#define LOCALMOVE_INVALID 0 // move is not possible
#define LOCALMOVE_INVALID_DONT_TRIANGULATE 1 // move is not possible, don't try to triangulate
#define LOCALMOVE_VALID 2 // move is possible
// Hit Group standards
#define HITGROUP_GENERIC 0
#define HITGROUP_HEAD 1
#define HITGROUP_CHEST 2
#define HITGROUP_STOMACH 3
#define HITGROUP_LEFTARM 4
#define HITGROUP_RIGHTARM 5
#define HITGROUP_LEFTLEG 6
#define HITGROUP_RIGHTLEG 7
// Monster Spawnflags
#define SF_MONSTER_WAIT_TILL_SEEN 1// spawnflag that makes monsters wait until player can see them before attacking.
#define SF_MONSTER_GAG 2 // no idle noises from this monster
#define SF_MONSTER_HITMONSTERCLIP 4
// 8
#define SF_MONSTER_PRISONER 16 // monster won't attack anyone, no one will attacke him.
// 32
#define SF_MONSTER_INVINCIBLE 64 // buz - dont take damage from player
#define SF_MONSTER_NO_YELLOW_BLOBS 128 //LRC- if the monster is stuck, don't give errors or show yellow blobs.
//LRC- wasn't implemented. #define SF_MONSTER_WAIT_FOR_SCRIPT 128 //spawnflag that makes monsters wait to check for attacking until the script is done or they've been attacked
#define SF_MONSTER_PREDISASTER 256 //this is a predisaster scientist or barney. Influences how they speak.
#define SF_MONSTER_FADECORPSE 512 // Fade out corpse after death
#define SF_MONSTER_NO_WPN_DROP 1024 //LRC- never drop your weapon (player can't pick it up.)
//LRC - this clashes with 'not in deathmatch'. Replaced with m_iPlayerReact.
//#define SF_MONSTER_INVERT_PLAYERREACT 2048 //LRC- if this monster would usually attack the player, don't attack unless provoked. If you would usually NOT attack the player, attack him.
#define SF_MONSTER_FALL_TO_GROUND 0x80000000
// specialty spawnflags
#define SF_MONSTER_TURRET_AUTOACTIVATE 32
#define SF_MONSTER_TURRET_STARTINACTIVE 64
#define SF_MONSTER_WAIT_UNTIL_PROVOKED 64 // don't attack the player unless provoked
// MoveToOrigin stuff
#define MOVE_START_TURN_DIST 64 // when this far away from moveGoal, start turning to face next goal
#define MOVE_STUCK_DIST 32 // if a monster can't step this far, it is stuck.
// MoveToOrigin stuff
#define MOVE_NORMAL 0// normal move in the direction monster is facing
#define MOVE_STRAFE 1// moves in direction specified, no matter which way monster is facing
// spawn flags 256 and above are already taken by the engine