#define FL_FLY (1<<0) // Changes the SV_Movestep() behavior to not need to be on ground
#define FL_FLY (1U<<0) // Changes the SV_Movestep() behavior to not need to be on ground
#define FL_SWIM (1<<1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
#define FL_SWIM (1U<<1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
#define FL_CONVEYOR (1<<2)
#define FL_CONVEYOR (1U<<2)
#define FL_CLIENT (1<<3)
#define FL_CLIENT (1U<<3)
#define FL_INWATER (1<<4)
#define FL_INWATER (1U<<4)
#define FL_MONSTER (1<<5)
#define FL_MONSTER (1U<<5)
#define FL_GODMODE (1<<6)
#define FL_GODMODE (1U<<6)
#define FL_NOTARGET (1<<7)
#define FL_NOTARGET (1U<<7)
#define FL_SKIPLOCALHOST (1<<8) // Don't send entity to local host, it's predicting this entity itself
#define FL_SKIPLOCALHOST (1U<<8) // Don't send entity to local host, it's predicting this entity itself
#define FL_ONGROUND (1<<9) // At rest / on the ground
#define FL_ONGROUND (1U<<9) // At rest / on the ground
#define FL_PARTIALGROUND (1<<10) // not all corners are valid
#define FL_PARTIALGROUND (1U<<10) // not all corners are valid
#define FL_WATERJUMP (1<<11) // player jumping out of water
#define FL_WATERJUMP (1U<<11) // player jumping out of water
#define FL_FROZEN (1<<12) // Player is frozen for 3rd person camera
#define FL_FROZEN (1U<<12) // Player is frozen for 3rd person camera
#define FL_FAKECLIENT (1<<13) // JAC: fake client, simulated server side; don't send network messages to them
#define FL_FAKECLIENT (1U<<13) // JAC: fake client, simulated server side; don't send network messages to them
#define FL_DUCKING (1<<14) // Player flag -- Player is fully crouched
#define FL_DUCKING (1U<<14) // Player flag -- Player is fully crouched
#define FL_FLOAT (1<<15) // Apply floating force to this entity when in water
#define FL_FLOAT (1U<<15) // Apply floating force to this entity when in water
#define FL_GRAPHED (1<<16) // worldgraph has this ent listed as something that blocks a connection
#define FL_GRAPHED (1U<<16) // worldgraph has this ent listed as something that blocks a connection
// UNDONE: Do we need these?
// UNDONE: Do we need these?
#define FL_IMMUNE_WATER (1<<17)
#define FL_IMMUNE_WATER (1U<<17)
#define FL_IMMUNE_SLIME (1<<18)
#define FL_IMMUNE_SLIME (1U<<18)
#define FL_IMMUNE_LAVA (1<<19)
#define FL_IMMUNE_LAVA (1U<<19)
#define FL_PROXY (1<<20) // This is a spectator proxy
#define FL_PROXY (1U<<20) // This is a spectator proxy
#define FL_ALWAYSTHINK (1<<21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path)
#define FL_ALWAYSTHINK (1U<<21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path)
#define FL_BASEVELOCITY (1<<22) // Base velocity has been applied this frame (used to convert base velocity into momentum)
#define FL_BASEVELOCITY (1U<<22) // Base velocity has been applied this frame (used to convert base velocity into momentum)
#define FL_MONSTERCLIP (1<<23) // Only collide in with monsters who have FL_MONSTERCLIP set
#define FL_MONSTERCLIP (1U<<23) // Only collide in with monsters who have FL_MONSTERCLIP set
#define FL_ONTRAIN (1<<24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
#define FL_ONTRAIN (1U<<24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
#define FL_WORLDBRUSH (1<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
#define FL_WORLDBRUSH (1U<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
#define FL_SPECTATOR (1<<26) // This client is a spectator, don't run touch functions, etc.
#define FL_SPECTATOR (1U<<26) // This client is a spectator, don't run touch functions, etc.
#define FL_LASERDOT (1<<27) // Predicted laser spot from rocket launcher
#define FL_LASERDOT (1U<<27) // Predicted laser spot from rocket launcher
#define FL_CUSTOMENTITY (1<<29) // This is a custom entity
#define FL_CUSTOMENTITY (1U<<29) // This is a custom entity
#define FL_KILLME (1<<30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time
#define FL_KILLME (1U<<30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time
#define FL_DORMANT (1<<31) // Entity is dormant, no updates to client
#define FL_DORMANT (1U<<31) // Entity is dormant, no updates to client
// Goes into globalvars_t.trace_flags
// Goes into globalvars_t.trace_flags
#define FTRACE_SIMPLEBOX (1<<0) // Traceline with a simple box
#define FTRACE_SIMPLEBOX (1U<<0) // Traceline with a simple box
#define FTRACE_IGNORE_GLASS (1<<1) // traceline will be ignored entities with rendermode != kRenderNormal
#define FTRACE_IGNORE_GLASS (1U<<1) // traceline will be ignored entities with rendermode != kRenderNormal
// walkmove modes
// walkmove modes
#define WALKMOVE_NORMAL 0 // normal walkmove
#define WALKMOVE_NORMAL 0 // normal walkmove
@ -114,11 +114,11 @@
#define EF_LIGHT 64 // rocket flare glow sprite
#define EF_LIGHT 64 // rocket flare glow sprite
#define EF_NODRAW 128 // don't draw entity
#define EF_NODRAW 128 // don't draw entity
#define EF_WATERSIDES (1<<26) // Do not remove sides for func_water entity
#define EF_WATERSIDES (1U<<26) // Do not remove sides for func_water entity
#define EF_FULLBRIGHT (1<<27) // Just get fullbright
#define EF_FULLBRIGHT (1U<<27) // Just get fullbright
#define EF_NOSHADOW (1<<28) // ignore shadow for this entity
#define EF_NOSHADOW (1U<<28) // ignore shadow for this entity
#define EF_MERGE_VISIBILITY (1<<29) // this entity allowed to merge vis (e.g. env_sky or portal camera)
#define EF_MERGE_VISIBILITY (1U<<29) // this entity allowed to merge vis (e.g. env_sky or portal camera)
#define EF_REQUEST_PHS (1<<30) // This entity requested phs bitvector instead of pvsbitvector in AddToFullPack calls
#define EF_REQUEST_PHS (1U<<30) // This entity requested phs bitvector instead of pvsbitvector in AddToFullPack calls
// g-cont. one reserved bit here for me
// g-cont. one reserved bit here for me
// entity flags
// entity flags
@ -647,22 +647,22 @@
#define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
#define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
// buttons
// buttons
#define IN_ATTACK (1<<0)
#define IN_ATTACK (1U<<0)
#define IN_JUMP (1<<1)
#define IN_JUMP (1U<<1)
#define IN_DUCK (1<<2)
#define IN_DUCK (1U<<2)
#define IN_FORWARD (1<<3)
#define IN_FORWARD (1U<<3)
#define IN_BACK (1<<4)
#define IN_BACK (1U<<4)
#define IN_USE (1<<5)
#define IN_USE (1U<<5)
#define IN_CANCEL (1<<6)
#define IN_CANCEL (1U<<6)
#define IN_LEFT (1<<7)
#define IN_LEFT (1U<<7)
#define IN_RIGHT (1<<8)
#define IN_RIGHT (1U<<8)
#define IN_MOVELEFT (1<<9)
#define IN_MOVELEFT (1U<<9)
#define IN_MOVERIGHT (1<<10)
#define IN_MOVERIGHT (1U<<10)
#define IN_ATTACK2 (1<<11)
#define IN_ATTACK2 (1U<<11)
#define IN_RUN (1<<12)
#define IN_RUN (1U<<12)
#define IN_RELOAD (1<<13)
#define IN_RELOAD (1U<<13)
#define IN_ALT1 (1<<14)
#define IN_ALT1 (1U<<14)
#define IN_SCORE (1<<15) // Used by client.dll for when scoreboard is held down
#define IN_SCORE (1U<<15) // Used by client.dll for when scoreboard is held down