triggered by βCustom Weapon 04β EWeapons
ComboTrigFlag TRIGFLAG_EW_SCRIPT5 = 68
Weapons->EWeapons->Custom Weapon 5 - Triggered by βCustom Weapon 05β EWeapons
ComboTrigFlag TRIGFLAG_EW_SCRIPT6 = 69
Weapons->EWeapons->Custom Weapon 6 - Triggered by βCustom Weapon 06β EWeapons
ComboTrigFlag TRIGFLAG_EW_SCRIPT7 = 70
Weapons->EWeapons->Custom Weapon 7 - Triggered by βCustom Weapon 07β EWeapons
ComboTrigFlag TRIGFLAG_EW_SCRIPT8 = 71
Weapons->EWeapons->Custom Weapon 8 - Triggered by βCustom Weapon 08β EWeapons
ComboTrigFlag TRIGFLAG_EW_SCRIPT9 = 72
Weapons->EWeapons->Custom Weapon 9 - Triggered by βCustom Weapon 09β EWeapons
ComboTrigFlag TRIGFLAG_EW_SCRIPT10 = 73
Weapons->EWeapons->Custom Weapon 10 - Triggered by βCustom Weapon 10β EWeapons
ComboTrigFlag TRIGFLAG_EW_MAGIC = 74
Weapons->EWeapons->Magic - Triggered by Magic EWeapons
ComboTrigFlag TRIGFLAG_EW_BBLAST = 75
Weapons->EWeapons->Bomb Blast - Triggered by Bomb (explosion) EWeapons
ComboTrigFlag TRIGFLAG_EW_SBBLAST = 76
Weapons->EWeapons->SBomb Blast - Triggered by Super Bomb (explosion) EWeapons
ComboTrigFlag TRIGFLAG_EW_LITBOMB = 77
Weapons->EWeapons->Lit Bomb - Triggered by Bomb (unexploded) EWeapons
ComboTrigFlag TRIGFLAG_EW_LITSBOMB = 78
Weapons->EWeapons->Lit SBomb - Triggered by Super Bomb (unexploded) EWeapons
ComboTrigFlag TRIGFLAG_EW_FIRETRAIL = 79
Weapons->EWeapons->Fire Trail - Triggered by Fire Trail EWeapons
ComboTrigFlag TRIGFLAG_EW_FLAME = 80
Weapons->EWeapons->Flame - Triggered by Flame EWeapons
ComboTrigFlag TRIGFLAG_EW_WIND = 81
Weapons->EWeapons->Wind - Triggered by Wind EWeapons
ComboTrigFlag TRIGFLAG_EW_FLAME2 = 82
Weapons->EWeapons->Flame 2 - Triggered by Flame 2 EWeapons
ComboTrigFlag TRIGFLAG_SPECIAL_ITEM = 83
States/Spawning->Spawns Special Item - The spawned item will be the special item
ComboTrigFlag TRIGFLAG_EXST_ITEM = 84
States/Spawning->Trigger ExState after item pickup - Trigger ExState after picking up the spawned item
ComboTrigFlag TRIGFLAG_EXST_ENEMY = 85
States/Spawning->Trigger ExState after enemy kill - Trigger ExState after killing the spawned enemy
ComboTrigFlag TRIGFLAG_AUTOGRAB_ITEM = 86
States/Spawning->Spawned Item auto-collects - Spawned item auto-collects
ComboTrigFlag TRIGFLAG_KILL_ENEMIES = 87
Other->βEnemies->β - Triggered when all enemies are killed
ComboTrigFlag TRIGFLAG_SECRETSTR = 88
Other->βSecrets->β - Triggered when screen secrets are triggered
ComboTrigFlag TRIGFLAG_THROWN = 89
Weapons->LWeapons->Thrown - Triggered by Thrown Object weapons
ComboTrigFlag TRIGFLAG_QUAKESTUN = 90
Weapons->LWeapons->Quake Hammer - Triggered by a Quake Stun
ComboTrigFlag TRIGFLAG_SQUAKESTUN = 91
Weapons->LWeapons->S. Quake Hammer - Triggered by a Super Quake Stun
ComboTrigFlag TRIGFLAG_ANYFIRE = 92
Weapons->LWeapons->Any Fire - Triggered by Any Fire
ComboTrigFlag TRIGFLAG_STRONGFIRE = 93
Weapons->LWeapons->Strong Fire - Triggered by Strong Fire
ComboTrigFlag TRIGFLAG_MAGICFIRE = 94
Weapons->LWeapons->Magic Fire - Triggered by Magic Fire
ComboTrigFlag TRIGFLAG_DIVINEFIRE = 95
Weapons->LWeapons->Divine Fire - Triggered by Divine Fire
ComboTrigFlag TRIGFLAG_TRIGLEVELSTATE = 96
States/Spawning->βLevelState->β - Triggered by Level State
ComboTrigFlag TRIGFLAG_LEVELSTATE = 97
States/Spawning->β->LevelStateβ - Triggers Level State
ComboTrigFlag TRIGFLAG_TRIGGLOBALSTATE = 98
States/Spawning->βGlobalState->β - Triggered by Global State
ComboTrigFlag TRIGFLAG_GLOBALSTATE = 99
States/Spawning->β->GlobalStateβ - Triggers Global State
ComboTrigFlag TRIGFLAG_DO_KILL_ENEMIES = 100
Effects->Kill Enemies - Kill all enemies
ComboTrigFlag TRIGFLAG_DO_CLEAR_ENEMIES = 101
Effects->Clear Enemies - Delete all enemies
ComboTrigFlag TRIGFLAG_DO_CLEAR_LWEAPONS = 102
Effects->Clear LWeapons - Delete all lweapons
ComboTrigFlag TRIGFLAG_DO_CLEAR_EWEAPONS = 103
Effects->Clear EWeapons - Delete all eweapons
ComboTrigFlag TRIGFLAG_IGNITE_WEAPONS_ANY = 104
Weapons->Effects->Ignite Weapon (Any) - Light the triggering weapon on normal fire.
ComboTrigFlag TRIGFLAG_IGNITE_WEAPONS_STRONG = 105
Weapons->Effects->Ignite Weapon (Strong) - Light the triggering weapon on strong fire.
ComboTrigFlag TRIGFLAG_IGNITE_WEAPONS_MAGIC = 106
Weapons->Effects->Ignite Weapon (Magic) - Light the triggering weapon on magic fire.
ComboTrigFlag TRIGFLAG_IGNITE_WEAPONS_DIVINE = 107
Weapons->Effects->Ignite Weapon (Divine) - Light the triggering weapon on divine fire.
ComboTrigFlag TRIGFLAG_SEPARATE_WEAPON_TRIGGERS = 108
Weapons->Effects->Weapon Separate Triggers - Triggering weapons only trigger weapon-related effects
ComboTrigFlag TRIGFLAG_TGROUP_CONTRIB = 109
States/Spawning->Contributes To TrigGroup - This combo contributes to itsβ TrigGroup
ComboTrigFlag TRIGFLAG_TGROUP_LESS = 110
States/Spawning->βTrigGroup Less->β - When the number of combos that contribute to this comboβs Trigger Group is LESS than the Trigger Group Val, trigger this combo.
ComboTrigFlag TRIGFLAG_TGROUP_GREATER = 111
States/Spawning->βTrigGroup Greater->β - When the number of combos that contribute to this comboβs Trigger Group is GREATER than the Trigger Group Val, trigger this combo.
ComboTrigFlag TRIGFLAG_TRIG_PUSHED = 112
Other->βPushed->β - Triggers when this combo, as a pushblock, settles into a new positon.
ComboTrigFlag TRIGFLAG_TRIG_DIVE = 113
Other->βDive->β - Triggers when the Hero dives on this combo.
ComboTrigFlag TRIGFLAG_TRIG_DIVE_SENS = 114
Other->βDive-> (Sensitive)β - Triggers when the Hero dives on this combo. More sensitive hitbox than βTRIGFLAG_TRIG_DIVEβ
ComboTrigFlag TRIGFLAG_REFARROW = 115
Weapons->LWeapons->Refl. Arrow - Triggered by Reflected Arrow LWeapons
ComboTrigFlag TRIGFLAG_REFFIRE = 116
Weapons->LWeapons->Refl. Fire - Triggered by Reflected Fire LWeapons
ComboTrigFlag TRIGFLAG_REFFIRE2 = 117
Weapons->LWeapons->Refl. Fire 2 - Triggered by Reflected Fire 2 LWeapons
ComboTrigFlag TRIGFLAG_TOGGLE_DARKNESS = 118
Effects->Toggle Darkness - Toggle the screen being a dark room
ComboTrigFlag TRIGFLAG_REQ_DARKNESS = 119
Other->Req. Darkness - Can only trigger if the screen is a dark room
ComboTrigFlag TRIGFLAG_REQ_NO_DARKNESS = 120
Other->Req. Darkness - Can only trigger if the screen is lit (not a dark room)
ComboTrigFlag TRIGFLAG_LITEM_REQUIRE = 121
Counters/Items->Require All - Require all the specified LItems to trigger the combo
ComboTrigFlag TRIGFLAG_LITEM_INV_REQUIRE = 122
Counters/Items->Require Not All - Require not all (some is ok) of the specified LItems to trigger the combo
ComboTrigFlag TRIGFLAG_LITEM_SET = 123
Counters/Items->β->Setβ - Grants the specified LItems. If βTRIGFLAG_LITEM_UNSETβ is also on, toggles them instead.
ComboTrigFlag TRIGFLAG_LITEM_UNSET = 124
Counters/Items->β->Unsetβ - Removes the specified LItems. If βTRIGFLAG_LITEM_SETβ is also on, toggles them instead.
ComboTrigFlag TRIGFLAG_TINT_CLEAR = 125
Graphics->β->Clear Tintβ - Clears the palette tint.
ComboTrigFlag TRIGFLAG_MAX_IN_USE = 126
ComboTrigFlag TRIGFLAG_MAX = 192
scr_timing SCR_TIMING_INIT = -1
scr_timing SCR_TIMING_START_FRAME = 0
scr_timing SCR_TIMING_POST_COMBO_ANIM = 1
scr_timing SCR_TIMING_POST_POLL_INPUT = 2
scr_timing SCR_TIMING_POST_FFCS = 3
scr_timing SCR_TIMING_POST_GLOBAL_ACTIVE = 4
scr_timing SCR_TIMING_POST_PLAYER_ACTIVE = 5
scr_timing SCR_TIMING_POST_DMAPDATA_ACTIVE = 6
scr_timing SCR_TIMING_POST_DMAPDATA_PASSIVESUBSCREEN = 7
scr_timing SCR_TIMING_POST_COMBOSCRIPT = 8
scr_timing SCR_TIMING_POST_PUSHBLOCK = 9
scr_timing SCR_TIMING_POST_ITEMSPRITE_SCRIPT = 10
scr_timing SCR_TIMING_POST_ITEMSPRITE_ANIMATE = 11
scr_timing SCR_TIMING_POST_NPC_ANIMATE = 12
scr_timing SCR_TIMING_POST_EWPN_ANIMATE = 13
scr_timing SCR_TIMING_POST_EWPN_SCRIPT = 14
scr_timing SCR_TIMING_POST_OLD_ITEMDATA_SCRIPT = 15
scr_timing SCR_TIMING_POST_PLAYER_ANIMATE = 16
scr_timing SCR_TIMING_POST_NEW_ITEMDATA_SCRIPT = 17
scr_timing SCR_TIMING_POST_CASTING = 18
scr_timing SCR_TIMING_POST_LWPN_ANIMATE = 19
scr_timing SCR_TIMING_POST_DECOPARTICLE_ANIMATE = 20
scr_timing SCR_TIMING_POST_COLLISIONS_PALETTECYCLE = 21
scr_timing SCR_TIMING_WAITDRAW = 22
scr_timing SCR_TIMING_POST_GLOBAL_WAITDRAW = 23
scr_timing SCR_TIMING_POST_PLAYER_WAITDRAW = 24
scr_timing SCR_TIMING_POST_DMAPDATA_ACTIVE_WAITDRAW = 25
scr_timing SCR_TIMING_POST_DMAPDATA_PASSIVESUBSCREEN_WAITDRAW = 26
scr_timing SCR_TIMING_POST_SCREEN_WAITDRAW = 27
scr_timing SCR_TIMING_POST_FFC_WAITDRAW = 28
scr_timing SCR_TIMING_POST_COMBO_WAITDRAW = 29
scr_timing SCR_TIMING_POST_ITEM_WAITDRAW = 30
scr_timing SCR_TIMING_POST_NPC_WAITDRAW = 31
scr_timing SCR_TIMING_POST_EWPN_WAITDRAW = 32
scr_timing SCR_TIMING_POST_LWPN_WAITDRAW = 33
scr_timing SCR_TIMING_POST_ITEMSPRITE_WAITDRAW = 34
scr_timing SCR_TIMING_PRE_DRAW = 35
scr_timing SCR_TIMING_POST_DRAW = 36
scr_timing SCR_TIMING_POST_STRINGS = 37
scr_timing SCR_TIMING_END_FRAME = 38
scr_timing SCR_NUM_TIMINGS = 39
enum SubscreenWidgetType: π Source
SubscreenWidgetType SUBWIDG_NULL = 0
SubscreenWidgetType SUBWIDG_FRAME = 1
SubscreenWidgetType SUBWIDG_TEXT = 2
SubscreenWidgetType SUBWIDG_LINE = 3
SubscreenWidgetType SUBWIDG_RECT = 4
SubscreenWidgetType SUBWIDG_TIME = 5
SubscreenWidgetType SUBWIDG_MMETER = 6
SubscreenWidgetType SUBWIDG_LMETER = 7
SubscreenWidgetType SUBWIDG_BTNITM = 8
SubscreenWidgetType SUBWIDG_COUNTER = 9
SubscreenWidgetType SUBWIDG_OLDCTR = 10
SubscreenWidgetType SUBWIDG_MMAPTITLE = 11
SubscreenWidgetType SUBWIDG_MMAP = 12
SubscreenWidgetType SUBWIDG_LMAP = 13
SubscreenWidgetType SUBWIDG_BGCOLOR = 14
SubscreenWidgetType SUBWIDG_ITEMSLOT = 15
SubscreenWidgetType SUBWIDG_MCGUFF_FRAME = 16
SubscreenWidgetType SUBWIDG_MCGUFF = 17
SubscreenWidgetType SUBWIDG_TILEBLOCK = 18
SubscreenWidgetType SUBWIDG_MINITILE = 19
SubscreenWidgetType SUBWIDG_SELECTOR = 20
SubscreenWidgetType SUBWIDG_LGAUGE = 21
SubscreenWidgetType SUBWIDG_MGAUGE = 22
SubscreenWidgetType SUBWIDG_TEXTBOX = 23
SubscreenWidgetType SUBWIDG_SELECTEDTEXT = 24
SubscreenWidgetType SUBWIDG_MISCGAUGE = 25
SubscreenWidgetType SUBWIDG_BTNCOUNTER = 26
SubscreenWidgetType SUBWIDG_MAX = 27
enum SubscreenPageMode: π Source
SubscreenPageMode SUB_PGMODE_NONE = 0
no page change
SubscreenPageMode SUB_PGMODE_NEXT = 1
next page
SubscreenPageMode SUB_PGMODE_PREV = 2
previous page
SubscreenPageMode SUB_PGMODE_TARG = 3
specified page
SubscreenPageMode SUB_PGMODE_MAX = 4
SF SF_ROOMTYPE = 0
DMaps, Screens, Rooms Screen Flag categories. Flags from each category are ORed together, starting with the first flag See Screen Data dialog for what flags are contained in each category. Use in Screen->Flags
SF SF_VIEW = 1
SF SF_SECRETS = 2
SF SF_WARP = 3
SF SF_ITEMS = 4
SF SF_COMBOS = 5
SF SF_SAVE = 6
SF SF_FFC = 7
SF SF_WHISTLE = 8
SF SF_MISC = 9
SF SF_LAST = 10
SFR SFR_INTERIOR = 0
! These DMap Flag values do not return the expected results when compared via TraeS()ing what is anticipated! Screen Flag Roomtype
SFR SFR_DUNGEON = 1
SFR SFR_SIDEVIEW = 2
SFR SFR_LAST = 3
SFV SFV_INVISLINK = 0
Screen Flag View
SFV SFV_NOLINKMARKER = 1
SFV SFV_NOSUBSCREEN = 2
SFV SFV_NOOFFSET = 3
ββ¦but donβt offsetβ
SFV SFV_LAYER2BG = 4
Layer 2 is Background
SFV SFV_LAYER3BG = 5
SFV SFV_DARKROOM = 6
SFV SFV_DARK_DITHER = 7
SFV SFV_DARK_TRANS = 8
SFV SFV_LAST = 9
SFS SFS_BLOCKSHUT = 0
Block->Shutters
SFS SFS_TEMPSECRETS = 1
Secrets are temporary.
SFS SFS_TRIGPERM = 2
All Triggers->Perm Secret
SFS SFS_ALLTRIGFLAGS = 3
All triggers->16-31
SFS SFS_LAST = 4
SFW SFW_AUTODIRECT = 0
Auto Warps are Direct
SFW SFW_SENDSIRECT = 1
Sensitive Warps are direct.
SFW SFW_MAZEPATHS = 2
Use maze Path
SFW SFW_MAZEOVERRIDE = 3
maze Overrides Sidewarps
SFW SFW_SPRITECARRY = 4
Sprites carry over.
SFW SFW_DISABLE_MIRROR = 5
Disable Magic Mirror
SFW SFW_LAST = 6
SFI SFI_HOLDUP = 0
Hold up item.
SFI SFI_FALLS = 1
Falls from ceiling
SFI SFI_SECRETSITEM = 2
Secret reveals item
SFI SFI_ITEMSECRET = 3
Item triggers secrets
SFI SFI_ITEMSECRETPERM = 4
Item triggering secrets is permanent
SFI SFI_ITEMRETURNS = 5
Regular item always returns
SFI SFI_SPECIALITEMRETURNS = 6
Special item always returns
SFI SFI_LAST = 7
SFC SFC_MIDAIR = 0
Combos affect midair Link
SFC SFC_CYCLEINIT = 1
Cycle combos on screen init.
SFC SFC_IGNOREBOOTS = 2
Damage combos ignore boots.
SFC SFC_TOGGLERINGS = 3
Toggle βRings Affect Combosβ
SFC SFC_LAST = 4
SFSV SFSV_SAVECONTHERE = 0
Save Point->ontinue here.
SFSV SFSV_SAVEONENTRY = 1
Save game on entry.
SFSV SFSV_CONTHERE = 2
Comtinue here.
SFSV SFSV_NOCONTINUEWARP = 3
No continue Here after warp.
SFSV SFSV_LAST = 4
SFF SFF_WRAP = 0
Freeform Combos Wrap Around
SFF SFF_NOCARRYOVER = 1
No FFC carry over.
SFF SFF_LAST = 2
SFWH SFWH_STAIRS = 0
Whistle->Stairs
SFWH SFWH_PALCHANGE = 1
Whistle->Palette Change
SFWH SFWH_DRYLAKE = 2
Whistle->Dry lake
SFWH SFWH_LAST = 3
SFM SFM_ALLOW_LADDER = 0
Toggle βAllow Ladderβ
SFM SFM_NO_DIVING = 1
Toggle βNo Divingβ
SFM SFM_SCRIPT1 = 2
General use 1 (Scripts)
SFM SFM_SCRIPT2 = 3
General use 2 (Scripts)
SFM SFM_SCRIPT3 = 4
General use 3 (Scripts)
SFM SFM_SCRIPT4 = 5
General use 4 (Scripts)
SFM SFM_SCRIPT5 = 6
General use 5 (Scripts)
SFM SFM_LAST = 7
SEFSP SEFSP_ZORA = 0
Screen Enemy Flags: Spawn
SEFSP SEFSP_CORNERTRAP = 1
SEFSP SEFSP_MIDDLETRAP = 2
SEFSP SEFSP_ROCK = 3
SEFSP SEFSP_SHOOTER = 4
SEFSP SEFSP_LAST = 5
SEFL1 SEFL1_RINGLEADER = 0
Screen Enemy Flags: List1
SEFL1 SEFL1_CARRYITEM = 1
SEFL1 SEFL1_INVIS = 2
SEFL1 SEFL1_BOSS = 3
SEFL1 SEFL1_TRAPS_IGNORE_SOLID = 4
SEFL1 SEFL1_LAST = 5
SEFL2 SEFL2_ALWAYSRET = 0
Screen Enemy Flags: List2
SEFL2 SEFL2_ENEMIES_ITEM = 1
SEFL2 SEFL2_ENEMEIS_SECRET = 2
SEFL2 SEFL2_ENEMIES_SECRET_PERM = 3
SEFL2 SEFL2_CHAIN_ENEMIES_TRIGGERS = 4
SEFL2 SEFL2_LAST = 5
DMFS DMFS_CAVESNOTCELLARS = 0
Use caves instead of item cellars
DMFS DMFS_3STAIRWARPS = 1
Allow 3-stair warps
DMFS DMFS_WWIND = 2
Allow whistle whirlwinds
DMFS DMFS_GUYCAVES = 3
Special rooms and guys are in caves only
DMFS DMFS_NOCOMPASS = 4
Donβt display compass marker in minimap
DMFS DMFS_WAVY = 5
Underwater wave effect
DMFS DMFS_WWINDRET = 6
Whistle whirlwind returns Link to beginning
DMFS DMFS_ALWAYSINTROMSG = 7
Always display intro string
DMFS DMFS_VIEWMAP = 8
View overworld map by pressing βMapβ
DMFS DMFS_DMAPMAP = 9
β¦But only show screens marked in minimap
DMFS DMFS_MINIMAPCOLORFIX = 10
Use minimap foreground colour 2
DMFS DMFS_MINIMAPCOLOURFIX = 10
Use minimap foreground colour 2
DMFS DMFS_SCRIPT1 = 11
DMap Script Flag 1
DMFS DMFS_SCRIPT2 = 12
DMap Script Flag 2
DMFS DMFS_SCRIPT3 = 13
DMap Script Flag 3
DMFS DMFS_SCRIPT4 = 14
DMap Script Flag 4
DMFS DMFS_SCRIPT5 = 15
DMap Script Flag 5
DMFS DMFS_RESERVED = 16
RESERVED DO NOT USE
DMFS DMFS_LAYER3ISBACKGROUND = 17
Layer 3 is Background
DMFS DMFS_LAYER2ISBACKGROUND = 18
Layer 2 is bBackground
DMFS DMFS_TRUECELLARENEMIES = 19
True Cellar Enemies
DMFS DMFS_BUNNY = 20
Become Bunny with no Pearl
DMFS DMFS_MIRRORCONTINUE = 21
Mirror Continues instead of Warping
DMFS DMFS_MAX = 22
ERR _ERR_CANTOPENSOURCE = 0
Error codes for #ignore error
ERR _ERR_CANTOPENIMPORT = 1
ERR _ERR_IMPORTRECURSION = 2
ERR _ERR_IMPORTBADSCOPE = 3
ERR _ERR_FUNCTIONREDEF = 4
ERR _ERR_FUNCTIONVOIDPARAM = 5
ERR _ERR_SCRIPTREDEF = 6
ERR _ERR_VOIDVAR = 7
ERR _ERR_VARREDEF = 8
ERR _ERR_VARUNDECLARED = 9
ERR _ERR_FUNCUNDECLARED = 10
ERR _ERR_SCRIPTNORUN = 11
ERR _ERR_SCRIPTRUNNOTVOID = 12
ERR _ERR_SCRIPTNUMNOTINT = 13
ERR _ERR_SCRIPTNUMTOOBIG = 14
ERR _ERR_SCRIPTNUMREDEF = 15
ERR _ERR_IMPLICITCAST = 16
ERR _ERR_ILLEGALCAST = 17
ERR _ERR_VOIDEXPR = 18
ERR _ERR_DIVBYZERO = 19
ERR _ERR_CONSTTRUNC = 20
ERR _ERR_NOFUNCMATCH = 21
ERR _ERR_TOOFUNCMATCH = 22
ERR _ERR_FUNCBADRETURN = 23
ERR _ERR_TOOMANYGLOBAL = 24
ERR _ERR_SHIFTNOTINT = 25
ERR _ERR_REFVAR = 26
ERR _ERR_ARROWNOTPOINTER = 27
ERR _ERR_ARROWNOFUNC = 28
ERR _ERR_ARROWNOVAR = 29
ERR _ERR_TOOMANYRUN = 30
ERR _ERR_INDEXNOTINT = 31
ERR _ERR_SCRIPTBADTYPE = 32
ERR _ERR_BREAKBAD = 33
ERR _ERR_CONTINUEBAD = 34
ERR _ERR_CONSTREDEF = 35
ERR _ERR_LVALCONST = 36
ERR _ERR_BADGLOBALINIT = 37
ERR _ERR_DEPRECATEDGLOBAL = 38
ERR _ERR_VOIDARR = 39
ERR _ERR_REFARR = 40
ERR _ERR_ARRREDEF = 41
ERR _ERR_ARRAYTOOSMALL = 42
ERR _ERR_ARRAYLISTTOOLARGE = 43
ERR _ERR_ARRAYLISTSTRINGTOOLARGE = 44
ERR _ERR_NONINTEGERARRAYSIZE = 45
ERR _ERR_EXPRNOTCONSTANT = 46
ERR _ERR_UNRESOLVEDTYPE = 47
ERR _ERR_CONSTUNINITIALIZED = 48
ERR _ERR_CONSTASSIGN = 49
ERR _ERR_EMPTYARRAYLITERAL = 50
ERR _ERR_DIMENSIONMISMATCH = 51
ERR _ERR_ARRAYLITERALRESIZE = 52
ERR _ERR_MISSINGCOMPILEERROR = 53
ERR _ERR_UNIMPLEMENTEDFEATURE = 54
ERR _ERR_UNKNOWNOPTION = 55
ERR _ERR_NOREADTYPE = 56
ERR _ERR_NOWRITETYPE = 57
ERR _ERR_UNRESOLVEDSCRIPTTYPE = 58
ERR _ERR_REDEFSCRIPTTYPE = 59
ERR _ERR_ARRAYINVALIDSIZE = 60
ERR _ERR_ARRAYDECIMAL = 61
ERR _ERR_CONSTNOTCONSTANT = 62
ERR _ERR_TOOMANYUSING = 63
ERR _ERR_DUPLICATEUSING = 64
ERR _ERR_TOOMANYVAR = 65
ERR _ERR_HEADERGUARDERR = 66
ERR _ERR_HEADERGUARDWARN = 67
ERR _ERR_REDEFDATATYPE = 68
ERR _ERR_CONSTALREADYCONSTANT = 69
MIDI MIDI_USE_DMAP = -4
ONLY for βScreen->MIDIβ and βmapdata->MIDIβ
MIDI MIDI_NONE = -3
MIDI MIDI_OVERWORLD = -2
MIDI MIDI_DUNGEON = -1
MIDI MIDI_LEVEL9 = 0
==0, cannot be played by βAudio->PlayMIDIβ
enum susptCOMBOANIM: π Source
susptCOMBOANIM susptCOMBOANIM = 0
suspend types Typical processes that we want to pause, similar to ALLOFF() Combo animation
susptCOMBOANIM susptGUYS = 1
Main Sprite animation by type
susptCOMBOANIM susptLWEAPONS = 2
susptCOMBOANIM susptEWEAPONS = 3
susptCOMBOANIM susptITEMS = 4
susptCOMBOANIM susptLINK = 5
susptCOMBOANIM susptUPDATEFFC = 6
ffcs
susptCOMBOANIM susptDECORATIONS = 7
sprite subclasses
susptCOMBOANIM susptPARTICLES = 8
susptCOMBOANIM susptPALCYCLE = 9
lake dries up
susptCOMBOANIM susptLAKES = 10
susptCOMBOANIM susptCOLLISIONS = 11
game system events
susptCOMBOANIM susptCONTROLSTATE = 12
susptCOMBOANIM susptONEFRAMECONDS = 13
susptCOMBOANIM susptSCRIPDRAWCLEAR = 14
susptCOMBOANIM susptQUAKE = 15
susptCOMBOANIM susptGLOBALGAME = 16
Script Types
susptCOMBOANIM susptNPCSCRIPTS = 17
susptCOMBOANIM susptLWEAPONSCRIPTS = 18
susptCOMBOANIM susptEWEAPONSCRIPTS = 19
susptCOMBOANIM susptITEMSPRITESCRIPTS = 20
susptCOMBOANIM susptFFCSCRIPTS = 21
susptCOMBOANIM susptLINKACTIVE = 22
susptCOMBOANIM susptITEMSCRIPTENGINE = 23
susptCOMBOANIM susptDMAPSCRIPT = 24
susptCOMBOANIM susptSCREENSCRIPTS = 25
susptCOMBOANIM susptSUBSCREENSCRIPTS = 26
susptCOMBOANIM susptCOMBOSCRIPTS = 27
susptCOMBOANIM susptCONVEYORSITEMS = 60
Moving items
susptCOMBOANIM susptDRAGGINGITEM = 61
susptCOMBOANIM susptROAMINGITEM = 62
susptCOMBOANIM susptLENS = 63
Misc
susptCOMBOANIM susptHOOKSHOT = 64
susptCOMBOANIM susptMOVINGBLOCKS = 65
susptCOMBOANIM susptMAGICCAST = 66
susptCOMBOANIM susptSCREENDRAW = 67
susptCOMBOANIM susptLAST = 68
MSGFLAG MSGFLAG_WRAP = 0
If the text wraps around the bounding box
MSGFLAG MSGFLAG_CONT = 1
If the message is the continuation of a previous one
MSGFLAG MSGFLAG_CENTER = 2
Reserved
MSGFLAG MSGFLAG_RIGHT = 3
Reserved
MSGFLAG MSGFLAG_FULLTILE = 4
If the background tile should be treated as the UL of a tile block,
MSGFLAG MSGFLAG_TRANS_BG = 5
If the background should be translucent
MSGFLAG MSGFLAG_TRANS_FG = 6
If the text should be translucent
GENSCR GENSCR_ST_RELOAD = 0
When reloading from save select screen
GENSCR GENSCR_ST_CONTINUE = 1
When F6->Continue
GENSCR GENSCR_ST_CHANGE_SCREEN = 2
When screen changes
GENSCR GENSCR_ST_CHANGE_DMAP = 3
When dmap changes
GENSCR GENSCR_ST_CHANGE_LEVEL = 4
When level changes
GENSCR GENSCR_NUMST = 5
GENSCR GENSCR_EVENT_NIL = -1
N/A (error value)
GENSCR GENSCR_EVENT_INIT = 0
When loading in from a save/new quest
GENSCR GENSCR_EVENT_CONTINUE = 1
When F6->Continue
GENSCR GENSCR_EVENT_FFC_PRELOAD = 2
When FFCs run βon screen initβ
GENSCR GENSCR_EVENT_CHANGE_SCREEN = 3
When the screen changes
GENSCR GENSCR_EVENT_CHANGE_DMAP = 4
When the dmap changes
GENSCR GENSCR_EVENT_CHANGE_LEVEL = 5
When the level changes
GENSCR GENSCR_EVENT_HERO_HIT_1 = 6
Hero is hit, before ring applied
GENSCR GENSCR_EVENT_HERO_HIT_2 = 7
Hero is hit, after ring applied
GENSCR GENSCR_EVENT_COLLECT_ITEM = 8
Item is collected
GENSCR GENSCR_EVENT_ENEMY_DROP_ITEM_1 = 9
Enemy drops item (before item created)
GENSCR GENSCR_EVENT_ENEMY_DROP_ITEM_2 = 10
Enemy drops item (if & after item created)
GENSCR GENSCR_EVENT_ENEMY_DEATH = 11
Enemy dying
GENSCR GENSCR_EVENT_ENEMY_HIT1 = 12
Enemy hit, before defenses
GENSCR GENSCR_EVENT_ENEMY_HIT2 = 13
Enemy hit, after defenses
GENSCR GENSCR_EVENT_POST_COLLECT_ITEM = 14
After item is collected (post hold if held)
GENSCR GENSCR_EVENT_PLAYER_FALL = 15
Hero falls in a pitfall
GENSCR GENSCR_EVENT_PLAYER_DROWN = 16
Hero drowns
GENSCR GENSCR_NUMEVENT = 17
GENEV GENEV_HEROHIT_DAMAGE = 0
Damage to be taken
GENEV GENEV_HEROHIT_HITDIR = 1
Dir to be knocked in
GENEV GENEV_HEROHIT_NULLIFY = 2
Bool: to nullify the hit, or not
GENEV GENEV_HEROHIT_NAYRUON = 3
Bool: if nayruβs love will nullify the damage, or not
GENEV GENEV_HEROHIT_IFRAMES = 4
Number of IFrames to have after hit, if not nullified
GENEV GENEV_HEROHIT_HITTYPE = 5
What type of object is hitting the hero (βOBJTYPE_β)
GENEV GENEV_HEROHIT_HITOBJ = 6
The pointer to that object
GENEV GENEV_HEROHIT_HITTYPE2 = 7
A second type of object (sometimes βOBJTYPE_NONEβ)
GENEV GENEV_HEROHIT_HITOBJ2 = 8
The pointer to the second object
GENEV GENEV_ITEMCOL_ID = 0
Item ID to be gained
GENEV GENEV_ITEMCOL_PICKUP = 1
Pickup flags for the item pickup
GENEV GENEV_ITEMCOL_PSTR = 2
Pickup string to be displayed
GENEV GENEV_ITEMCOL_PSTRFLAGS = 3
Pickup string flags
GENEV GENEV_ITEMCOL_NULLIFY = 4
Bool: to nullify the item pickup, or not
GENEV GENEV_ITEMCOL_ITEMPTR = 5
βitemspriteβ object pointer
GENEV GENEV_ITEMCOL_TYPE = 6
Type of hit; see GENEVT_ICTYPE_
GENEV GENEV_ITEMCOL_WPNPTR = 7
βlweaponβ object pointer, or βNULLβ if no weapon is available
GENEV GENEV_EDI1_NPC = 0
the npc pointer
GENEV GENEV_EDI1_ITEMID = 1
the chosen item ID
GENEV GENEV_EDI1_DROPSET = 2
the dropset the ID was chosen from
GENEV GENEV_EDI2_NPC = 0
the npc pointer
GENEV GENEV_EDI2_ITM = 1
the itemsprite pointer
GENEV GENEV_EDEATH_DYING = 0
Bool: if the enemy is dying, or not (set false to cancel death)
GENEV GENEV_EDEATH_NPC = 1
the npc pointer
GENEV GENEV_EHIT_POWER = 0
damage amount
GENEV GENEV_EHIT_DEFENSETYPE = 1
defense type
GENEV GENEV_EHIT_UNBLOCKABLE = 2
unblockable flagset
GENEV GENEV_EHIT_WEAPONID = 3
weapon ID
GENEV GENEV_EHIT_NULLIFY = 4
Bool: if true the hit will not connect
GENEV GENEV_EHIT_NPCPTR = 5
npc pointer
GENEV GENEV_EHIT_LWPNPTR = 6
lweapon pointer
GENEV GENEV_PLAYER_FALLDROWN_COMBO = 0
The combo ID the Hero is falling/drowning into.
GENEVT GENEVT_ICTYPE_COLLECT = 0
Hero collected the item
GENEVT GENEVT_ICTYPE_MELEE = 1
Melee weapon collected the item
GENEVT GENEVT_ICTYPE_MELEE_EW = 2
Melee weapon collected the item
GENEVT GENEVT_ICTYPE_RANGED_DRAG = 3
Ranged weapon collected, and will drag //Only βNULLIFYβ can be edited here
OBJTYPE OBJTYPE_NONE = -1
constants for βGENEV_HEROHIT_HITTYPEβ / βGENEV_HEROHIT_HITTYPE2β
OBJTYPE OBJTYPE_NPC = 0
OBJTYPE OBJTYPE_LWPN = 1
OBJTYPE OBJTYPE_EWPN = 2
OBJTYPE OBJTYPE_ITSPR = 3
OBJTYPE OBJTYPE_COMBODATA = 4
OBJTYPE OBJTYPE_COMBOPOS = 5
OBJTYPE OBJTYPE_FFC = 6
OBJTYPE NUM_OBJTYPE = 7
LF LF_LIFTABLE = 0
Combodata LiftFlags[]
LF LF_DROPSET = 1
LF LF_DROPONLIFT = 2
LF LF_SPECIALITEM = 3
LF LF_NOUCSET = 4
LF LF_NOWPNCMBCSET = 5
LF LF_BREAKONSOLID = 6
CSPACE CSPACE_RGB = 0
CSPACE CSPACE_CMYK = 1
CSPACE CSPACE_HSV = 2
CSPACE CSPACE_HSV_CW = 3
CSPACE CSPACE_HSV_CCW = 4
CSPACE CSPACE_HSL = 5
CSPACE CSPACE_HSL_CW = 6
CSPACE CSPACE_HSL_CCW = 7
CSPACE CSPACE_LAB = 8
CSPACE CSPACE_LCH = 9
CSPACE CSPACE_LCH_CW = 10
CSPACE CSPACE_LCH_CCW = 11
CSPACE CSPACE_NUMCSPACE = 12
ISCR ISCR_KILL = 0
For βitemdata->RunScript()β
ISCR ISCR_RUN = 1
ISCR ISCR_PERPETUAL = 2
IPTYPE IPTYPE_DISABLED = 0
For βitemdata->PickupTypeβ
IPTYPE IPTYPE_SET = 1
IPTYPE IPTYPE_ADD = 2
IPTYPE IPTYPE_SUB = 3
IPTYPE IPTYPE_LIMIT = 4
SPRFL SPRFL_AUTOFLASH = 0
spritedata->Flags[] indexes
SPRFL SPRFL_2PFLASH = 1
SPRFL SPRFL_HFLIP = 2
SPRFL SPRFL_VFLIP = 3
SPRFL SPRFL_BEHIND = 4
SPRFL NUM_SPRFL = 5
LIGHT LIGHT_CIRCLE = 0
Light shapes for torch combos, lantern itemdata, and GlowShape variables
LIGHT LIGHT_CONE = 1
LIGHT LIGHT_SQUARE = 2
SPLAYER SPLAYER_PLAYER_DRAW = -200000
The Hero, when this occurs changes based on various conditions.
SPLAYER SPLAYER_EWEAP_BEHIND_DRAW = -199999
Eweapons with βBehind = trueβ
SPLAYER SPLAYER_EWEAP_FRONT_DRAW = -199998
Eweapons with βBehind = falseβ
SPLAYER SPLAYER_LWEAP_BEHIND_DRAW = -199997
Lweapons with βBehind = trueβ
SPLAYER SPLAYER_LWEAP_FRONT_DRAW = -199996
Lweapons with βBehind = falseβ
SPLAYER SPLAYER_LWEAP_ABOVE_DRAW = -199995
Lweapons with (Z+FakeZ) > Init Data βJump Layer Heightβ, IF the Hero is also above this height.
SPLAYER SPLAYER_CHAINLINK_DRAW = -199994
Hookshot chain links. This may draw multiple times per frame.
SPLAYER SPLAYER_NPC_DRAW = -199993
Enemies
SPLAYER SPLAYER_NPC_ABOVEPLAYER_DRAW = -199992
Enemies βgrabbingβ the Hero, or with a higher Z than the Hero
SPLAYER SPLAYER_NPC_AIRBORNE_DRAW = -199991
Flying enemies, or enemies in the Z axis (amount required QR dependant)
SPLAYER SPLAYER_ITEMSPRITE_DRAW = -199990
Itemsprites
SPLAYER SPLAYER_FAIRYITEM_DRAW = -199989
Moving fairies
SPLAYER SPLAYER_PUSHBLOCK = -199988
Pushable Blocks
SPLAYER SPLAYER_MOVINGBLOCK = -199987
Moving Pushable Blocks
SPLAYER SPLAYER_OVERHEAD_CMB = -199986
Overhead combos
SPLAYER SPLAYER_OVERHEAD_FFC = -199985
Overhead ffcs
SPLAYER SPLAYER_DARKROOM_UNDER = -199984
Under dark room darkness
SPLAYER SPLAYER_DARKROOM_OVER = -199983
Over dark room darkness
SPLAYER SPLAYER_FFC_DRAW = -199982
Non-Overhead ffcs
SPLAYER SPLAYER_LENS_UNDER_1 = -199981
Lens drawing secrets/revealing things
SPLAYER SPLAYER_LENS_UNDER_2 = -199980
Lens drawing secrets/revealing things
SPLAYER SPLAYER_LENS_OVER = -199979
Lens drawing blackness to cover most of the screen
LIFTFL LIFTFL_DISABLE_SHIELD = 0
for Hero->LiftFlags[]
LIFTFL LIFTFL_DISABLE_ITEMS = 1
LIFTFL LIFTFL_NO_SWIMMING = 2
LIFTFL LIFTFL_MAX = 3
MR MR_SCREEN = 0
MR MR_DMAP = 1
MR MR_LEVEL = 2
MR MR_NEVER = 3
MRF MRF_NOCUT = 0
MRF MRF_REVERT = 1
ITM ITM_BURNSPR_NO_BURN = 0
ITM ITM_BURNSPR_ANY_BURN = 1
ITM ITM_BURNSPR_STRONG_BURN = 2
ITM ITM_BURNSPR_MAGIC_BURN = 3
ITM ITM_BURNSPR_DIVINE_BURN = 4
ITM ITM_BURNSPR_MAX = 5
SSTYPE SSTYPE_ACTIVE = 0
{ This section for engine subscreen stuff Subscreen Types
SSTYPE SSTYPE_PASSIVE = 1
SSTYPE SSTYPE_OVERLAY = 2
SSTYPE SSTYPE_MAX = 3
SSFL SSFL_ACTIVE_NOPAGEWRAP = 0
Subscreen Flags
SSFL SSFL_ACTIVE_OVERRIDE_SELECTOR = 1
SSFL SSFL_ACTIVE_MAX = 2
SSFL SSFL_PASSIVE_MAX = 0
SSFL SSFL_OVERLAY_MAX = 0
TRANS TRANS_TY_INSTANT = 0
Transition Types
TRANS TRANS_TY_SLIDE = 1
TRANS TRANS_TY_PIXEL = 2
TRANS TRANS_TY_MAX = 3
TRANS TRANS_INSTANT_ARG_MAX = 0
Transition arguments
TRANS TRANS_SLIDE_ARG_DIR = 0
TRANS TRANS_SLIDE_ARG_SPEED = 1
TRANS TRANS_SLIDE_ARG_MAX = 2
TRANS TRANS_PIXEL_ARG_INVERT = 0
TRANS TRANS_PIXEL_ARG_DURATION = 1
TRANS TRANS_PIXEL_ARG_XOFF = 2
TRANS TRANS_PIXEL_ARG_YOFF = 3
TRANS TRANS_PIXEL_ARG_MAX = 4
TRANSFLAG TRANSFLAG_NO_HIDE_SELECTOR = 0
Transition Flags
TRANSFLAG TRANSFLAG_MAX = 1
SUBVISIB SUBVISIB_CLOSED = 0
Visible while the active subscreen is closed
SUBVISIB SUBVISIB_OPEN = 1
Visible while the active subscreen is open
SUBVISIB SUBVISIB_SCROLLING = 2
Visible while the active subscreen is opening/closing
SUBVISIB SUBVISIB_NO_MSGSTR = 3
Hide while a message string is displaying
SUBVISIB SUBVISIB_MAX = 4
SUBW SUBW_GENFL_SELECTABLE = 0
Widget genflags
SUBW SUBW_GENFL_PGMODE_NOWRAP = 1
SUBW SUBW_GENFL_SELECTOR_OVERRIDE = 2
SUBW SUBW_GENFL_MAX = 3
SUB SUB_CS_MCGUFF = -1
Special Subscreen CSet Values
SUB SUB_CS_MCGUFF_FRAME = -2
SUB SUB_CS_OW_MAP = -3
SUB SUB_CS_DUNG_MAP = -4
SUB SUB_CS_BLUEFRAME = -5
SUB SUB_CS_HCPIECES = -6
SUB SUB_CS_SSVINE = -7
SUB SUB_CS_MIN = -8
SUB SUB_COLOR_SYS_0 = -1
Special Subscreen Color Values
SUB SUB_COLOR_SYS_1 = -2
SUB SUB_COLOR_SYS_2 = -3
SUB SUB_COLOR_SYS_3 = -4
SUB SUB_COLOR_SYS_4 = -5
SUB SUB_COLOR_SYS_5 = -6
SUB SUB_COLOR_SYS_6 = -7
SUB SUB_COLOR_SYS_7 = -8
SUB SUB_COLOR_SYS_8 = -9
SUB SUB_COLOR_SYS_9 = -10
SUB SUB_COLOR_SYS_10 = -11
SUB SUB_COLOR_SYS_11 = -12
SUB SUB_COLOR_SYS_12 = -13
SUB SUB_COLOR_SYS_13 = -14
SUB SUB_COLOR_SYS_14 = -15
SUB SUB_COLOR_SYS_15 = -16
SUB SUB_COLOR_TEXT = -17
SUB SUB_COLOR_OVERW_BG = -19
SUB SUB_COLOR_DUNG_BG = -20
SUB SUB_COLOR_DUNG_FG = -21
SUB SUB_COLOR_CAVE_FG = -22
SUB SUB_COLOR_BS_DARK = -23
SUB SUB_COLOR_BS_GOAL = -24
SUB SUB_COLOR_COMPASS_L = -25
SUB SUB_COLOR_COMPASS_D = -26
SUB SUB_COLOR_SUBSCR_BG = -27
SUB SUB_COLOR_SUBSCR_SHD = -28
SUB SUB_COLOR_MCGUFF_FRM = -29
SUB SUB_COLOR_LMAP_BG = -30
SUB SUB_COLOR_LMAP_FG = -31
SUB SUB_COLOR_HERODOT = -32
SUB SUB_COLOR_MSGTXT = -33
SUB SUB_COLOR_TRANSPARENT = -34
SUB SUB_COLOR_MIN = -35
SUB SUB_SPTILE_SSVINE = -1
Special Subscreen Tile Values
SUB SUB_SPTILE_MAGICMETER = -2
SUB SUB_SPTILE_MIN = -3
SUBW SUBW_FRAME_FLAG_TRANSP = 0
{ Subscreen type-specific flag constants Flags for SUBWIDG_FRAME
SUBW SUBW_FRAME_FLAG_OVERLAY = 1
SUBW SUBW_FRAME_NUMFLAGS = 2
SUBW SUBW_TEXT_NUMFLAGS = 0
Flags for SUBWIDG_TEXT
SUBW SUBW_LINE_FLAG_TRANSP = 0
Flags for SUBWIDG_LINE
SUBW SUBW_LINE_NUMFLAGS = 1
SUBW SUBW_RECT_FLAG_TRANSP = 0
Flags for SUBWIDG_RECT
SUBW SUBW_RECT_FLAG_FILLED = 1
SUBW SUBW_RECT_NUMFLAGS = 2
SUBW SUBW_TIME_FLAG_ALTSTR = 0
Flags for SUBWIDG_TIME
SUBW SUBW_TIME_NUMFLAGS = 1
SUBW SUBW_MMETER_NUMFLAGS = 0
Flags for SUBWIDG_MMETER
SUBW SUBW_LMETER_FLAG_BOTTOM = 0
Flags for SUBWIDG_LMETER
SUBW SUBW_LMETER_NUMFLAGS = 1
SUBW SUBW_BTNITM_FLAG_TRANSP = 0
Flags for SUBWIDG_BTNITM
SUBW SUBW_BTNITM_NUMFLAGS = 1
SUBW SUBW_COUNTER_FLAG_SHOW0 = 0
Flags for SUBWIDG_COUNTER
SUBW SUBW_COUNTER_FLAG_ONLYSEL = 1
SUBW SUBW_COUNTER_NUMFLAGS = 2
SUBW SUBW_OLDCTR_FLAG_USEX = 0
Flags for SUBWIDG_OLDCTR
SUBW SUBW_OLDCTR_NUMFLAGS = 1
SUBW SUBW_MMAPTITLE_FLAG_REQMAP = 0
Flags for SUBWIDG_MMAPTITLE
SUBW SUBW_MMAPTITLE_FLAG_ONELINE = 1
SUBW SUBW_MMAPTITLE_NUMFLAGS = 2
SUBW SUBW_MMAP_FLAG_SHOWMAP = 0
Flags for SUBWIDG_MMAP
SUBW SUBW_MMAP_FLAG_SHOWPLAYER = 1
SUBW SUBW_MMAP_FLAG_SHOWCOMPASS = 2
SUBW SUBW_MMAP_NUMFLAGS = 3
SUBW SUBW_LMAP_FLAG_SHOWMAP = 0
Flags for SUBWIDG_LMAP
SUBW SUBW_LMAP_FLAG_SHOWROOM = 1
SUBW SUBW_LMAP_FLAG_SHOWPLAYER = 2
SUBW SUBW_LMAP_FLAG_LARGE = 3
SUBW SUBW_LMAP_NUMFLAGS = 4
SUBW SUBW_BGCOLOR_NUMFLAGS = 0
Flags for SUBWIDG_BGCOLOR
SUBW SUBW_ITEMSLOT_FLAG_INVIS = 0
Flags for SUBWIDG_ITEMSLOT
SUBW SUBW_ITEMSLOT_FLAG_NON_EQUIPPABLE = 1
SUBW SUBW_ITEMSLOT_MOVE_IGNORE_SPEC_SELTEXT = 2
SUBW SUBW_ITEMSLOT_MOVE_IGNORE_SPEC_DISPLAY = 3
SUBW SUBW_ITEMSLOT_FLAG_NO_INTERACT_WO_ITEM = 4
SUBW SUBW_ITEMSLOT_FLAG_NO_INTERACT_WO_EQUIP = 5
SUBW SUBW_ITEMSLOT_FLAG_NO_UNEQUIP = 6
SUBW SUBW_ITEMSLOT_NUMFLAGS = 7
SUBW SUBW_MCGUFF_FRAME_FLAG_SHOWFRAME = 0
Flags for SUBWIDG_MCGUFF_FRAME
SUBW SUBW_MCGUFF_FRAME_FLAG_SHOWPIECES = 1
SUBW SUBW_MCGUFF_FRAME_FLAG_LARGEPIECES = 2
SUBW SUBW_MCGUFF_FRAME_NUMFLAGS = 3
SUBW SUBW_MCGUFF_FLAG_OVERLAY = 0
Flags for SUBWIDG_MCGUFF
SUBW SUBW_MCGUFF_FLAG_TRANSP = 1
SUBW SUBW_MCGUFF_NUMFLAGS = 2
SUBW SUBW_TILEBLOCK_FLAG_OVERLAY = 0
Flags for SUBWIDG_TILEBLOCK
SUBW SUBW_TILEBLOCK_FLAG_TRANSP = 1
SUBW SUBW_TILEBLOCK_NUMFLAGS = 2
SUBW SUBW_MINITILE_FLAG_OVERLAY = 0
Flags for SUBWIDG_MINITILE
SUBW SUBW_MINITILE_FLAG_TRANSP = 1
SUBW SUBW_MINITILE_NUMFLAGS = 2
SUBW SUBW_SELECTOR_FLAG_TRANSP = 0
Flags for SUBWIDG_SELECTOR
SUBW SUBW_SELECTOR_FLAG_LARGE = 1
SUBW SUBW_SELECTOR_FLAG_USEB = 2
SUBW SUBW_SELECTOR_NUMFLAGS = 3
SUBW SUBW_GAUGE_FLAG_MOD1 = 0
Flags for SUBWIDG_LGAUGE,SUBWIDG_MGAUGE,SUBWIDG_MISCGAUGE
SUBW SUBW_GAUGE_FLAG_MOD2 = 1
SUBW SUBW_GAUGE_FLAG_MOD3 = 2
SUBW SUBW_GAUGE_FLAG_MOD4 = 3
SUBW SUBW_GAUGE_FLAG_UNIQUE_LAST = 4
SUBW SUBW_GAUGE_FLAG_FULL_TILE = 5
SUBW SUBW_GAUGE_FLAG_ANIMATE_UNDER = 6
SUBW SUBW_GAUGE_FLAG_ANIMATE_OVER = 7
SUBW SUBW_GAUGE_FLAG_ANIMATE_PERCENT = 8
SUBW SUBW_GAUGE_FLAG_ANIMATE_SKIP_FIRST = 9
SUBW SUBW_GAUGE_FLAG_INFITEM_REQUIRE = 10
SUBW SUBW_GAUGE_FLAG_INFITEM_DISALLOW = 11
SUBW SUBW_GAUGE_FLAG_GRID_RTOL = 12
SUBW SUBW_GAUGE_FLAG_GRID_TTOPB = 13
SUBW SUBW_GAUGE_FLAG_GRID_COLUMN_FIRST = 14
SUBW SUBW_GAUGE_FLAG_GRID_SNAKE_PATTERN = 15
SUBW SUBW_GAUGE_NUMFLAGS = 16
SUBW SUBW_TEXTBOX_FLAG_WORDWRAP = 0
Flags for SUBWIDG_TEXTBOX
SUBW SUBW_TEXTBOX_NUMFLAGS = 1
SUBW SUBW_SELECTEDTEXT_FLAG_WORDWRAP = 0
Flags for SUBWIDG_SELECTEDTEXT
SUBW SUBW_SELECTEDTEXT_NUMFLAGS = 1
SUBW SUBW_BTNCOUNTER_FLAG_SHOW0 = 0
Flags for SUBWIDG_BTNCOUNTER
SUBW SUBW_BTNCOUNTER_FLAG_NOCOLLAPSE = 1
SUBW SUBW_BTNCOUNTER_NUMFLAGS = 2
Variable descriptions#
const int ERR_RETURN = -1
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const int PI = 3.1416
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const int PI2 = 6.2832
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const int E = 2.7183
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const int RADIAN = 57.2958
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const int DEGREE = 0.0174
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const int SQRT_ERROR = 464
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const int SQRT_MAX = 463.409
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const int MAX_CONSTANT = 214748
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const int MIN_CONSTANT = -214748
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const int MAX_SCRIPTDRAWINGCOMMANDS = 1000
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const int MAX_INT = 214748
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const int MIN_INT = -214748
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const int MAX_FLOAT = 214748
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const int MIN_FLOAT = -214748
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const int MAX_SHORT = 32767
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const int MIN_SHORT = -32768
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const int MAX_BYTE = 255
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const int MIN_BYTE = 0
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const int MAX_COUNTER = 65535
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const int MIN_COUNTER = 0
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const long MAX_TIME = 1944000000L
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const int MIN_LWEAPON = 1
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const int MIN_EWEAPON = 1
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const int MIN_NPC = 1
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const int MIN_ITEM = 1
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const int MAX_LWEAPON = 255
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const int MAX_EWEAPON = 255
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const int MAX_NPCS = 255
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const int MAX_ITEM = 255
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const int MIN_FFC = 1
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const int MAX_FFC = 128
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const int MIN_OBJ = 1
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const int MIN_COUNTER_INDEX = 0
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const int MAX_COUNTER_INDEX = 106
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const int NUM_COUNTERS = 107
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const int MIN_COMBO_POS = 0
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const int MAX_COMBO_POS = 175
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const int NUM_COMBO_POS = 176
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const int MAX_OBJECT_POINTERS = 255
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const int MAX_WEAPON_POINTERS = 510
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const int MAX_TOTAL_OBJECT_POINTERS = 1020
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const int MAX_SPRITES = 1020
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const int MAX_DRAWING = 1000
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const int MIN_BITMAP_X = 0
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const int MAX_BITMAP_X = 511
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const int MIN_BITMAP_Y = 0
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const int MAX_BITMAP_Y = 511
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const int MAX_GLOBAL_VARIABLES = 255
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const int MAX_VARIABLES = 255
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const int MAX_BITSPERVARIABLE = 18
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const int MIN_ITEMDATA = 0
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const int MAX_ITEMDATA = 255
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const int NUM_ITEMDATA = 256
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const int NUM_LEVELS = 512
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const int MAX_ARRAY_POINTERS = 4095
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const int MAX_TILES = 214499
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const int MAX_COMBOS = 65279
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const int MAX_STRINGS = 65519
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const int HP_PER_HEART = 16
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const int MP_PER_BLOCK = 32
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const int MAX_MESSAGES = 65535
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const int MAX_MESSAGELENGTH = 145
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const int MAX_MAPS = 256
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const int MAX_DMAPS = 512
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const int MAX_DMAPNAMELENGTH = 21
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const int MAX_DMAPTITLELENGTH = 21
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const int MAX_DMAPINTROLENGTH = 73
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const int MAX_FFC_W = 4
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FFC Size Limitations
const int MAX_FFC_H = 4
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const int MAX_FFC_EFFECT_W = 64
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const int MAX_FFC_EFFECT_H = 64
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const int INIT_D_SIZE = 8
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Default array sizes
const int INIT_A_SIZE = 2
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const int MISC_SIZE = 32
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const int NPC_ATTRIBUTES_SIZE = 32
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const int ITEM_ATTRIBUTES_SIZE = 10
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const int GAMEMISC_SIZE = 32
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const int MAX_DEFENSE = 42
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const int MAX_DEFENCE = 42
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const int SCREEN_W = 256
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const int SCREEN_H = 176
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const int SCREEN_RIGHT = 255
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const int SCREEN_LEFT = 0
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const int SCREEN_TOP = 0
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const int SCREEN_BOTTOM = 175
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const int SUBSCREEN_BOTTOM = -1
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const int SUBSCREEN_TOP = -56
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const int SCREEN_CENTER_X = 128
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const int SCREEN_CENTRE_X = 128
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const int SCREEN_CENTER_Y = 88
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const int SCREEN_CENTRE_Y = 88
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const int GRAVITY = 0.16
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Defaults from Init Data
const int TERMINAL_VELOCITY = 3.2
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const int JUMPING_LAYER_THRESHOLD = 16
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const int CSET_0 = 0
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CSet Initial Colour Swatch positions
const int CSET_1 = 16
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const int CSET_2 = 32
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const int CSET_3 = 48
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const int CSET_4 = 64
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const int CSET_5 = 80
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const int CSET_6 = 96
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const int CSET_7 = 112
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const int CSET_8 = 128
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const int CSET_9 = 144
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const int CSET_10 = 160
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const int CSET_11 = 176
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const int CSET_12 = 192
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const int CSET_13 = 208
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const int CSET_14 = 224
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const int CSET_15 = 240
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const int SFX_ARROW = 1
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Sound effect IDs. To be used for PlaySound().
const int SFX_BEAM = 2
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const int SFX_BOMB = 3
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const int SFX_BRANG = 4
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const int SFX_CHARGE1 = 35
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const int SFX_CHARGE2 = 36
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const int SFX_CURSOR = 5
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const int SFX_CLINK = 6
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const int SFX_CLEARED = 7
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const int SFX_DINSFIRE = 37
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const int SFX_DODONGO = 8
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const int SFX_SHUTTER = 9
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const int SFX_EDEAD = 10
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const int SFX_EHIT = 11
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const int SFX_LOWHP = 12
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const int SFX_FALL = 38
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const int SFX_FARORESWIND = 39
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const int SFX_FIRE = 13
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const int SFX_FIREBALL = 40
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const int SFX_GANON = 14
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const int SFX_GASP = 15
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const int SFX_GRASSCUT = 41
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const int SFX_HAMMER = 16
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const int SFX_HAMMERPOST = 42
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const int SFX_HOOKSHOT = 17
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const int SFX_HOVER = 43
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const int SFX_ICE = 44
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const int SFX_JUMP = 45
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const int SFX_LENSOFF = 46
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const int SFX_LENSON = 47
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const int SFX_MSG = 18
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const int SFX_NAYRUSLOVE1 = 48
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const int SFX_NAYRUSLOVE2 = 49
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const int SFX_OUCH = 19
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const int SFX_PICKUP = 20
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const int SFX_PLACE = 21
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const int SFX_PLINK = 22
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const int SFX_PUSHBLOCK = 50
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const int SFX_REFILL = 23
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const int SFX_ROAR = 24
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const int SFX_ROCK = 51
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const int SFX_ROCKETDOWN = 52
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const int SFX_ROCKETUP = 53
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const int SFX_SCALE = 25
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const int SFX_SEA = 26
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const int SFX_SECRET = 27
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const int SFX_SPINATTACK = 54
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const int SFX_SPIRAL = 28
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const int SFX_SPLASH = 55
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const int SFX_STAIRS = 29
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const int SFX_SUMMON = 56
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const int SFX_SWORD = 30
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const int SFX_TAP1 = 57
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const int SFX_TAP2 = 58
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const int SFX_PATRA = 31
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const int SFX_WAND = 32
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const int SFX_WHIRLWIND = 59
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const int SFX_WHISTLE = 33
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const int SFX_ZELDA = 34
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const int SP_ARROW_ENEMY = 19
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Sprite IDs. To be used with UseSprite().
const int SP_ARROW1 = 10
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const int SP_ARROW2 = 11
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const int SP_ARROW3 = 34
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const int SP_BAIT = 14
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const int SP_BOMB_ENEMY = 76
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const int SP_SBOMB_ENEMY = 77
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const int SP_BOMB = 7
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const int SP_SBOMB = 8
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const int SP_BRANG1 = 4
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const int SP_BRANG2 = 5
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const int SP_BRANG3 = 6
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const int SP_CANEOFBYRNA = 69
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const int SP_BYRNABEAM = 87
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const int SP_BYRNASLASH = 70
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const int SP_DINSFIRE_FALL = 39
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const int SP_DINSFIRE_RISE = 38
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const int SP_DINSFIRE_TRAIL_FALL = 41
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const int SP_DINSFIRE_TRAIL_RISE = 40
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const int SP_BOMB_ENEMY_EXPLOSION = 78
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const int SP_SBOMB_ENEMY_EXPLOSION = 79
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const int SP_BOMB_EXPLOSION = 9
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const int SP_SBOMB_EXPLOSION = 75
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const int SP_FIRE_ENEMY = 35
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const int SP_FIRE2_ENEMY = 81
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const int SP_FIRETRAIL2 = 82
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const int SP_FIRETRAIL = 80
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const int SP_FIREBALL = 17
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const int SP_FLAME = 12
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const int SP_FIRE = 12
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const int SP_HAMMER = 25
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const int SP_HOOKSHOT1_CHAIN_H = 27
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const int SP_HOOKSHOT1_CHAIN_V = 42
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const int SP_HOOKSHOT1_HANDLE = 28
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const int SP_HOOKSHOT1_HEAD = 26
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const int SP_HOOKSHOT2_CHAIN_H = 72
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const int SP_HOOKSHOT2_CHAIN_V = 74
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const int SP_HOOKSHOT2_HANDLE = 73
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const int SP_HOOKSHOT2_HEAD = 71
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const int SP_ICE = 83
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const int SP_MAGIC_ENEMY = 21
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const int SP_MAGIC_FIRE = 85
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const int SP_MAGIC = 16
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const int SP_MISC44 = 44
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const int SP_MISC45 = 45
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const int SP_MISC57 = 57
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const int SP_MISC24 = 24
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const int SP_MISC_ARROW2 = 29
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const int SP_MISC_ARROW3 = 30
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const int SP_MISC_BRANG2 = 31
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const int SP_MISC_BRANG3 = 32
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const int SP_MISC_BUSH = 52
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const int SP_MISC_DEATH = 23
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const int SP_MISC_FLOWER = 53
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const int SP_MISC_GRASS = 54
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const int SP_MISC_HAMMER = 33
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const int SP_MISC_HOVER = 84
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const int SP_MISC_MAGICMETER = 37
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const int SP_MISC_MORE = 43
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const int SP_MISC_QHEART = 86
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const int SP_MISC_RIPPLE = 56
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const int SP_MISC_SHADOW2 = 51
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const int SP_MISC_SHADOW1 = 50
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const int SP_SPAWN = 22
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const int SP_MISC_SSVINE = 68
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const int SP_TALLGRASS = 55
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const int SP_NAYRU_LEFT = 58
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const int SP_NAYRU_LEFT2 = 59
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const int SP_NAYRU_RIGHT = 62
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const int SP_NAYRU_RIGHT2 = 63
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const int SP_NAYRU_BACK = 67
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const int SP_NAYRU_FRONT = 66
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const int SP_NAYRU_TRAIL_LEFT = 60
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const int SP_NAYRU_TRAIL_LEFT2 = 61
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const int SP_NAYRU_TRAIL_RIGHT = 64
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const int SP_NAYRU_TRAIL_RIGHT2 = 65
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const int SP_ROCK = 18
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const int SP_SWORD_ENEMY = 20
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const int SP_SWORD1 = 0
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const int SP_SLASH1 = 46
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const int SP_SWORD2 = 1
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const int SP_SLASH2 = 47
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const int SP_SWORD3 = 2
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const int SP_SLASH3 = 48
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const int SP_SWORD4 = 3
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const int SP_SLASH4 = 49
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const int SP_WAND = 15
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const int SP_WHIRL = 13
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const int SP_WIND = 36
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const int DIR2_UP = 8
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User-Defined Sprites Range 088 to 255 Extra Directions. Used with some stuff?
const int DIR2_RIGHTUP = 9
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const int DIR2_RIGHT = 10
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const int DIR2_RIGHTDOWN = 11
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const int DIR2_DOWN = 12
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const int DIR2_LEFTDOWN = 13
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const int DIR2_LEFT = 14
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const int DIR2_LEFTUP = 15
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const int DIR2_UPRIGHT = 9
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Repeat in DOWN*/UP* format
const int DIR2_DOWNRIGHT = 11
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const int DIR2_DOWNLEFT = 13
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const int DIR2_UPLEFT = 15
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const int DEG_DIR_RIGHTUP = 315
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Equivalent Degrees and Radians for Cardinal Directions Degrees
const int DEG_DIR_UPRIGHT = 315
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const int DEG_DIR_UP = 270
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const int DEG_DIR_UPLEFT = 225
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const int DEG_DIR_LEFTUP = 225
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const int DEG_DIR_LEFT = 180
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const int DEG_DIR_LEFTDOWN = 135
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const int DEG_DIR_DOWNLEFT = 135
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const int DEG_DIR_DOWN = 90
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const int DEG_DIR_RIGHTDOWN = 45
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const int DEG_DIR_DOWNRIGHT = 45
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const int DEG_DIR_RIGHT = 0
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const int RAD_DIR_RIGHTUP = 5.4978
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Radians
const int RAD_DIR_UPRIGHT = 5.4978
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const int RAD_DIR_UP = 4.7214
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const int RAD_DIR_UPLEFT = 3.927
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const int RAD_DIR_LEFTUP = 3.927
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const int RAD_DIR_LEFT = 3.1416
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const int RAD_DIR_LEFTDOWN = 2.3562
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const int RAD_DIR_DOWNLEFT = 2.3562
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const int RAD_DIR_DOWN = 1.5708
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const int RAD_DIR_RIGHTDOWN = 0.7854
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const int RAD_DIR_DOWNRIGHT = 0.7854
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const int RAD_DIR_RIGHT = 0
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const int EXT_NONE = 0
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Sprite extending methods. Use with item->Extend, npc->Extend, eweapon->Extend and lweapon->Extend.
const int EXT_16X32 = 1
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const int EXT_32X32 = 2
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const int EXT_NORMAL = 3
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const int EXT_EXTENDED = 3
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const int EXT_NOSHADOW = 4
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const int LI_TRIFORCE = 1
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! We need some better names for Extend constants. Level item flags. Or (|) these together and use with Game->LItems[]
const int LI_MAP = 2
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const int LI_COMPASS = 4
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const int LI_BOSS = 8
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const int LI_BOSSKEY = 16
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const int MB_LEFTCLICK = 1
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Mouse buttons
const int MB_RIGHTCLICK = 2
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const int MB_MIDDLECLICK = 4
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const int CB_UP = 0
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Controller buttons
const int CB_DOWN = 1
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const int CB_LEFT = 2
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const int CB_RIGHT = 3
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const int CB_A = 4
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const int CB_B = 5
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const int CB_START = 6
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const int CB_L = 7
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const int CB_R = 8
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const int CB_MAP = 9
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const int CB_EX1 = 10
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const int CB_X = 10
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const int CB_EX2 = 11
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const int CB_Y = 11
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const int CB_EX3 = 12
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const int CB_EX4 = 13
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const int CB_STICKUP = 14
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const int CB_STICKDOWN = 15
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const int CB_STICKLEFT = 16
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const int CB_STICKRIGHT = 17
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const int CB_AXIS_UP = 14
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const int CB_AXIS_DOWN = 15
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const int CB_AXIS_LEFT = 16
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const int CB_AXIS_RIGHT = 17
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const int CB_MAX = 18
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const int I_AMULET1 = 50
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Item IDs. Use with CreateItem() and Link->Item[]. These are DEFAULT values, and may not be correct for custom quests which have overridden item action data.
const int I_AMULET2 = 63
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const int I_ARROW1 = 13
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const int I_ARROW2 = 14
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const int I_ARROW3 = 57
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const int I_ARROWAMMO1 = 70
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const int I_ARROWAMMO10 = 72
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const int I_ARROWAMMO30 = 73
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const int I_ARROWAMMO5 = 71
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const int I_BAIT = 16
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const int I_BOMB = 3
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const int I_BOMBAMMO1 = 77
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const int I_BOMBAMMO30 = 80
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const int I_BOMBAMMO4 = 78
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const int I_BOMBAMMO8 = 79
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const int I_BOMBBAG1 = 81
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const int I_BOMBBAG2 = 82
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const int I_BOMBBAG3 = 83
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const int I_BOMBBAG4 = 106
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const int I_BOOK = 32
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const int I_BOOTS = 55
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const int I_BOSSKEY = 67
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const int I_BOW1 = 15
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const int I_BOW2 = 68
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const int I_BRACELET1 = 107
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const int I_BRACELET2 = 19
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const int I_BRACELET3 = 56
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const int I_BRANG1 = 23
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const int I_BRANG2 = 24
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const int I_BRANG3 = 35
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const int I_CANDLE1 = 10
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const int I_CANDLE2 = 11
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const int I_CBYRNA = 88
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const int I_CHARGERING1 = 101
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const int I_CHARGERING2 = 102
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const int I_CLOCK = 4
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const int I_COMPASS = 22
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const int I_CROSSSCROLL = 95
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const int I_DINSFIRE = 64
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const int I_DUST_PILE = 43
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const int I_FAIRY = 34
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const int I_FAIRYSTILL = 69
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const int I_FARORESWIND = 65
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const int I_FLIPPERS = 51
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const int I_HAMMER = 54
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const int I_HCPIECE = 49
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const int I_HEART = 2
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const int I_HEARTCONTAINER = 28
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const int I_HEARTRING1 = 112
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const int I_HEARTRING2 = 113
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const int I_HEARTRING3 = 114
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const int I_HOOKSHOT1 = 52
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const int I_HOOKSHOT2 = 89
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const int I_HOVERBOOTS = 92
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const int I_KEY = 9
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const int I_KILLALL = 62
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const int I_LADDER1 = 27
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const int I_LADDER2 = 108
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const int I_LENS = 53
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const int I_LETTER = 12
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const int I_LETTERUSED = 90
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const int I_LEVELKEY = 84
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const int I_MAGICCONTAINER = 58
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const int I_MAGICJAR1 = 59
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const int I_MAGICJAR2 = 60
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const int I_MAGICKEY = 33
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const int I_MAGICRING1 = 115
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const int I_MAGICRING2 = 116
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const int I_MAGICRING3 = 117
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const int I_MAGICRING4 = 118
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const int I_MAP = 21
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const int I_MISC1 = 46
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const int I_MISC2 = 47
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const int I_NAYRUSLOVE = 66
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const int I_PERILRING = 121
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const int I_PERILSCROLL = 103
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const int I_POTION1 = 29
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const int I_POTION2 = 30
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const int I_QUAKESCROLL1 = 96
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const int I_QUAKESCROLL2 = 97
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const int I_QUIVER1 = 74
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const int I_QUIVER2 = 75
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const int I_QUIVER3 = 76
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const int I_QUIVER4 = 105
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const int I_RAFT = 26
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const int I_RING1 = 17
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const int I_RING2 = 18
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const int I_RING3 = 61
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const int I_ROCSFEATHER = 91
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const int I_RUPEE1 = 0
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const int I_RUPEE10 = 86
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const int I_RUPEE100 = 87
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const int I_RUPEE20 = 38
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const int I_RUPEE200 = 40
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const int I_RUPEE5 = 1
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const int I_RUPEE50 = 39
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const int I_SBOMB = 48
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const int I_SELECTA = 45
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const int I_SELECTB = 85
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const int I_SHIELD1 = 93
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const int I_SHIELD2 = 8
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const int I_SHIELD3 = 37
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const int I_SPINSCROLL1 = 94
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const int I_SPINSCROLL2 = 98
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const int I_STOMPBOOTS = 120
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const int I_STONEAGONY = 119
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const int I_SWORD1 = 5
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const int I_SWORD2 = 6
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const int I_SWORD3 = 7
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const int I_SWORD4 = 36
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const int I_TRIFORCE = 20
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const int I_TRIFORCEBIG = 44
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const int I_WALLET500 = 41
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const int I_WALLET999 = 42
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const int I_WALLETA = 104
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const int I_WAND = 25
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const int I_WEALTHMEDAL = 109
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const int I_WEALTHMEDAL2 = 110
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const int I_WEALTHMEDAL3 = 111
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const int I_WHIMSICALRING = 122
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const int I_WHISPRING1 = 99
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const int I_WHISPRING2 = 100
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const int I_WHISTLE = 31
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const int IP_BIGRANGE = 1
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Item pickup flags. OR (|) these together to use with item->Pickup Other values are reserved for internal usage, and have no effect
const int IP_HOLDUP = 2
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const int IP_ST_ITEM = 4
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const int IP_DUMMY = 8
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const int IP_CHECK = 16
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const int IP_MONEY = 32
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const int IP_FADE = 64
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const int IP_ENEMYCARRIED = 128
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const int IP_TIMEOUT = 256
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const int IP_BIGTRIFORCE = 512
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const int IP_NODRAW = 1024
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const int IP_ST_SPECIALITEM = 2048
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const int IP_TRIGGERSECRETS = 4096
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const int IP_ALWAYSGRAB = 8192
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const int LW_SWORD = 1
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LWeapon types. Use with Screen->CreateLWeapon() and Screen->LoadLWeapon().
const int LW_WAND = 12
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const int LW_CANDLE = 12
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const int LW_HAMMER = 19
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const int LW_HOOKSHOT = 20
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const int LW_CANEOFBYRNA = 27
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const int LW_BUGNET = 52
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const int LW_ARROW = 8
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const int LW_BEAM = 2
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const int LW_BRANG = 3
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const int LW_BOMB = 6
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const int LW_BOMBBLAST = 4
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const int LW_SBOMB = 7
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const int LW_SBOMBBLAST = 5
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const int LW_FIRE = 9
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const int LW_WHISTLE = 10
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const int LW_BAIT = 11
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const int LW_MAGIC = 13
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const int LW_WIND = 15
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const int LW_REFMAGIC = 16
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const int LW_REFFIREBALL = 17
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const int LW_REFROCK = 18
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const int LW_REFBEAM = 28
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const int LW_SPARKLE = 23
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const int LW_FIRESPARKLE = 24
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const int LW_SCRIPT1 = 31
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Dummy weapons, for use with scripts.
const int LW_SCRIPT2 = 32
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const int LW_SCRIPT3 = 33
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const int LW_SCRIPT4 = 34
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const int LW_SCRIPT5 = 35
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const int LW_SCRIPT6 = 36
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const int LW_SCRIPT7 = 37
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const int LW_SCRIPT8 = 38
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const int LW_SCRIPT9 = 39
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const int LW_SCRIPT10 = 40
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const int LW_ICE = 41
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unimplemented
const int LW_THROWN = 44
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const int LW_REFARROW = 53
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const int LW_REFFIRE = 54
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const int LW_REFFIRE2 = 55
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const int EW_ARROW = 130
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EWeapon types. Use with Screen->CreateEWeapon() and Screen->LoadEWeapon().
const int EW_BRANG = 131
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const int EW_BEAM = 132
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const int EW_ROCK = 133
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const int EW_MAGIC = 134
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const int EW_FIREBALL = 129
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const int EW_FIREBALL2 = 145
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const int EW_BOMB = 137
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const int EW_BOMBBLAST = 135
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const int EW_SBOMB = 138
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const int EW_SBOMBBLAST = 136
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const int EW_FIRETRAIL = 139
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const int EW_FIRE = 140
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const int EW_WIND = 141
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const int EW_FIRE2 = 142
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const int EW_SCRIPT1 = 31
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Dummy weapons, for use with scripts.
const int EW_SCRIPT2 = 32
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const int EW_SCRIPT3 = 33
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const int EW_SCRIPT4 = 34
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const int EW_SCRIPT5 = 35
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const int EW_SCRIPT6 = 36
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const int EW_SCRIPT7 = 37
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const int EW_SCRIPT8 = 38
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const int EW_SCRIPT9 = 39
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const int EW_SCRIPT10 = 40
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const int NPC_ABEI = 1
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Guy IDs. Use with Screen->CreateNPC().
const int NPC_AMA = 2
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const int NPC_MERCHANT = 3
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const int NPC_MOBLIN = 4
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const int NPC_FIRE = 5
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const int NPC_FAIRY = 6
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const int NPC_GORIYA = 7
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const int NPC_ZELDA = 8
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const int NPC_ABEI2 = 9
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const int NPC_AQUAMENTUSL = 93
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Default enemy IDs. Use with CreateNPC().
const int NPC_AQUAMENTUSR = 58
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const int NPC_ARMOS = 37
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const int NPC_BAT = 106
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const int NPC_BOMBCHU = 160
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const int NPC_BOULDER = 135
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const int NPC_BUBBLEITEMP = 118
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const int NPC_BUBBLEITEMR = 119
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const int NPC_BUBBLEITEMT = 117
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const int NPC_BUBBLESWORDP = 81
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const int NPC_BUBBLESWORDR = 82
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const int NPC_BUBBLESWORDT = 51
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const int NPC_CEILINGMASTER = 101
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const int NPC_DARKNUT1 = 49
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const int NPC_DARKNUT2 = 50
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const int NPC_DARKNUT3 = 92
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const int NPC_DARKNUT4 = 172
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const int NPC_DARKNUT5 = 87
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const int NPC_DIGDOGGER1 = 66
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const int NPC_DIGDOGGER3 = 67
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const int NPC_DIGKID1 = 68
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const int NPC_DIGKID2 = 69
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const int NPC_DIGKID3 = 70
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const int NPC_DIGKID4 = 71
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const int NPC_DODONGO = 60
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const int NPC_DODONGOBS = 114
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const int NPC_DODONGOFIRE = 115
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const int NPC_ENEMYFIRE = 85
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const int NPC_FLOORMASTER = 102
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const int NPC_GANON = 78
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const int NPC_GEL = 42
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const int NPC_GELFIRE = 161
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const int NPC_GELFIRETRIB = 163
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const int NPC_GELTRIB = 88
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const int NPC_GHINI1 = 35
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const int NPC_GHINI2 = 36
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const int NPC_GHINIMGC = 173
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const int NPC_GIBDO = 54
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const int NPC_GLEEOK1 = 62
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const int NPC_GLEEOK1FIRE = 109
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const int NPC_GLEEOK2 = 63
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const int NPC_GLEEOK2FIRE = 110
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const int NPC_GLEEOK3 = 64
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const int NPC_GLEEOK3FIRE = 111
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const int NPC_GLEEOK4 = 65
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const int NPC_GLEEOK4FIRE = 112
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const int NPC_GOHMA1 = 72
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const int NPC_GOHMA2 = 73
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const int NPC_GOHMA3 = 121
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const int NPC_GOHMAFIRE = 122
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const int NPC_GORIYA1 = 45
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const int NPC_GORIYA2 = 46
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const int NPC_GORIYA3 = 136
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const int NPC_GRAPBUGHP = 174
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const int NPC_GRAPBUGMP = 175
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const int NPC_ITEMFAIRY = 84
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const int NPC_KEESE1 = 38
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const int NPC_KEESE2 = 39
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const int NPC_KEESE3 = 40
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const int NPC_KEESETRIB = 90
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const int NPC_LANMOLA1 = 74
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const int NPC_LANMOLA2 = 75
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const int NPC_LEEVER1 = 26
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const int NPC_LEEVER2 = 27
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const int NPC_LEEVER3 = 137
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const int NPC_LIKELIKE = 53
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const int NPC_LYNEL1 = 30
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const int NPC_LYNEL2 = 31
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const int NPC_LYNEL3 = 168
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const int NPC_MANHANDLA = 61
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const int NPC_MANHANDLA2 = 94
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const int NPC_MOBLIN1 = 28
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const int NPC_MOBLIN2 = 29
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const int NPC_MOLDORM = 59
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const int NPC_OCTOROCK1F = 22
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const int NPC_OCTOROCK1S = 20
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const int NPC_OCTOROCK2F = 23
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const int NPC_OCTOROCK2S = 21
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const int NPC_OCTOROCKBOMBF = 141
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const int NPC_OCTOROCKBOMBS = 140
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const int NPC_OCTOROCKFIREF = 139
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const int NPC_OCTOROCKFIRES = 138
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const int NPC_OCTOROCKMGC = 86
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const int NPC_PATRA1 = 76
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const int NPC_PATRA2 = 104
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const int NPC_PATRA3 = 105
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const int NPC_PATRABS = 103
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const int NPC_PATRAOVAL = 77
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const int NPC_PEAHAT = 32
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const int NPC_PEAHATFIRE = 169
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const int NPC_POLSVOICE = 55
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const int NPC_POLSVOICEBS = 171
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const int NPC_POLSVOICEMGC = 170
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const int NPC_ROCK = 34
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const int NPC_ROPE1 = 44
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const int NPC_ROPE2 = 80
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const int NPC_SHOOTFBALL = 83
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const int NPC_SHOOTFLAME = 158
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const int NPC_SHOOTFLAME2 = 159
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const int NPC_SHOOTMAGIC = 154
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const int NPC_SHOOTROCK = 155
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const int NPC_SHOOTSPEAR = 156
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const int NPC_SHOOTSWORD = 157
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const int NPC_SPINTILE = 166
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const int NPC_SPINTILERND = 167
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const int NPC_STALFOS1 = 41
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const int NPC_STALFOS2 = 79
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const int NPC_STALFOS3 = 120
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const int NPC_TEKTITE1 = 24
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const int NPC_TEKTITE2 = 25
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const int NPC_TEKTITE3 = 165
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const int NPC_TRAP = 47
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const int NPC_TRAP8WAY = 142
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const int NPC_TRAPBACKSLASHC = 146
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const int NPC_TRAPBACKSLASHLOS = 147
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const int NPC_TRAPCCLOCKWISEC = 150
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const int NPC_TRAPCCLOCKWISELOS = 151
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const int NPC_TRAPCLOCKWISEC = 148
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const int NPC_TRAPCLOCKWISELOS = 149
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const int NPC_TRAPDIAG = 143
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const int NPC_TRAPHORIZC = 97
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const int NPC_TRAPHORIZLOS = 95
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const int NPC_TRAPSLASHC = 144
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const int NPC_TRAPSLASHLOS = 145
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const int NPC_TRAPVERTC = 98
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const int NPC_TRAPVERTLOS = 96
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const int NPC_TRIGGER = 116
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const int NPC_VIRE = 52
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const int NPC_VIRETRIB = 91
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const int NPC_WALLMASTER = 48
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const int NPC_WIZZROBE1 = 56
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const int NPC_WIZZROBE2 = 57
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const int NPC_WIZZROBEBAT = 107
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const int NPC_WIZZROBEBAT2 = 108
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const int NPC_WIZZROBEFIRE = 99
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const int NPC_WIZZROBEICE = 153
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const int NPC_WIZZROBEMIRR = 113
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const int NPC_WIZZROBESUMM = 152
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const int NPC_WIZZROBEWIND = 100
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const int NPC_ZOL = 43
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const int NPC_ZOLFIRE = 162
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const int NPC_ZOLFIRETRIB = 164
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const int NPC_ZOLTRIB = 89
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const int NPC_ZORA = 33
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const int HP_SILENT = -1000
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NPC hit point values. Use with npc->HP to make the enemy die in a special manner.
const int HP_GLEEOKHEAD = 1000
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const int NPCA_WALK_SHOTTYPE = 0
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Walking Enemy Indices
const int NPCA_WALK_DEATHTYPE = 1
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const int NPCA_WALK_DEATH_ATTR_1 = 2
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const int NPCA_WALK_DEATH_ATTR_2 = 3
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const int NPCA_WALK_DEATH_ATTR_3 = 4
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const int NPCA_WALK_EXTRA_SHOTS = 5
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const int NPCA_WALK_TOUCHEFFECT = 6
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const int NPCA_WALK_EFFECT_STR = 7
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const int NPCA_WALK_WALKSTYLE = 8
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const int NPCA_WALK_WALK_ATTRIB = 9
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const int NPCA_WALK_1SHOT = 0
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Walking Attributes (Settings) Shot Type
const int NPCA_WALK_ENDHALT = 1
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const int NPCA_WALK_RAPIDFIRE = 2
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const int NPCA_WALK_1FAST = 3
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const int NPCA_WALK_1SLANT = 4
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const int NPCA_WALK_3SHOTS = 5
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const int NPCA_WALK_4SHOTS = 6
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const int NPCA_WALK_5SHOTS = 7
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const int NPCA_WALK_3FAST = 8
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const int NPCA_WALK_BREATH = 9
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const int NPCA_WALK_8SHOTS = 10
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const int NPCA_WALK_SUMMON = 11
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const int NPCA_WALK_SUMMONLAYER = 12
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const int NPCA_WALK_DEATH_NORMAL = 0
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Death Type
const int NPCA_WALK_DEATH_SPLITHIT = 1
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const int NPCA_WALK_DEATH_SPLIT = 2
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const int NPCA_WALK_DEATH_8SHOTS = 3
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const int NPCA_WALK_DEATH_EXPLODE = 4
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const int NPCA_WALK_DEATH_TRIBBLE = 5
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const int NPCA_WALK_TOUCH_NORMAL = 0
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Touch Effcts
const int NPCA_WALK_TOUCH_TEMPJINX = 1
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const int NPCA_WALK_TOUCH_PERMJINX = 2
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const int NPCA_WALK_TOUCH_CUREJINX = 3
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const int NPCA_WALK_TOUCH_LOSEMAGIC = 4
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const int NPCA_WALK_TOUCH_LOSERUPEES = 5
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const int NPCA_WALK_TOUCH_DRUNK = 6
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const int NPCA_WALK_TOUCH_EATITEMS = 7
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const int NPCA_WALK_TOUCH_EATMAGIC = 8
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const int NPCA_WALK_TOUCH_EATRUPEES = 9
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const int NPCA_WALK_WS_NORMAL = 0
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Walkstyle
const int NPCA_WALK_WS_ROPE = 1
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const int NPCA_WALK_WS_VIRE = 2
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const int NPCA_WALK_WS_POLSVOICE = 3
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const int NPCA_GOHMA_SHOT_TYPE = 0
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Gohma Indices
const int NPCA1_GOHMA_1SHOT = 0
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Gohma Shot Type Settings
const int NPCA_GOHMA_3SHOTS = 1
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const int NPCA_GOHMA_BREATH = 2
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const int NPCA_WALLMASTER_FIXED_DIST = 0
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Wallmaster Indices
const int NPCA_WALLMASTER_FIXED_DIST_ON = 0
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Wallmaster Settings
const int NPCA_WALLMASTER_FIXED_DIST_OFF = 1
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const int NPCA_KEESE_MOVEMENT = 0
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Keese Indices
const int NPCA_KEESE_DEATHTYPE = 1
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const int NPCA_KEESE_WS_KEESE = 0
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Movement Style
const int NPCA_KEESE_WS_BAT = 1
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const int NPCA_KEESE_DEATH_NORMAL = 0
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Death Type
const int NPCA_KEESE_DEATH_TRIBBLE = 1
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const int NPCA_DIG_ID_1 = 0
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Digdogger Indices
const int NPCA_DIG_ID_2 = 1
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const int NPCA_DIG_ID_3 = 2
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const int NPCA_DIG_ID_4 = 3
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const int NPCA_DIG_ENEM_1_QUANTITY = 4
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const int NPCA_DIG_ENEM_2_QUANTITY = 5
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const int NPCA_DIG_ENEM_3_QUANTITY = 6
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const int NPCA_DIG_ENEM_4_QUANTITY = 7
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const int NPCA_DIG_TYPE = 8
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const int NPCA_DIG_TYPE_NORMAL = 0
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Digdogger Type Settings
const int NPCA_DIG_TYPE_KID = 1
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const int NPCA_DODONGO_TYPE = 8
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Dodongo Indices
const int NPCA_DODONGO_TYPE_NES = 0
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Dodongo Type Settings
const int NPCA_DODONGO_TYPE_BS = 1
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const int NPCA_GLEEOK_HEADS = 0
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Gleeok Indices
const int NPCA_GLEEOK_HEAD_HP = 1
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const int NPCA_GLEEOK_WEAPON = 2
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const int NPCA_GLEEOK_1SHOT = 0
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Gleeok Weapon Settings
const int NPCA_GLEEOK_BREATH = 2
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const int NPCA_GLEEOK_CLK = 3
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const int NPCA_GLEEOK_NECK_SEGMENTS = 4
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IDK what this setting does. It is th Clk line param in esGleeok::esGleeok, but Clk is not used in the function. -Z
const int NPCA_GLEEOK_NECK_OFFSET_1 = 5
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const int NPCA_GLEEOK_NECK_OFFSET_2 = 6
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const int NPCA_GLEEOK_HEAD_OFFSET = 7
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const int NPCA_GLEEOK_HEAD_FLY_OFFSET = 8
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const int NPCA_LANMOLA_SEGMENTS = 0
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Lanmola Indices
const int NPCA_LANMOLA_SEGMENT_LAG = 1
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const int NPCA_LANMOLA_SEGMENT_DROPS = 2
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const int NPCA_LANMOLA_NODROP = 0
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Lanmola Drop Settings
const int NPCA_LANMOLA_DROP = 1
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const int NPCA_LEVER_MOVE = 0
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Leever Indices
const int NPCA_LEEVER_PATH = 0
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Leever Movement Settings
const int NPCA1_LEEVER_INPLACE = 1
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const int NPCA_LEEVER_PATH2 = 0
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const int NPCA_LEVER_SUBMERGE_CSET = 1
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const int NPCA_LEVER_EMERGE_STEP = 2
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const int NPCA_MANHANDLA_FRAMERATE = 0
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Manhandla Indices
const int NPCA_MANHANDLA_SIZE = 1
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const int NPCA_MANHANDLA_SMALL = 0
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Manhandla Size Settings
const int NPCA_MANHANDLA_LARGE = 1
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const int NPCA_MOLDORM_SEGMENTS = 0
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Moldorm Indices
const int NPCA_MOLDORM_SEGMENT_DROPS = 1
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const int NPCA_MOLDORM_NODROP = 0
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Moldorm Drop Settings
const int NPCA_MOLDORM_DROP = 1
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const int NPCA_PATRA_RINGEYES = 0
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Patra Indices
const int NPCA_PATRA_INNEREYES = 1
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const int NPCA_PATRA_EYEHP = 2
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const int NPCA_PATRA_EYE_MOVEMENT = 3
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const int NPCA_PATRA_CIRCLE = 0
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Patra Eye Movmnt Settings
const int NPCA_PATRA_OVAL = 1
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const int NPCA_PATRA_SHOOTERS = 4
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const int NPCA_PATRA_SHOOTERS_NONE = 0
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Patra Shooters Settings
const int NPCA_PATRA_SHOOTERS_CORE = 1
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const int NPCA_PATRA_SHOOTERS_INNER = 2
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const int NPCA_PATRA_PATTERN_ODDS = 5
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const int NPCA_PATRA_PATTERN_CYCLES = 6
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const int NPCA_PATRA_EYE_OFFSET = 7
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const int NPCA_PATRA_EYE_CSET = 8
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const int NPCA_PATRA_TYPE = 9
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const int NPCA_PATRA_SMALL = 0
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Patra Type (Size) Settings
const int NPCA_PATRA_LARGE = 1
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const int NPCA_ROCK_SIZE = 9
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Rock Indices
const int NPCA_ROCK_SIZE_SMALL = 0
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Rock Settings
const int NPCA_ROCK_SIZE_LARGE = 1
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const int NPCA_WIZ_WALKSTYLE = 0
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Wizzrobe Indices
const int NPCA_WIZ_TELEPORT = 0
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Wizzrobe Walkstyle Settings
const int NPCA_WIZ_PHASE = 1
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const int NPCA_WIZ_SHOTTYPE = 1
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const int NPCA_WIZ_1SHOT = 0
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Wizzrobe Shot Type Settings
const int NPCA_WIZ_8SHOTS = 1
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const int NPCA_WIZ_SUMMON = 2
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const int NPCA_WIZ_SUMMON_LAYER = 3
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const int NPCA_WIZ_SHOT_ATTR_1 = 2
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const int NPCA_WIZ_SOLIDCOMBOS = 3
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const int NPCA_WIZ_SOLID_OK_NO = 0
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Wizzrobe Solid Combos Settings
const int NPCA_WIZ_SOLID_OK_YES = 1
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const int NPCA_WIZ_TELEPORT_DELAY = 4
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const int NPCA_TRAP_DIR = 0
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Trap Indices
const int NPCA_TRAP_DIR_4WAY = 0
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Trap Dir Settings
const int NPCA_TRAP_DIR_H = 1
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const int NPCA_TRAP_DIR_V = 2
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const int NPCA_TRAP_MOVE = 1
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const int NPCA_TRAP_MOVE_LOS = 0
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Trap Movement Settings
const int NPCA_TRAP_MOVE_CONSTANT = 1
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const int NPCA_TEKTITE_JUMP_START = 0
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Tektite Indices
const int NPCA_TEKTITE_JUMP_CONT = 1
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const int NPCA_TEKTITE_JUMP_VELOCITY = 2
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const int NPCMF_0POWERWEAPS = 1
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NPC Misc. Flags
const int NPCMF_ISINVISIBLE = 2
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const int NPCMF_NEVERRETURNS = 4
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const int NPCMF_NOT_BEATABLE = 8
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const int NPCMF_SPAWNFLICKER = 16
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const int NPCMF_ONLY_LENS = 32
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! These may be offset here, as MM defines: ! DEFINE NPCMF_SPAWNFLICKER = 0x0010; //Spawn animation = flicker (???) ! in stdExtra.zh. If so, the values should be offset to include this, ending at 0x2000. Fixed
const int NPCMF_FLASHING = 64
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const int NPCMF_FLICKERING = 128
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const int NPCMF_TRANSLUCENT = 256
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const int NPCMF_SHIELDED_FRONT = 512
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const int NPCMF_SHIELDED_LEFT = 1024
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const int NPCMF_SHIELDED_RIGHT = 2048
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const int NPCMF_SHIELDED_BACK = 4096
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const int NPCMF_HAMMERBREAKS = 8192
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const int NPCSF_ZORA = 1
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NPC Spawn Flags
const int NPCSF_FALLINGROCK = 2
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const int NPCSF_CORNERTRAP = 4
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const int NPCSF_HORIZTRAP = 8
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const int NPCSF_VERTTRAP = 16
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const int NPCSF_4WAYTRAP = 32
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const int NPCSF_LRTRAP = 64
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const int NPCSF_UPTRAP = 128
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const int NPCSF_MIDTRAP = 256
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const int NPCSF_STATUEFIRE = 512
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const int NPCSF_ARMOS = 1024
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const int NPCSF_GRAVE = 2048
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const int NPCSF_GANONROOM = 4096
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const int NPCSF_SPAWNANIM = 8192
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const int FONT_Z1 = 0
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Font types. Use with Screen->DrawCharacter *note -some of these fonts may not represent normal ascii characters, and all of these are completely undocumented. Use at your own peril
const int FONT_Z3 = 1
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const int FONT_Z3SMALL = 2
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const int FONT_DEF = 3
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const int FONT_L = 4
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const int FONT_L2 = 5
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const int FONT_P = 6
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const int FONT_MATRIX = 7
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const int FONT_ZTIME = 8
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const int FONT_S = 9
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const int FONT_S2 = 10
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const int FONT_SP = 11
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const int FONT_SUBSCREEN1 = 12
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const int FONT_SUBSCREEN2 = 13
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const int FONT_SUBSCREEN3 = 14
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const int FONT_SUBSCREEN4 = 15
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const int FONT_GBLA = 16
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const int FONT_LA = 16
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const int FONT_GORON = 17
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const int FONT_ZORAN = 18
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const int FONT_HYLIAN1 = 19
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const int FONT_HYLIAN2 = 20
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const int FONT_HYLIAN3 = 21
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const int FONT_HYLIAN4 = 22
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const int FONT_GBORACLE = 23
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const int FONT_GBORACLEP = 24
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const int FONT_DSPHANTOM = 25
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const int FONT_DSPHANTOMP = 26
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const int FONT_ATARI800 = 27
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! There are four fonts in the fonts.dat file that are absent here. -Z New Fonts for 2.54+
const int FONT_ACORN = 28
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const int FONT_ADOS = 29
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const int FONT_ALLEGRO = 30
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const int FONT_APPLE2 = 31
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const int FONT_APPLE2_80COL = 32
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const int FONT_APPLE2GS = 33
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const int FONT_AQUARIUS = 34
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const int FONT_ATARI400 = 35
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const int FONT_C64 = 36
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const int FONT_C64_HIRES = 37
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const int FONT_CGA = 38
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const int FONT_COCO = 39
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const int FONT_COCO2 = 40
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const int FONT_COUPE = 41
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const int FONT_CPC = 42
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const int FONT_FANTASY = 43
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const int FONT_FDS_KANA = 44
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const int FONT_FDSLIKE = 45
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const int FONT_FDS_ROMAN = 46
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const int FONT_FF = 47
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const int FONT_FUTHARK = 48
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const int FONT_GAIA = 49
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const int FONT_HIRA = 50
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const int FONT_JP = 51
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const int FONT_KONG = 52
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const int FONT_MANA = 53
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const int FONT_MARIOLAND = 54
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const int FONT_MOT = 55
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const int FONT_MSX0 = 56
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const int FONT_MSX1 = 57
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const int FONT_PET = 58
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const int FONT_PSTART = 59
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const int FONT_SATURN = 60
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const int FONT_SCIFI = 61
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const int FONT_SHERWOOD = 62
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const int FONT_SINQL = 63
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const int FONT_SPECTRUM = 64
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const int FONT_SPECTRUM_LG = 65
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const int FONT_TI99 = 66
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const int FONT_TRS = 67
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const int FONT_Z2 = 68
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const int FONT_ZX = 69
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const int FONT_LISA = 70
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const int FONT_NFONT = 71
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const int FONT_S3 = 72
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const int FONT_CV3 = 73
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const int FONT_CHRONO = 74
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const int FONT_NFONT2 = 75
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const int FONT_BAK = 76
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const int FONT_GUNSTAR = 77
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const int FONT_SMW_CREDITS = 78
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const int FONT_WL4 = 79
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const int FONT_BSZ = 80
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const int FONT_BSZ_PROP = 81
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const int FONT_FF6 = 82
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const int FONT_EVO_EDEN = 83
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const int FONT_SMT = 84
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const int FONT_ACTRAISER = 85
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const int FONT_BAK_RUNES = 86
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const int FONT_BAK_SMALL = 87
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const int FONT_DISORIENT = 88
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const int FONT_DOOM = 89
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const int FONT_DRACULA = 90
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const int FONT_EJIM = 91
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const int FONT_FALLOUT = 92
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const int FONT_GRADIUS = 93
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const int FONT_LAMU_MSX = 94
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const int FONT_MEGAMAN = 95
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const int FONT_WINGDINGS = 96
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const int FONT_PKMN2 = 97
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const int FONT_SMRPG = 98
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const int FONT_UNDERTALE = 99
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const int FONT_SMW = 100
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const int MAX_FONT = 100
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const int MIN_FONT = 0
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const int NUM_FONTS = 101
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const int FONT_Z1_HEIGHT = 8
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Font heights, in pixels, for the above fonts: You should use βText->FontHeight(font)β to calculate this, not use constantsβ¦
const int FONT_Z3_HEIGHT = 16
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const int FONT_Z3SMALL_HEIGHT = 6
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const int FONT_DEF_HEIGHT = 8
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const int FONT_L_HEIGHT = 13
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const int FONT_L2_HEIGHT = 13
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const int FONT_P_HEIGHT = 8
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const int FONT_MATRIX_HEIGHT = 8
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const int FONT_ZTIME_HEIGHT = 6
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const int FONT_S_HEIGHT = 6
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const int FONT_S2_HEIGHT = 6
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const int FONT_SP_HEIGHT = 6
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const int FONT_SUBSCREEN1_HEIGHT = 8
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const int FONT_SUBSCREEN2_HEIGHT = 8
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const int FONT_SUBSCREEN3_HEIGHT = 8
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const int FONT_SUBSCREEN4_HEIGHT = 8
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const int FONT_GBLA_HEIGHT = 8
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const int FONT_LA_HEIGHT = 8
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const int FONT_GORON_HEIGHT = 15
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const int FONT_ZORAN_HEIGHT = 15
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const int FONT_HYLIAN1_HEIGHT = 15
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const int FONT_HYLIAN2_HEIGHT = 24
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const int FONT_HYLIAN3_HEIGHT = 21
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const int FONT_HYLIAN4_HEIGHT = 18
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const int FONT_GBORACLE_HEIGHT = 15
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const int FONT_GBORACLEP_HEIGHT = 15
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const int FONT_DSPHANTOM_HEIGHT = 15
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const int FONT_DSPHANTOMP_HEIGHT = 15
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const int FONT_ATARI800_HEIGHT = 16
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const int FONT_ACORN_HEIGHT = 8
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const int FONT_ADOS_HEIGHT = 8
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const int FONT_ALLEGRO_HEIGHT = 8
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const int FONT_APPLE2_HEIGHT = 8
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const int FONT_APPLE2_80COL_HEIGHT = 16
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const int FONT_APPLE2GS_HEIGHT = 12
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const int FONT_AQUARIUS_HEIGHT = 8
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const int FONT_ATARI400_HEIGHT = 8
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const int FONT_C64_HEIGHT = 8
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const int FONT_C64_HIRES_HEIGHT = 16
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const int FONT_CGA_HEIGHT = 8
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const int FONT_COCO_HEIGHT = 16
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const int FONT_COCO2_HEIGHT = 16
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const int FONT_COUPE_HEIGHT = 8
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const int FONT_CPC_HEIGHT = 12
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const int FONT_FANTASY_HEIGHT = 18
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const int FONT_FDS_KANA_HEIGHT = 8
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const int FONT_FDSLIKE_HEIGHT = 8
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const int FONT_FDS_ROMAN_HEIGHT = 8
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const int FONT_FF_HEIGHT = 8
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const int FONT_FUTHARK_HEIGHT = 8
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const int FONT_GAIA_HEIGHT = 16
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const int FONT_HIRA_HEIGHT = 8
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const int FONT_JP_HEIGHT = 16
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const int FONT_KONG_HEIGHT = 8
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const int FONT_MANA_HEIGHT = 12
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const int FONT_MARIOLAND_HEIGHT = 8
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const int FONT_MOT_HEIGHT = 12
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const int FONT_MSX0_HEIGHT = 8
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const int FONT_MSX1_HEIGHT = 8
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const int FONT_PET_HEIGHT = 8
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const int FONT_PSTART_HEIGHT = 8
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const int FONT_SATURN_HEIGHT = 16
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const int FONT_SCIFI_HEIGHT = 8
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const int FONT_SHERWOOD_HEIGHT = 16
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const int FONT_SINQL_HEIGHT = 8
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const int FONT_SPECTRUM_HEIGHT = 8
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const int FONT_SPECTRUM_LG_HEIGHT = 16
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const int FONT_TI99_HEIGHT = 8
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const int FONT_TRS_HEIGHT = 16
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const int FONT_Z2_HEIGHT = 8
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const int FONT_LISA_HEIGHT = 8
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const int TF_NORMAL = 0
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PrintString Text Formats. Use with Screen->DrawString.
const int TF_CENTERED = 1
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const int TF_RIGHT = 2
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DEFINE TF_CENTRED = 1; // in ./locale β prints the string centered on (x)
const int PT_FLAT = 0
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Texture mapping rendering modes. Use with Screen->βPsuedo 3Dβ or β*3Dβ drawing routines. ie; Polygon, Quad, or Triangle
const int PT_FLATSHADED = 1
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const int PT_COLSHADED = 2
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const int PT_TEXTURE = 3
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const int PT_PTEXTURE = 4
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const int PT_MASKTEXTURE = 5
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const int PT_MASKPTEXTURE = 6
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const int PT_LITTEXTURE = 7
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const int PT_LITPTEXTURE = 8
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const int PT_MASKLITTEXTURE = 9
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const int PT_MASKLITPTEXTURE = 10
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const int PT_TRANSTEXTURE = 11
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const int PT_TRANSPTEXTURE = 12
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const int PT_MASKTRANSTEXTURE = 13
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const int PT_MASKTRANSPTEXTURE = 14
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const int OP_TRANS = 64
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Opacity options. Use with drawing commands.
const int OP_OPAQUE = 128
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const int RT_CURRENT = -2
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Render Targets. Use with Screen->β*RenderTargetβ and Screen->βBitmapβ drawing routines.
const int RT_SCREEN = -1
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const int RT_BITMAP0 = 0
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const int RT_BITMAP1 = 1
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const int RT_BITMAP2 = 2
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const int RT_BITMAP3 = 3
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const int RT_BITMAP4 = 4
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const int RT_BITMAP5 = 5
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const int RT_BITMAP6 = 6
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const int SFW_STAIRS = 0
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Old constants, use the ones above.
const int SFW_PALCHANGE = 1
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const int SFW_DRYLAKE = 2
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const int SEF_SPAWN = 0
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Screen Enemy Flag categories, handled in the same way as the SF_ constants. Use in Screen->EFlags
const int SEF_LIST1 = 1
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const int SEF_LIST2 = 2
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const int RT_DOORREPAIR = 5
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Room types (Screen => Room Type) Use with Screen->RoomType
const int RT_FEEDTHEGORIYA = 7
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const int RT_GAMBLE = 4
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const int RT_GANON = 15
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const int RT_ITEMPOND = 17
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const int RT_LEARNSLASH = 19
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const int RT_LEVEL9ENTRANCE = 8
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const int RT_MAGICUPGRADE = 18
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const int RT_MONEYORLIFE = 12
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const int RT_MOREARROWS = 20
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const int RT_MOREBOMBS = 11
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const int RT_NONE = 0
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const int RT_PAYFORINFO = 2
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const int RT_POTIONORHEART = 6
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const int RT_POTIONSHOP = 9
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const int RT_SECRETMONEY = 3
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const int RT_SHOP = 10
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const int RT_SPECIALITEM = 1
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const int RT_STAIRWARP = 14
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const int RT_TAKEONEITEM = 21
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const int RT_TENRUPEES = 13
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const int RT_ZELDA = 16
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const int DMF_CAVESNOTCELLARS = 1
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DMap Flag constants. Use with Game->DMapFlags.
const int DMF_3STAIRWARPS = 2
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const int DMF_WWIND = 4
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const int DMF_GUYCAVES = 8
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const int DMF_NOCOMPASS = 16
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const int DMF_WAVY = 32
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const int DMF_WWINDRET = 64
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const int DMF_ALWAYSINTROMSG = 128
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const int DMF_VIEWMAP = 256
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const int DMF_DMAPMAP = 512
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const int DMF_MINIMAPCOLORFIX = 1024
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const int DMF_MINIMAPCOLOURFIX = 1024
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const int DMF_SCRIPT1 = 2048
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const int DMF_SCRIPT2 = 4096
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const int DMF_SCRIPT3 = 8192
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const int DMF_SCRIPT4 = 16384
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const int DMF_SCRIPT5 = 32768
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const int DMF_SIDEVIEW = 65536
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const int DMF_LAYER3ISBACKGROUND = 131072
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const int DOOR_UP = 0
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Door Positions; indices of Screen->Door[]
const int DOOR_DOWN = 1
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const int DOOR_LEFT = 2
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const int DOOR_RIGHT = 3
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const int D_WALL = 0
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Door types. Use with Screen->Door[]
const int D_OPEN = 1
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const int D_LOCKED = 2
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const int D_UNLOCKED = 3
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const int D_SHUTTER = 4
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const int D_BOMB = 6
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const int D_BOMBED = 7
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const int D_WALKTHRU = 8
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const int D_BOSSLOCKED = 10
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const int D_BOSSUNLOCKED = 11
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const int D_OPENSHUTTER = 12
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const int D_1WAYSHUTTER = 14
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const int D_NONE = 16
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const int SL_GUYS = 0
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Sprite lists. Use with Screen->ClearSprites()
const int SL_ITEMS = 1
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const int SL_EWPNS = 2
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const int SL_LWPNS = 3
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const int SL_DECORATIONS = 4
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const int SL_PARTICLES = 5
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const int CF_NONE = 0
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Combo flags. Use with Screen->ComboF[]
const int CF_PUSHUPDOWN = 1
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const int CF_PUSH4WAY = 2
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const int CF_WHISTLE = 3
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const int CF_CANDLE1 = 4
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const int CF_ARROW = 5
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const int CF_BOMB = 6
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const int CF_FAIRY = 7
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const int CF_RAFT = 8
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const int CF_ARMOSSECRET = 9
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const int CF_ARMOSITEM = 10
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const int CF_SBOMB = 11
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const int CF_RAFTBRANCH = 12
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const int CF_DIVEITEM = 13
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const int CF_LENSMARKER = 14
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const int CF_ZELDA = 15
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const int CF_SECRETS01 = 16
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const int CF_SECRETS02 = 17
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const int CF_SECRETS03 = 18
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const int CF_SECRETS04 = 19
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const int CF_SECRETS05 = 20
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const int CF_SECRETS06 = 21
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const int CF_SECRETS07 = 22
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const int CF_SECRETS08 = 23
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const int CF_SECRETS09 = 24
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const int CF_SECRETS10 = 25
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const int CF_SECRETS11 = 26
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const int CF_SECRETS12 = 27
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const int CF_SECRETS13 = 28
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const int CF_SECRETS14 = 29
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const int CF_SECRETS15 = 30
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const int CF_SECRETS16 = 31
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const int CF_TRAPH = 32
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const int CF_TRAPV = 33
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const int CF_TRAP4WAY = 34
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const int CF_TRAPLR = 35
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const int CF_TRAPUD = 36
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const int CF_ENEMY0 = 37
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const int CF_ENEMY1 = 38
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const int CF_ENEMY2 = 39
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const int CF_ENEMY3 = 40
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const int CF_ENEMY4 = 41
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const int CF_ENEMY5 = 42
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const int CF_ENEMY6 = 43
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const int CF_ENEMY7 = 44
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const int CF_ENEMY8 = 45
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const int CF_ENEMY9 = 46
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const int CF_PUSHLR = 47
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const int CF_PUSHUP = 48
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const int CF_PUSHDOWN = 49
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const int CF_PUSHLEFT = 50
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const int CF_PUSHRIGHT = 51
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const int CF_PUSHUPDOWNNS = 52
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const int CF_PUSHLEFTRIGHTNS = 53
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const int CF_PUSH4WAYNS = 54
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const int CF_PUSHUPNS = 55
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const int CF_PUSHDOWNNS = 56
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const int CF_PUSHLEFTNS = 57
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const int CF_PUSHRIGHTNS = 58
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const int CF_PUSHUPDOWNINS = 59
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const int CF_PUSHLEFTRIGHTINS = 60
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const int CF_PUSH4WAYINS = 61
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const int CF_PUSHUPINS = 62
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const int CF_PUSHDOWNINS = 63
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const int CF_PUSHLEFTINS = 64
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const int CF_PUSHRIGHTINS = 65
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const int CF_BLOCKTRIGGER = 66
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const int CF_NOBLOCKS = 67
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const int CF_BRANG1 = 68
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const int CF_BRANG2 = 69
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const int CF_BRANG3 = 70
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const int CF_ARROW2 = 71
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const int CF_ARROW3 = 72
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const int CF_CANDLE2 = 73
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const int CF_WANDFIRE = 74
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const int CF_DINSFIRE = 75
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const int CF_WANDMAGIC = 76
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const int CF_REFMAGIC = 77
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const int CF_REFFIREBALL = 78
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const int CF_SWORD1 = 79
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const int CF_SWORD2 = 80
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const int CF_SWORD3 = 81
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const int CF_SWORD4 = 82
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const int CF_SWORD1BEAM = 83
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const int CF_SWORD2BEAM = 84
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const int CF_SWORD3BEAM = 85
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const int CF_SWORD4BEAM = 86
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const int CF_HOOKSHOT = 87
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const int CF_WAND = 88
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const int CF_HAMMER = 89
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const int CF_STRIKE = 90
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const int CF_BLOCKHOLE = 91
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const int CF_MAGICFAIRY = 92
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const int CF_ALLFAIRY = 93
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const int CF_SINGLE = 94
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const int CF_SINGLE16 = 95
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const int CF_NOENEMY = 96
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const int CF_NOGROUNDENEMY = 97
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const int CF_SCRIPT1 = 98
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const int CF_SCRIPT2 = 99
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const int CF_SCRIPT3 = 100
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const int CF_SCRIPT4 = 101
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const int CF_SCRIPT5 = 102
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const int CF_RAFTBOUNCE = 103
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const int CF_PUSHED = 104
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const int CF_SCRIPT6 = 105
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2.54+ Flags
const int CF_SCRIPT7 = 106
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const int CF_SCRIPT8 = 107
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const int CF_SCRIPT9 = 108
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const int CF_SCRIPT10 = 109
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const int CF_SCRIPT11 = 110
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const int CF_SCRIPT12 = 111
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const int CF_SCRIPT13 = 112
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const int CF_SCRIPT14 = 113
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const int CF_SCRIPT15 = 114
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const int CF_SCRIPT16 = 115
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const int CF_SCRIPT17 = 116
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const int CF_SCRIPT18 = 117
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const int CF_SCRIPT19 = 118
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const int CF_SCRIPT20 = 119
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const int CF_SCRIPT_PIT = 120
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const int CF_SCRIPT_PIT_FALL = 121
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const int CF_SCRIPT_LAVA = 122
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const int CF_SCRIPT_ICE = 123
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const int CF_SCRIPT_ICE_DMG = 124
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const int CF_SCRIPT_DAMAGE_1 = 125
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const int CF_SCRIPT_DAMAGE_2 = 126
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const int CF_SCRIPT_DAMAGE_4 = 127
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const int CF_SCRIPT_DAMAGE_8 = 128
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const int CF_SCRIPT_DAMAGE_16 = 129
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const int CF_SCRIPT_DAMAGE_32 = 130
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const int CF_SCRIPT_FREEZE_SCREEN = 131
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const int CF_SCRIPT_FREEZE_SCREEN_EXCEPT_FFCS = 132
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const int CF_SCRIPT_FREEZE_FFCS_ONLY = 133
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const int CF_LW_SCRIPT1 = 134
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const int CF_LW_SCRIPT2 = 135
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const int CF_LW_SCRIPT3 = 136
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const int CF_LW_SCRIPT4 = 137
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const int CF_LW_SCRIPT5 = 138
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const int CF_LW_SCRIPT6 = 139
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const int CF_LW_SCRIPT7 = 140
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const int CF_LW_SCRIPT8 = 141
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const int CF_LW_SCRIPT9 = 142
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const int CF_LW_SCRIPT10 = 143
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const int CF_SCRIPT_DIG = 144
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const int CF_SCRIPT_DIG_NEXT = 145
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const int CF_SCRIPT_DIG_ITEM = 146
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const int CF_SCRIPT_POT_SLASH = 147
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const int CF_SCRIPT_POT_LIFT = 148
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const int CF_SCRIPT_POT_SLASH_OR_LIFT = 149
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const int CF_SCRIPT_LIFT_NORMAL = 150
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const int CF_SCRIPT_LIFT_HEAVY = 151
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const int CF_SCRIPT_DROPSET_ITEM = 152
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const int CF_SCRIPT_SPECIAL_ITEM = 153
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const int CF_SCRIPT_DROP_KEY = 154
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const int CF_SCRIPT_DROP_LKEY = 155
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const int CF_SCRIPT_DROP_COMPASS = 156
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const int CF_SCRIPT_DROP_MAP = 157
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const int CF_SCRIPT_DROP_BOSS_KEY = 158
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const int CF_SCRIPT_SPAWN_NPC = 159
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const int CF_SCRIPT_SWITCHHOOK = 160
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const int CF_SCRIPT21 = 120
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const int CF_SCRIPT22 = 121
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const int CF_SCRIPT23 = 122
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const int CF_SCRIPT24 = 123
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const int CF_SCRIPT25 = 124
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const int CF_SCRIPT26 = 125
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const int CF_SCRIPT27 = 126
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const int CF_SCRIPT28 = 127
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const int CF_SCRIPT29 = 128
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const int CF_SCRIPT30 = 129
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const int CF_SCRIPT31 = 130
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const int CF_SCRIPT32 = 144
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const int CF_SCRIPT33 = 145
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const int CF_SCRIPT34 = 146
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const int CF_SCRIPT35 = 147
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const int CF_SCRIPT36 = 148
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const int CF_SCRIPT37 = 149
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const int CF_SCRIPT38 = 150
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const int CF_SCRIPT39 = 151
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const int CF_SCRIPT40 = 152
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const int CF_SCRIPT41 = 153
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const int CF_SCRIPT42 = 154
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const int CF_SCRIPT43 = 155
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const int CF_SCRIPT44 = 156
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const int CF_SCRIPT45 = 157
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const int CF_SCRIPT46 = 158
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const int CF_SCRIPT47 = 159
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const int CF_SCRIPT48 = 160
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const int CF_SIDEVIEW_LADDER = 161
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const int CF_SIDEVIEW_PLATFORM = 162
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const int CF_NO_ENEMIES_SPAWN = 163
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const int CF_ALL_ENEMIES_SPAWN = 164
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const int CF_SECRETS_NEXT = 165
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const int FFCF_OVERLAY = 0
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FFC Flags. To be used as indices into ffc->Flags[].
const int FFCF_TRANS = 1
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const int FFCF_SOLID = 2
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const int FFCF_CARRYOVER = 3
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const int FFCF_STATIONARY = 4
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const int FFCF_CHANGER = 5
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const int FFCF_PRELOAD = 6
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const int FFCF_LENSVIS = 7
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const int FFCF_RESET = 8
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const int FFCF_ETHEREAL = 9
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const int FFCF_IGNOREHOLDUP = 10
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const int FFCF_IGNORECHANGER = 11
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const int FFCF_IMPRECISIONCHANGER = 12
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const int FFCF_LENSINVIS = 13
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const int FFCBF_OVERLAY = 1
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FFC Bitwise Flags. To be used for bitwise checking of mapdata->FFCFlags[].
const int FFCBF_TRANS = 2
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const int FFCBF_SOLID = 4
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const int FFCBF_CARRYOVER = 8
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const int FFCBF_STATIONARY = 16
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const int FFCBF_CHANGER = 32
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const int FFCBF_PRELOAD = 64
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const int FFCBF_LENSVIS = 128
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const int FFCBF_RESET = 256
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const int FFCBF_ETHEREAL = 512
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const int FFCBF_IGNOREHOLDUP = 1024
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const int FFCBF_IGNORECHANGER = 2048
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const int FFCBF_IMPRECISIONCHANGER = 4096
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const int FFCBF_LENSINVIS = 8192
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const int AT_NONE = 0
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Aim-type constants, for use with AimEWeapon
const int AT_4DIR = 1
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const int AT_8DIR = 2
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const int AT_ANGULAR = 3
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const int AT_RAND4DIR = 4
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const int AT_RAND8DIR = 5
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const int AT_RANDANGULAR = 6
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const int GOS_BACKGROUND = 0
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Game Over Screen Values : Game->GameOverScreen[20]
const int GOS_TEXT_COLOUR = 1
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const int GOS_CURSOR_TILE = 2
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const int GOS_CURSOR_CSET = 3
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const int GOS_CURSOR_SOUND = 4
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const int GOS_TEXT_CONTINUE_COLOUR = 5
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const int GOS_TEXT_SAVE_COLOUR = 6
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const int GOS_TEXT_RETRY_COLOUR = 7
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const int GOS_TEXT_CONTINUE_FLASH = 8
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const int GOS_TEXT_SAVE_FLASH = 9
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const int GOS_TEXT_RETRY_FLASH = 10
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const int GOS_MIDI = 11
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const int GOS_CUR_FLIP = 12
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const int GOS_TEXT_DONTSAVE_COLOUR = 13
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const int GOS_TEXT_SAVEQUIT_COLOUR = 14
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const int GOS_TEXT_SAVE2_COLOUR = 15
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const int GOS_TEXT_QUIT_COLOUR = 16
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const int GOS_TEXT_DONTSAVE_FLASH = 17
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const int GOS_TEXT_SAVEQUIT_FLASH = 18
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const int GOS_TEXT_SAVE2_FLASH = 19
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const int GOS_TEXT_QUIT_FLASH = 20
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const int GOS_EXTRA1 = 21
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const int GOS_EXTRA2 = 22
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const int GOS_EXTRA3 = 23
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const int GOS_STR_CONTINUE = 0
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Strings : Game->GameOverStrings[7]
const int GOS_STR_SAVE = 1
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const int GOS_RETRY = 2
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const int GOS_DONT_SAVE = 3
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const int GOS_SAVEANDQUIT = 4
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const int GOS_SAVE2 = 5
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const int GOS_QUIT = 6
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const int BITDX_NORMAL = 0
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Constants for DrawBitmapEX Modes These work as FLAGS that you may sum, or stack, to combine effects.
const int BITDX_TRANS = 1
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const int BITDX_PIVOT = 2
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const int BITDX_VFLIP = 4
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const int BITDX_HFLIP = 8
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const int WARPFX_NONE = 0
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Note: Some modes cannot be combined. if a combination is not supported, an error detailing this will be shown in allegro.log. Effects for Link->WarpEffect
const int WARPFX_INSTANT = 1
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const int WARPFX_BLACKOUT = 2
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const int WARPFX_OPEN = 3
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const int WARPFX_ZAP = 4
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const int WARPFX_WAVE = 5
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const int WARPFX_CANCEL = 6
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const int WARPFX_SCROLL = 7
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const int LSPR_NORMAL = 1
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Sprites for Link->SetTile(sprite, int, int, int) See Quest->Graphics->Sprites->Link for what these are.
const int LSPR_FLOAT = 2
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const int LSPR_SWIM = 3
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const int LSPR_DIVE = 4
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const int LSPR_SPLASH = 5
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const int LSPR_JUMP = 6
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const int LSPR_CHARGE = 7
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const int LSPR_STAB = 8
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const int LSPR_POUND = 9
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const int LSPR_CAST = 10
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const int LSPR_HOLD1LAND = 11
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const int LSPR_HOLD2LAND = 12
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const int LSPR_HOLD1WATER = 13
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const int LSPR_HOLD2WATER = 14
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const int ANIM_ORIG = 0
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Animation Styles in Quest->Graphics->Spries->Link for use with: Link->Animation Link->WalkASpeed Link->SwimASpeed
const int ANIM_BS = 1
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const int ANIM_Z3 = 2
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const int ANIM_Z3SLOW = 3
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const int SWIM_SLOW = 0
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const int SWIM_FAST = 1
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const int WALK_SLOW = 0
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const int WALK_FAST = 1
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const int WALK_NEW = 2
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const int LINKTILE_OFS_NORMAL = -261
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Link Tile Offsets
const int ITM_REQUIRE_NONE = 0
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Determine the offsetws for each sprite, each anim type, and each extend. Make a function to set the tiles with these offsets. Constants for SetItemSlot() These stack as flags.
const int ITM_REQUIRE_INVENTORY = 1
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const int ITM_REQUIRE_A_SLOT_RULE = 2
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const int MOUSE_X = 0
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Input->Mouse[]
const int MOUSE_Y = 1
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const int MOUSE_Z = 2
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const int MOUSE_LEFT = 3
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const int MOUSE_RIGHT = 4
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const int MOUSE_MIDDLE = 5
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const int SECCMB_BCANDLE = 0
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MapData GetSecretCombo()
const int SECCMB_ARROW = 1
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const int SECCMB_BOMB = 2
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const int SECCMB_STAIRS = 3
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const int SECCMB_SECRET01 = 4
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const int SECCMB_SECRET02 = 5
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const int SECCMB_SECRET03 = 6
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const int SECCMB_SECRET04 = 7
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const int SECCMB_SECRET05 = 8
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const int SECCMB_SECRET06 = 9
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const int SECCMB_SECRET07 = 10
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const int SECCMB_SECRET08 = 11
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const int SECCMB_SECRET09 = 12
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const int SECCMB_SECRET10 = 13
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const int SECCMB_SECRET11 = 14
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const int SECCMB_SECRET12 = 15
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const int SECCMB_SECRET13 = 16
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const int SECCMB_SECRET14 = 17
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const int SECCMB_SECRET15 = 18
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const int SECCMB_SECRET16 = 19
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const int SECCMB_RCANDLE = 20
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const int SECCMB_WANDFIRE = 21
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const int SECCMB_DINSFIRE = 22
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const int SECCMB_SARROW = 23
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const int SECCMB_GARROW = 24
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const int SECCMB_SBOMB = 25
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const int SECCMB_BRANG = 26
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const int SECCMB_MBRANG = 27
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const int SECCMB_FBRANG = 28
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const int SECCMB_WANDMAGIC = 29
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const int SECCMB_REFMAGIC = 30
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const int SECCMB_REFFIREBALL = 31
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const int SECCMB_SWORD = 32
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const int SECCMB_WSWORD = 33
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const int SECCMB_MSWORD = 34
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const int SECCMB_XSWORD = 35
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const int SECCMB_SWORDBEAM = 36
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const int SECCMB_WSWORDBEAM = 37
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const int SECCMB_MSWORDBEAM = 38
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const int SECCMB_XSWORDBEAM = 39
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const int SECCMB_HOOKSHOT = 40
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const int SECCMB_WAND = 41
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const int SECCMB_HAMMER = 42
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const int SECCMB_STRIKE = 43
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const int SECCMB_SECRETSNEXT = 44
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const int SECCMB_MAX = 45
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const int VOL_MIDI = 0
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45 to 127 unused. Audio-> Audio->Volume[]
const int VOL_DIGI = 1
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const int VOL_MUSIC = 2
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const int VOL_SFX = 3
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const int CMB_QUADRANT_UL = 1
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Combo Quadrants used for Combo Solidity and CSet2vMasks
const int CMB_QUADRANT_UR = 4
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const int CMB_QUADRANT_DL = 2
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const int CMB_QUADRANT_DR = 8
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const int CMB_QUADRANT_UPLEFT = 1
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const int CMB_QUADRANT_UPRIGHT = 4
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const int CMB_QUADRANT_DOWNLEFT = 2
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const int CMB_QUADRANT_DOWNRIGHT = 8
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const int CMB_QUADRANT_LEFTUP = 1
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const int CMB_QUADRANT_RIGHTUP = 4
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const int CMB_QUADRANT_LEFTDOWN = 2
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const int CMB_QUADRANT_RIGHTDOWN = 8
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const int DIR16_DEG_INCREMENT = 22.5
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DEFINE CB_UP = 0; DEFINE CB_DOWN = 1; DEFINE CB_LEFT = 2; DEFINE CB_RIGHT = 3; DEFINE CB_A = 4; DEFINE CB_B = 5; DEFINE CB_L = 7; DEFINE CB_R = 8; DEFINE CB_START = 6; DEFINE CB_MAP = 9; DEFINE CB_EX1 = 10; DEFINE CB_EX2 = 11; DEFINE CB_EX3 = 12; DEFINE CB_EX4 = 13; DEFINE CB_AXIS_UP = 14; DEFINE CB_AXIS_DOWN = 15; DEFINE CB_AXIS_LEFT = 16; DEFINE CB_AXIS_RIGHT = 17;
const int DIR16_DEG_UP = 270
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const int DIR16_DEG_UPUPLEFT = 247.5
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const int DIR16_DEG_UPLEFT = 225
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const int DIR16_DEG_LEFTLEFTUP = 202.5
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const int DIR16_DEG_LEFT = 180
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const int DIR16_DEG_LEFTLEFTDOWN = 157.5
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const int DIR16_DEG_LEFTDOWN = 135
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const int DIR16_DEG_DOWNDOWNLEFT = 112.5
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const int DIR16_DEG_DOWN = 90
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const int DIR16_DEG_DOWNDOWNRIGHT = 67.5
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const int DIR16_DEG_RIGHTDOWN = 45
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const int DIR16_DEG_RIGHTRIGHTDOWN = 22.5
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const int DIR16_DEG_RIGHT = 0
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const int DIR16_DEG_RIGHTUPUP = 292.5
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const int DIR16_DEG_RIGHTUP = 315
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const int DIR16_DEG_RIGHTRIGHTUP = 337.5
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const int DIR_16_RADS_INCREMENT = 0.3927
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const int DIR16_RADS_UP = 4.7214
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const int DIR16_RADS_UPUPLEFT = 4.3197
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const int DIR16_RADS_UPLEFT = 3.927
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const int DIR16_RADS_LEFTLEFTUP = 3.5343
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const int DIR16_RADS_LEFT = 3.1416
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const int DIR16_RADS_LEFTLEFTDOWN = 2.7489
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const int DIR16_RADS_LEFTDOWN = 2.3562
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const int DIR16_RADS_DOWNDOWNLEFT = 1.9635
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const int DIR16_RADS_DOWN = 1.5708
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const int DIR16_RADS_DOWNDOWNRIGHT = 1.1781
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const int DIR16_RADS_RIGHTDOWN = 0.7854
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const int DIR16_RADS_RIGHTRIGHTDOWN = 0.3927
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const int DIR16_RADS_RIGHT = 0
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const int DIR16_RADS_RIGHTRIGHTUP = 5.8905
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const int DIR16_RADS_RIGHTUP = 5.4978
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const int DIR16_RADS_RIGHTUPUP = 5.1141
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const int TINT_NONE = 0
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for use with Graphics->Monochrome(int mode) Add together the MODE and the TINT, e.g.: Graphics->Monochrome(TINT_MODE_DISTRIBUTED+TINT_AMBER); //Set amber, distribuyted
Set to TINT_NONE to disable Monochrome: Graphics->Monochrome(TINT_NONE);
Tint Options
const int TINT_GREY = 1
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const int TINT_RED = 2
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const int TINT_GREEN = 3
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const int TINT_BLUE = 4
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const int TINT_VIOLET = 5
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const int TINT_TEAL = 6
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const int TINT_AMBER = 7
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const int TINT_CYAN = 8
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const int TINT_MODE_UNIFORM = 0
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const int TINT_MODE_DISTRIBUTED = 1000
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const int RTC_YEAR = 0
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System Real Time Clock (RTC) categories for GetSystemTime(int category)
const int RTC_MONTH = 1
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const int RTC_DAYOFMONTH = 2
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const int RTC_DAYOFWEEK = 3
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const int RTC_HOUR = 4
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const int RTC_MINUTE = 5
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const int RTC_SECOND = 6
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const int RTC_DAYOFYEAR = 7
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const int RTC_DAYLIGHTTIME = 8
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const int RTC_LAST = 9
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const int WARPEFFECT_NONE = 0
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Warp Effects for Link->WarpEx
const int WARPEFFECT_ZAP = 1
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const int WARPEFFECT_WAVE = 2
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const int WARPEFFECT_INSTANT = 3
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const int WARPEFFECT_OPENWIPE = 4
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const int WARP_FLAG_SCRIPTDRAW = 1
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Warp Flags for Link->WarpEx()
const int WARP_FLAG_PLAYSOUNDS = 2
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const int WARP_FLAG_FORCE_RESET_MUSIC = 4
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const int WARP_FLAG_SETENTRANCESCREEN = 8
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const int WARP_FLAG_SETENTRANCEDMAP = 16
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const int WARP_FLAG_SETCONTINUESCREEN = 32
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const int WARP_FLAG_SETCONTINUEDMAP = 64
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const int WARP_FLAG_DONT_RESET_DM_SCRIPT = 128
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const int WARP_FLAG_DONT_CLEAR_SPRITES = 256
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const int WARP_FLAG_FORCE_CONTINUE_MUSIC = 512
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const int WARP_FLAG_PLAYMUSIC = 4
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Old name for compat of old scripts
const int WARP_FLAG_DONTCLEARSPRITES = 256
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Manual Sprite Carryover
const int WARP_FLAG_CLEARITEMS = 512
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const int WARP_FLAG_CLEARGUYS = 1024
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const int WARP_FLAG_CLEARLWEAPONS = 2048
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const int WARP_FLAG_CLEAREWEAPONS = 4096
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const int WARP_FLAG_CLEARHOOKSHOT = 8192
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const int WARP_FLAG_CLEARDECORATIONS = 16384
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const int WARP_FLAG_CLEARPARTICLES = 32768
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const int WARP_FLAG_NOSTEPFORWARD = 65536
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Prevent Stepping forward in dungeon screens (experimental)
const int SRAM_ALL = 0
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Flags for SaveSRAM() and LoadSRAM()
const int SRAM_NPCDATA = 1
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const int SRAM_ITEMDATA = 2
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const int SRAM_SPRITEDATA = 4
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const int SRAM_COMBODATA = 8
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const int SRAM_DMAPDATA = 16
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const int SRAM_MAPDATA = 32
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const int NOCARRY_B_SECRET = 8192
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const int NOCARRY_B_ITEM = 16
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const int NOCARRY_B_SPECIALITEM = 32
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const int NOCARRY_B_LOCKBLOCK = 256
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const int NOCARRY_B_BOSSLOCKBLOCK = 512
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const int NOCARRY_B_CHEST = 1024
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const int NOCARRY_B_LOCKEDCHEST = 2048
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const int NOCARRY_B_BOSSCHEST = 4096
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const int NORESET_B_SECRET = 8192
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const int NORESET_B_ITEM = 16
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const int NORESET_B_SPECIALITEM = 32
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const int NORESET_B_LOCKBLOCK = 256
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const int NORESET_B_BOSSLOCKBLOCK = 512
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const int NORESET_B_CHEST = 1024
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const int NORESET_B_LOCKEDCHEST = 2048
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const int NORESET_B_BOSSCHEST = 4096
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const int NORESET_B_DOOR_B_UP = 1
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const int NORESET_B_DOOR_B_DOWN = 2
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const int NORESET_B_DOOR_B_LEFT = 4
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const int NORESET_B_DOOR_B_RIGHT = 8
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const int CHRT_VISITED = 128
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const int CHRT_UP = 1
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const int CHRT_DOWN = 2
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const int CHRT_LEFT = 4
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const int CHRT_RIGHT = 8
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const int UNBLOCK_NONE = 0
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const int UNBLOCK_NORM = 1
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const int UNBLOCK_IGNR = 2
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const int UNBLOCK_SHLD = 4
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const int UNBLOCK_REFL = 8
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const int UNBLOCK_ALL = 15
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const int BIT_INTBTN_A = 1
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const int BIT_INTBTN_B = 2
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const int BIT_INTBTN_L = 4
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const int BIT_INTBTN_R = 8
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const int BIT_INTBTN_EX1 = 16
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const int BIT_INTBTN_EX2 = 32
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const int BIT_INTBTN_EX3 = 64
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const int BIT_INTBTN_EX4 = 128
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const int INTBTN_X = 4
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const int INTBTN_Y = 5
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const int BIT_INTBTN_X = 16
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const int BIT_INTBTN_Y = 32
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const int BLOCKFLAG_ROCK = 1
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const int BLOCKFLAG_ARROW = 2
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const int BLOCKFLAG_BRANG = 4
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const int BLOCKFLAG_FIREBALL = 8
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const int BLOCKFLAG_SWORD = 16
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const int BLOCKFLAG_MAGIC = 32
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const int BLOCKFLAG_FLAME = 64
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const int BLOCKFLAG_SCRIPT = 128
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const int BLOCKFLAG_FIREBALL2 = 256
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const int BLOCKFLAG_LIGHTBEAM = 512
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const int BLOCKFLAG_SCRIPT1 = 1024
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const int BLOCKFLAG_SCRIPT2 = 2048
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const int BLOCKFLAG_SCRIPT3 = 4096
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const int BLOCKFLAG_SCRIPT4 = 8192
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const int BLOCKFLAG_SCRIPT5 = 16384
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const int BLOCKFLAG_SCRIPT6 = 32768
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const int BLOCKFLAG_SCRIPT7 = 65536
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const long L_BLOCKFLAG_ROCK = 1L
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Higher blockflag bits are too high for zscript! Use long accessβ¦
const long L_BLOCKFLAG_ARROW = 2L
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const long L_BLOCKFLAG_BRANG = 4L
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const long L_BLOCKFLAG_FIREBALL = 8L
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const long L_BLOCKFLAG_SWORD = 16L
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const long L_BLOCKFLAG_MAGIC = 32L
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const long L_BLOCKFLAG_FLAME = 64L
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const long L_BLOCKFLAG_SCRIPT = 128L
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const long L_BLOCKFLAG_FIREBALL2 = 256L
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const long L_BLOCKFLAG_LIGHTBEAM = 512L
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const long L_BLOCKFLAG_SCRIPT1 = 1024L
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const long L_BLOCKFLAG_SCRIPT2 = 2048L
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const long L_BLOCKFLAG_SCRIPT3 = 4096L
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const long L_BLOCKFLAG_SCRIPT4 = 8192L
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const long L_BLOCKFLAG_SCRIPT5 = 16384L
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const long L_BLOCKFLAG_SCRIPT6 = 32768L
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const long L_BLOCKFLAG_SCRIPT7 = 65536L
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const long L_BLOCKFLAG_SCRIPT8 = 131072L
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const long L_BLOCKFLAG_SCRIPT9 = 262144L
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const long L_BLOCKFLAG_SCRIPT10 = 524288L
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const int HIT_BY_NPC = 0
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For Screen->LoadNPC() and etc; the screen index of the thing
const int HIT_BY_EWEAPON = 1
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const int HIT_BY_LWEAPON = 2
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const int HIT_BY_FFC = 3
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const int HIT_BY_NPC_UID = 4
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For Screen->LoadNPCByUID() and etc; corresponds with the ->UID of the thing. Not to be confused with the internal UID used by the engine.
const int HIT_BY_EWEAPON_UID = 5
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const int HIT_BY_LWEAPON_UID = 6
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const int HIT_BY_FFC_UID = 7
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const int HIT_BY_LWEAPON_PARENT_ID = 8
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Returns the item id of the item that the weapon that hit came from; -1 if the lweapon is script created
const int HIT_BY_LWEAPON_PARENT_FAMILY = 9
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Returns the item class of the item that the weapon that hit came from (see IC_ constants); -1 if the lweapon is script created
const int HIT_BY_NPC_TYPE = 10
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Returns the enemy class of the enemy that hit the Hero (see NpcType (NPCT_
) constants)
const int HIT_BY_EWEAPON_TYPE = 11
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Returns the ID of the weapon that hit (see LW_ and EW_ constants)
const int HIT_BY_LWEAPON_TYPE = 12
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const int HIT_BY_NPC_PTR = 13
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Returns the internal UID used by the engine for the thing. Can case these to their respective types (example: npc n = <npc>(Hero->HitBy:ref:HIT_BY_NPC_PTR<libs_std_var_hit_by_npc_ptr>);)
const int HIT_BY_EWEAPON_PTR = 14
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const int HIT_BY_LWEAPON_PTR = 15
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const int HIT_BY_NPC_ID = 16
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Returns the ID of the enemy that hit the Hero
const int AF_FRESH = 1
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const int AF_CYCLE = 2
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const int AF_CYCLENOCSET = 4
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const int AF_TRANSPARENT = 8
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const int IPSTR_ALWAYS = 1
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const int IPSTR_ONLYHELD = 2
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const int IMISC_FLASH = 1
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const int IMISC_TWOHAND = 2
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const int IMISC_HFLIP = 4
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const int IMISC_VFLIP = 8
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const int SZFLAG_TILEWIDTH = 1
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const int SZFLAG_TILEHEIGHT = 2
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const int SZFLAG_HIT_WIDTH = 4
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const int SZFLAG_HIT_HEIGHT = 8
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const int SZFLAG_HIT_Z_HEIGHT = 16
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const int SZFLAG_HIT_X_OFFSET = 32
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const int SZFLAG_HIT_Y_OFFSET = 64
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const int SZFLAG_DRAW_X_OFFSET = 128
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const int SZFLAG_DRAW_Y_OFFSET = 256
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const int SZFLAG_DRAW_Z_OFFSET = 512
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const int SZFLAG_ALL = 1023
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const int SZOF_TILEWIDTH = 1
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0000000001b, 0x001
const int SZOF_TILEHEIGHT = 2
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0000000010b, 0x002
const int SZOF_HITWIDTH = 4
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0000000100b, 0x004
const int SZOF_HITHEIGHT = 8
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0000001000b, 0x008
const int SZOF_HITZHEIGHT = 16
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0000010000b, 0x010
const int SZOF_HITXOFFSET = 32
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0000100000b, 0x020
const int SZOF_HITYOFFSET = 64
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0001000000b, 0x040
const int SZOF_DRAWXOFFSET = 128
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0010000000b, 0x080
const int SZOF_DRAWYOFFSET = 256
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0100000000b, 0x100
const int SZOF_DRAWZOFFSET = 512
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1000000000b, 0x200, Enemies only.
const int CIID_FLAG_CHECKCOST = 1
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const int CIID_FLAG_CHECKJINX = 2
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const int CIID_FLAG_CHECKBUNNY = 4
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const int SUBSEL_FLAG_NO_NONEQUIP = 1
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