"a",
"aggression",
"aiattack",
"aiflag",
"aimove",
"alpha",
"animal",
"animating",
"animation",
"animationid",
"animheight",
"animhits",
"animnum",
"animpos",
"animvalid",
"antigrab",
"antigravity",
"attack",
"attackid",
"attacking",
"attackthrottle",
"attackthrottletime",
"autokill",
"base",
"bbox",
"blink",
"blockback",
"blockodds",
"blockpain",
"boss",
"bounce",
"bound",
"candamage",
"chargerate",
"colourmap",
"colourtable",
"combostep",
"combotime",
"damage_on_landing",
"dead",
"defaultmodel",
"defaultname",
"defense",
"detect",
"direction",
"dot",
"dropframe",
"edelay",
"energycost",
"escapecount",
"escapehits",
"exists",
"falldie",
"flash",
"freezetime",
"frozen",
"gfxshadow",
"grabbing",
"grabforce",
"guardpoints",
"health",
"height",
"hitbyid",
"hmapl",
"hmapu",
"hostile",
"icon",
"iconposition",
"invincible",
"invinctime",
"jugglepoints",
"jumpheight",
"knockdowncount",
"komap",
"landframe",
"lifeposition",
"lifespancountdown",
"link",
"map",
"mapcount",
"mapdefault",
"maps",
"maptime",
"maxguardpoints",
"maxhealth",
"maxjugglepoints",
"maxmp",
"model",
"mp",
"mpdroprate",
"mprate",
"mpset",
"mpstable",
"mpstableval",
"name",
"nameposition",
"nextanim",
"nextthink",
"no_adjust_base",
"noaicontrol",
"nodieblink",
"nodrop",
"nograb",
"nolife",
"nopain",
"offense",
"opponent",
"owner",
"pain_time",
"parent",
"path",
"pathfindstep",
"playerindex",
"position",
"projectile",
"projectilehit",
"range",
"releasetime",
"running",
"rush_count",
"rush_tally",
"rush_time",
"score",
"scroll",
"seal",
"sealtime",
"setlayer",
"spawntype",
"speed",
"sprite",
"spritea",
"stalltime",
"stats",
"staydown",
"staydownatk",
"stealth",
"subentity",
"subject_to_gravity",
"subject_to_hole",
"subject_to_maxz",
"subject_to_minz",
"subject_to_obstacle",
"subject_to_platform",
"subject_to_screen",
"subject_to_wall",
"subtype",
"takeaction",
"think",
"thold",
"throwdamage",
"throwdist",
"throwframewait",
"throwheight",
"tosstime",
"tossv",
"trymove",
"type",
"velocity",
"vulnerable",
"weapent",
"weapon",
"x",
"xdir",
"z",
"zdir",
-----------------------
static const char* eplist_aiflag[] = {
"animating",
"attacking",
"autokill",
"blink",
"blocking",
"charging",
"dead",
"drop",
"falling",
"frozen",
"getting",
"idlemode",
"idling",
"inpain",
"invincible",
"jumpid",
"jumping",
"projectile",
"running",
"toexplode",
"turning",
"walking",
"walkmode",
};
static const char* eplist_attack[] = {
"blast",
"blockflash",
"blocksound",
"coords",
"counterattack",
"direction",
"dol",
"dot",
"dotforce",
"dotindex",
"dotrate",
"dottime",
"drop",
"dropv",
"force",
"forcemap",
"freeze",
"freezetime",
"grab",
"grabdistance",
"guardcost",
"hitflash",
"hitsound",
"jugglecost",
"maptime",
"noblock",
"noflash",
"nokill",
"nopain",
"otg",
"pause",
"reset",
"seal",
"sealtime",
"staydown",
"steal",
"type",
};
--------------------
IICMPCONST(COMPATIBLEVERSION)
ICMPCONST(MIN_INT)
ICMPCONST(MAX_INT)
ICMPCONST(PIXEL_8)
ICMPCONST(PIXEL_x8)
ICMPCONST(PIXEL_16)
ICMPCONST(PIXEL_32)
ICMPCONST(CV_SAVED_GAME)
ICMPCONST(CV_HIGH_SCORE)
ICMPCONST(THINK_SPEED)
ICMPCONST(COUNTER_SPEED)
ICMPCONST(MAX_ENTS)
ICMPCONST(MAX_PANELS)
ICMPCONST(MAX_WEAPONS)
ICMPCONST(MAX_COLOUR_MAPS)
ICMPCONST(MAX_NAME_LEN)
ICMPCONST(LEVEL_MAX_SPAWNS)
ICMPCONST(LEVEL_MAX_PANELS)
ICMPCONST(LEVEL_MAX_HOLES)
ICMPCONST(LEVEL_MAX_WALLS)
ICMPCONST(MAX_LEVELS)
ICMPCONST(MAX_DIFFICULTIES)
ICMPCONST(MAX_SPECIALS)
ICMPCONST(MAX_ATCHAIN)
ICMPCONST(MAX_ATTACKS)
ICMPCONST(MAX_FOLLOWS)
ICMPCONST(MAX_PLAYERS)
ICMPCONST(MAX_ARG_LEN)
ICMPCONST(FLAG_ESC)
ICMPCONST(FLAG_START)
ICMPCONST(FLAG_MOVELEFT)
ICMPCONST(FLAG_MOVERIGHT)
ICMPCONST(FLAG_MOVEUP)
ICMPCONST(FLAG_MOVEDOWN)
ICMPCONST(FLAG_ATTACK)
ICMPCONST(FLAG_ATTACK2)
ICMPCONST(FLAG_ATTACK3)
ICMPCONST(FLAG_ATTACK4)
ICMPCONST(FLAG_JUMP)
ICMPCONST(FLAG_SPECIAL)
ICMPCONST(FLAG_SCREENSHOT)
ICMPCONST(FLAG_ANYBUTTON)
ICMPCONST(FLAG_FORWARD)
ICMPCONST(FLAG_BACKWARD)
ICMPCONST(SDID_MOVEUP)
ICMPCONST(SDID_MOVEDOWN)
ICMPCONST(SDID_MOVELEFT)
ICMPCONST(SDID_MOVERIGHT)
ICMPCONST(SDID_SPECIAL)
ICMPCONST(SDID_ATTACK)
ICMPCONST(SDID_ATTACK2)
ICMPCONST(SDID_ATTACK3)
ICMPCONST(SDID_ATTACK4)
ICMPCONST(SDID_JUMP)
ICMPCONST(SDID_START)
ICMPCONST(SDID_SCREENSHOT)
ICMPCONST(TYPE_NONE)
ICMPCONST(TYPE_PLAYER)
ICMPCONST(TYPE_ENEMY)
ICMPCONST(TYPE_ITEM)
ICMPCONST(TYPE_OBSTACLE)
ICMPCONST(TYPE_STEAMER)
ICMPCONST(TYPE_SHOT)
ICMPCONST(TYPE_TRAP)
ICMPCONST(TYPE_TEXTBOX)
ICMPCONST(TYPE_ENDLEVEL)
ICMPCONST(TYPE_NPC)
ICMPCONST(TYPE_PANEL)
ICMPCONST(TYPE_RESERVED)
ICMPCONST(SUBTYPE_NONE)
ICMPCONST(SUBTYPE_BIKER)
ICMPCONST(SUBTYPE_NOTGRAB)
ICMPCONST(SUBTYPE_ARROW)
ICMPCONST(SUBTYPE_TOUCH)
ICMPCONST(SUBTYPE_WEAPON)
ICMPCONST(SUBTYPE_NOSKIP)
ICMPCONST(SUBTYPE_FLYDIE)
ICMPCONST(SUBTYPE_BOTH)
ICMPCONST(SUBTYPE_PROJECTILE)
ICMPCONST(SUBTYPE_FOLLOW)
ICMPCONST(SUBTYPE_CHASE)
ICMPCONST(AIMOVE1_NORMAL)
ICMPCONST(AIMOVE1_CHASE)
ICMPCONST(AIMOVE1_CHASEZ)
ICMPCONST(AIMOVE1_CHASEX)
ICMPCONST(AIMOVE1_AVOID)
ICMPCONST(AIMOVE1_AVOIDZ)
ICMPCONST(AIMOVE1_AVOIDX)
ICMPCONST(AIMOVE1_WANDER)
ICMPCONST(AIMOVE1_NOMOVE)
ICMPCONST(AIMOVE1_BIKER)
ICMPCONST(AIMOVE1_STAR)
ICMPCONST(AIMOVE1_ARROW)
ICMPCONST(AIMOVE1_BOMB)
ICMPCONST(AIMOVE2_NORMAL)
ICMPCONST(AIMOVE2_IGNOREHOLES)
ICMPCONST(AIATTACK1_NORMAL)
ICMPCONST(AIATTACK1_LONG)
ICMPCONST(AIATTACK1_MELEE)
ICMPCONST(AIATTACK1_NOATTACK)
ICMPCONST(AIATTACK1_ALWAYS)
ICMPCONST(AIATTACK2_NORMAL)
ICMPCONST(AIATTACK2_DODGE)
ICMPCONST(AIATTACK2_DODGEMOVE)
ICMPCONST(FRONTPANEL_Z)
ICMPCONST(HOLE_Z)
ICMPCONST(NEONPANEL_Z)
ICMPCONST(SHADOW_Z)
ICMPCONST(SCREENPANEL_Z)
ICMPCONST(PANEL_Z)
ICMPCONST(MIRROR_Z)
ICMPCONST(PIT_DEPTH)
ICMPCONST(P2_STATS_DIST)
ICMPCONST(CONTACT_DIST_H)
ICMPCONST(CONTACT_DIST_V)
ICMPCONST(GRAB_DIST)
ICMPCONST(GRAB_STALL)
ICMPCONST(ATK_NORMAL)
ICMPCONST(ATK_NORMAL2)
ICMPCONST(ATK_NORMAL3)
ICMPCONST(ATK_NORMAL4)
ICMPCONST(ATK_BLAST)
ICMPCONST(ATK_BURN)
ICMPCONST(ATK_FREEZE)
ICMPCONST(ATK_SHOCK)
ICMPCONST(ATK_STEAL)
ICMPCONST(ATK_NORMAL5)
ICMPCONST(ATK_NORMAL6)
ICMPCONST(ATK_NORMAL7)
ICMPCONST(ATK_NORMAL8)
ICMPCONST(ATK_NORMAL9)
ICMPCONST(ATK_NORMAL10)
ICMPCONST(ATK_ITEM)
ICMPCONST(ATK_LAND)
ICMPCONST(ATK_PIT)
ICMPCONST(ATK_LIFESPAN)
ICMPCONST(ATK_TIMEOVER)
ICMPCONST(SCROLL_RIGHT)
ICMPCONST(SCROLL_DOWN)
ICMPCONST(SCROLL_LEFT)
ICMPCONST(SCROLL_UP)
ICMPCONST(SCROLL_BOTH)
ICMPCONST(SCROLL_LEFTRIGHT)
ICMPCONST(SCROLL_RIGHTLEFT)
ICMPCONST(SCROLL_INWARD)
ICMPCONST(SCROLL_OUTWARD)
ICMPCONST(SCROLL_INOUT)
ICMPCONST(SCROLL_OUTIN)
ICMPCONST(SCROLL_UPWARD)
ICMPCONST(SCROLL_DOWNWARD)
ICMPCONST(ANI_IDLE)
ICMPCONST(ANI_WALK)
ICMPCONST(ANI_JUMP)
ICMPCONST(ANI_LAND)
ICMPCONST(ANI_PAIN)
ICMPCONST(ANI_FALL)
ICMPCONST(ANI_RISE)
ICMPCONST(ANI_UPPER)
ICMPCONST(ANI_BLOCK)
ICMPCONST(ANI_JUMPATTACK)
ICMPCONST(ANI_JUMPATTACK2)
ICMPCONST(ANI_GET)
ICMPCONST(ANI_GRAB)
ICMPCONST(ANI_GRABATTACK)
ICMPCONST(ANI_GRABATTACK2)
ICMPCONST(ANI_THROW)
ICMPCONST(ANI_SPECIAL)
ICMPCONST(ANI_SPAWN)
ICMPCONST(ANI_DIE)
ICMPCONST(ANI_PICK)
ICMPCONST(ANI_JUMPATTACK3)
ICMPCONST(ANI_UP)
ICMPCONST(ANI_DOWN)
ICMPCONST(ANI_SHOCK)
ICMPCONST(ANI_BURN)
ICMPCONST(ANI_SHOCKPAIN)
ICMPCONST(ANI_BURNPAIN)
ICMPCONST(ANI_GRABBED)
ICMPCONST(ANI_SPECIAL2)
ICMPCONST(ANI_RUN)
ICMPCONST(ANI_RUNATTACK)
ICMPCONST(ANI_RUNJUMPATTACK)
ICMPCONST(ANI_ATTACKUP)
ICMPCONST(ANI_ATTACKDOWN)
ICMPCONST(ANI_ATTACKFORWARD)
ICMPCONST(ANI_ATTACKBACKWARD)
ICMPCONST(ANI_RISEATTACK)
ICMPCONST(ANI_DODGE)
ICMPCONST(ANI_ATTACKBOTH)
ICMPCONST(ANI_GRABFORWARD)
ICMPCONST(ANI_GRABFORWARD2)
ICMPCONST(ANI_JUMPFORWARD)
ICMPCONST(ANI_GRABDOWN)
ICMPCONST(ANI_GRABDOWN2)
ICMPCONST(ANI_GRABUP)
ICMPCONST(ANI_GRABUP2)
ICMPCONST(ANI_SELECT)
ICMPCONST(ANI_DUCK)
ICMPCONST(ANI_FAINT)
ICMPCONST(ANI_CANT)
ICMPCONST(ANI_THROWATTACK)
ICMPCONST(ANI_CHARGEATTACK)
ICMPCONST(ANI_VAULT)
ICMPCONST(ANI_JUMPCANT)
ICMPCONST(ANI_JUMPSPECIAL)
ICMPCONST(ANI_BURNDIE)
ICMPCONST(ANI_SHOCKDIE)
ICMPCONST(ANI_PAIN2)
ICMPCONST(ANI_PAIN3)
ICMPCONST(ANI_PAIN4)
ICMPCONST(ANI_FALL2)
ICMPCONST(ANI_FALL3)
ICMPCONST(ANI_FALL4)
ICMPCONST(ANI_DIE2)
ICMPCONST(ANI_DIE3)
ICMPCONST(ANI_DIE4)
ICMPCONST(ANI_CHARGE)
ICMPCONST(ANI_BACKWALK)
ICMPCONST(ANI_SLEEP)
ICMPCONST(ANI_PAIN5)
ICMPCONST(ANI_PAIN6)
ICMPCONST(ANI_PAIN7)
ICMPCONST(ANI_PAIN8)
ICMPCONST(ANI_PAIN9)
ICMPCONST(ANI_PAIN10)
ICMPCONST(ANI_FALL5)
ICMPCONST(ANI_FALL6)
ICMPCONST(ANI_FALL7)
ICMPCONST(ANI_FALL8)
ICMPCONST(ANI_FALL9)
ICMPCONST(ANI_FALL10)
ICMPCONST(ANI_DIE5)
ICMPCONST(ANI_DIE6)
ICMPCONST(ANI_DIE7)
ICMPCONST(ANI_DIE8)
ICMPCONST(ANI_DIE9)
ICMPCONST(ANI_DIE10)
ICMPCONST(ANI_TURN)
ICMPCONST(ANI_RESPAWN)
ICMPCONST(ANI_FORWARDJUMP)
ICMPCONST(ANI_RUNJUMP)
ICMPCONST(ANI_JUMPLAND)
ICMPCONST(ANI_JUMPDELAY)
ICMPCONST(ANI_HITWALL)
ICMPCONST(ANI_GRABBACKWARD)
ICMPCONST(ANI_GRABBACKWARD2)
ICMPCONST(ANI_GRABWALK)
ICMPCONST(ANI_GRABBEDWALK)
ICMPCONST(ANI_GRABWALKUP)
ICMPCONST(ANI_GRABBEDWALKUP)
ICMPCONST(ANI_GRABWALKDOWN)
ICMPCONST(ANI_GRABBEDWALKDOWN)
ICMPCONST(ANI_GRABTURN)
ICMPCONST(ANI_GRABBEDTURN)
ICMPCONST(ANI_GRABBACKWALK)
ICMPCONST(ANI_GRABBEDBACKWALK)
ICMPCONST(ANI_SLIDE)
ICMPCONST(ANI_RUNSLIDE)
ICMPCONST(ANI_BLOCKPAIN)
ICMPCONST(ANI_DUCKATTACK)
ICMPCONST(MAX_ANIS)
ICMPCONST(PLAYER_MIN_Z)
ICMPCONST(PLAYER_MAX_Z)
ICMPCONST(BGHEIGHT)
ICMPCONST(MAX_WALL_HEIGHT)
ICMPCONST(SAMPLE_GO)
ICMPCONST(SAMPLE_BEAT)
ICMPCONST(SAMPLE_BLOCK)
ICMPCONST(SAMPLE_INDIRECT)
ICMPCONST(SAMPLE_GET)
ICMPCONST(SAMPLE_GET2)
ICMPCONST(SAMPLE_FALL)
ICMPCONST(SAMPLE_JUMP)
ICMPCONST(SAMPLE_PUNCH)
ICMPCONST(SAMPLE_1UP)
ICMPCONST(SAMPLE_TIMEOVER)
ICMPCONST(SAMPLE_BEEP)
ICMPCONST(SAMPLE_BEEP2)
ICMPCONST(SAMPLE_BIKE)
ICMPCONST(ANI_RISE2)
ICMPCONST(ANI_RISE3)
ICMPCONST(ANI_RISE4)
ICMPCONST(ANI_RISE5)
ICMPCONST(ANI_RISE6)
ICMPCONST(ANI_RISE7)
ICMPCONST(ANI_RISE8)
ICMPCONST(ANI_RISE9)
ICMPCONST(ANI_RISE10)
ICMPCONST(ANI_RISEB)
ICMPCONST(ANI_RISES)
ICMPCONST(ANI_BLOCKPAIN2)
ICMPCONST(ANI_BLOCKPAIN3)
ICMPCONST(ANI_BLOCKPAIN4)
ICMPCONST(ANI_BLOCKPAIN5)
ICMPCONST(ANI_BLOCKPAIN6)
ICMPCONST(ANI_BLOCKPAIN7)
ICMPCONST(ANI_BLOCKPAIN8)
ICMPCONST(ANI_BLOCKPAIN9)
ICMPCONST(ANI_BLOCKPAIN10)
ICMPCONST(ANI_BLOCKPAINB)
ICMPCONST(ANI_BLOCKPAINS)
ICMPCONST(ANI_CHIPDEATH)
ICMPCONST(ANI_GUARDBREAK)
ICMPCONST(ANI_RISEATTACK2)
ICMPCONST(ANI_RISEATTACK3)
ICMPCONST(ANI_RISEATTACK4)
ICMPCONST(ANI_RISEATTACK5)
ICMPCONST(ANI_RISEATTACK6)
ICMPCONST(ANI_RISEATTACK7)
ICMPCONST(ANI_RISEATTACK8)
ICMPCONST(ANI_RISEATTACK9)
ICMPCONST(ANI_RISEATTACK10)
ICMPCONST(ANI_RISEATTACKB)
ICMPCONST(ANI_RISEATTACKS)
ICMPCONST(ANI_SLIDE)
ICMPCONST(ANI_RUNSLIDE)
ICMPCONST(ANI_DUCKATTACK)
ICMPCONST(ANI_WALKOFF)
ICMPCONST(ANI_FREESPECIAL)
// for the extra animation ids
ICMPSCONSTC(ATK_NORMAL)
ICMPSCONSTA(ANI_DOWN, animdowns)
ICMPSCONSTA(ANI_UP, animups)
ICMPSCONSTA(ANI_BACKWALK, animbackwalks)
ICMPSCONSTA(ANI_WALK, animwalks)
ICMPSCONSTA(ANI_IDLE, animidles)
ICMPSCONSTB(ANI_FALL, animfalls)
ICMPSCONSTB(ANI_RISE, animrises)
ICMPSCONSTB(ANI_RISEATTACK, animriseattacks)
ICMPSCONSTB(ANI_PAIN, animpains)
ICMPSCONSTB(ANI_DIE, animdies)
ICMPSCONSTA(ANI_ATTACK, animattacks)
ICMPSCONSTA(ANI_FOLLOW, animfollows)
ICMPSCONSTA(ANI_FREESPECIAL, animspecials)