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This is a comprehensive list of all constants that can be used in SOCs and Lua scripts – these are special keywords recognised by SRB2, such as FRACUNIT and TICRATE, which represent a specific, unchangeable, integer number. In Lua, these must always be given in the correct case as given in this article (or in linked articles); however, SOC is case-insensitive and allows all constants to be given in any case whatsoever. Many groups of constants are identifiable by certain prefixes given in their names – for example, all primary Object flags have the MF_ prefix in their names, while all secondary Object flags have the MF2_ prefix in their names instead.

NoteIcon.png Note
Due to the sheer number of constants available for use in SRB2 altogether, not all of them can be listed here; for convenience, this article provides links to other articles on the SRB2 Wiki already covering specific groups of constants, where they may be explained in more detail than this article can give.


Integer type limits (INTn_*/UINTn_*)

Name Hexadecimal Decimal Description
INT8_MIN 0x80 -128 Signed 8-bit integer minimum
INT16_MIN 0x8000 -32768 Signed 16-bit integer minimum
INT32_MIN 0x80000000 -2147483648 Signed 32-bit integer minimum
INT8_MAX 0x7f 127 Signed 8-bit integer maximum
INT16_MAX 0x7fff 32767 Signed 16-bit integer maximum
INT32_MAX 0x7fffffff 2147483647 Signed 32-bit integer maximum
UINT8_MAX 0xff 255 Unsigned 8-bit integer maximum
UINT16_MAX 0xffff 65535 Unsigned 16-bit integer maximum
UINT32_MAX 0xffffffff 42949672951 Unsigned 32-bit integer maximum

1 Outputs as -1 in SOC or Lua

Angles (ANG*/ANGLE_*)

Name Angle (degrees) Hexadecimal Decimal
Actual SOC/Lua
ANG1 0x00B60B61 11930465
ANG2 0x016C16C1 23860929
ANG10 10º 0x071C71C7 119304647
ANG15 15º 0x0AAAAAAB 178956971
ANG20 20º 0x0E38E38E 238609294
ANG30 30º 0x15555555 357913941
ANG60 60º 0x2AAAAAAB 715827883
ANG64h 64.5º 0x2DDDDDDE 769514974
ANG105 105º 0x4AAAAAAB 1252698795
ANG210 210º 0x95555555 2505397589 -1789569707
ANG255 255º 0xB5555555 3042268501 -1252698795
ANG340 340º 0xF1C71C72 4056358002 -238609294
ANG350 350º 0xF8E38E39 4175662649 -119304647
Name Angle (degrees) Hexadecimal Decimal
Actual SOC/Lua
ANGLE_11hh 11.25º 0x08000000 134217728
ANGLE_22h 22.5º 0x10000000 268435456
ANGLE_45 45º 0x20000000 536870912
ANGLE_67h 67.5º 0x30000000 805306368
ANGLE_90 90º 0x40000000 1073741824
ANGLE_112h 112.5º 0x50000000 1342177280
ANGLE_135 135º 0x60000000 1610612736
ANGLE_157h 157.5º 0x70000000 1879048192
ANGLE_180 180º 0x80000000 2147483648 -2147483648
ANGLE_202h 202.5º 0x90000000 2415919104 -1879048192
ANGLE_225 225º 0xA0000000 2684354560 -1610612736
ANGLE_247h 247.5º 0xB0000000 2952790016 -1342177280
ANGLE_270 270º 0xC0000000 3221225472 -1073741824
ANGLE_292h 292.5º 0xD0000000 3489660928 -805306368
ANGLE_315 315º 0xE0000000 3758096384 -536870912
ANGLE_337h 337.5º 0xF0000000 4026531840 -268435456
ANGLE_MAX ~360º 0xFFFFFFFF 4294967295 -1

Miscellaneous constants

Name Value Description
(1<<16, or 65536)
Basic unit of measurement for lengths, speeds, object scales and sometimes angles. In these cases, it is to be used in a manner such that FRACUNIT represents a unit (or in some cases a pixel), 2*FRACUNIT represents 2 units, FRACUNIT/2 represents half a unit, and so on.
FRACBITS 16 The number of bits to shift up to convert integers to FRACUNIT scale, or the number of bits to shift down for vice versa. This constant is used to define the value of FRACUNIT itself – modification of FRACBITS in the source code would also modify FRACUNIT's value.

Note that bit-shifting an integer by FRACBITS in either direction is essentially the same as multiplication or division by FRACUNIT – i.e. x<<FRACBITS is the same as x*FRACUNIT, and x>>FRACBITS is the same as x/FRACUNIT.

TICRATE 35 The number of tics in a second; i.e. anything multiplied by this value is a measurement in seconds.
RING_DIST 512*FRACUNIT The maximum distance that rings can be from players with an Attraction Shield to be attracted to them. This is also used by the Homing Attack character ability as the maximum distance an enemy, spring or monitor can be to able to home in on them.
PUSHACCEL 2*FRACUNIT The speed pushable Objects with MF2_SLIDEPUSH will be pushed at.
MODID 12 The EXE's Mod ID. For SRB2 2.1, 12 is the default value for this constant.
CODEBASE 210 The SRB2 version number the EXE is based on. For SRB2 2.1, 210 is the default value for this constant.
VERSION 201 The game's version number.
SUBVERSION 20 The game's sub-version number.
FLOATSPEED FRACUNIT*4 Vertical movement speed for Objects with MF_FLOAT.
MAXSTEPMOVE 24*FRACUNIT The maximum height an Object can step up/down without being blocked by a wall or falling down.
USERANGE 64*FRACUNIT Doom's Use button effect range. (Unused in SRB2)
MELEERANGE 64*FRACUNIT Doom's melee attack range. (Used internally by P_CheckMeleeRange and P_SkimCheckMeleeRange)
MISSILERANGE 32*64*FRACUNIT Doom's missile attack range. (Used internally by A_UnidusBall)
ONFLOORZ INT32_MIN The z position representing being positioned on a sector's floor, used by map thing spawning code. This is corrected to the appropriate height in P_SpawnMobj for newly spawned Objects.
ONCEILINGZ INT32_MAX The z position representing being positioned on a sector's ceiling, used by map thing spawning code. This is corrected to the appropriate height in P_SpawnMobj for newly spawned Objects.


Object types (MT_*)

Main article: List of Object types

Primary Object flags (MF_*)

Secondary Object flags (MF2_*)

Extra Object flags (MFE_*)

Thing flags (MTF_*)

Main article: Thing > Flags

States (S_*)

Main article: List of states

Sprite prefixes (SPR_*)

Main article: List of sprites

Translucency levels (tr_*/TR_*)

NoteIcon.png Note
The lowercase versions of the tr_ constants are exclusive to Lua; tr_trans10 to tr_trans90 will always be read as the uppercase versions in SOC regardless of case.
Value Name Description
1 tr_trans10 10% translucent (90% opaque)
2 tr_trans20 20% translucent (80% opaque)
3 tr_trans30 30% translucent (70% opaque)
4 tr_trans40 40% translucent (60% opaque)
5 tr_trans50 50% translucent (50% opaque)
6 tr_trans60 60% translucent (40% opaque)
7 tr_trans70 70% translucent (30% opaque)
8 tr_trans80 80% translucent (20% opaque)
9 tr_trans90 90% translucent (10% opaque)
10 NUMTRANSMAPS Number of translucency maps
Value Name Description
65536 TR_TRANS10 tr_trans10 for SOCs (tr_trans10<<FF_TRANSSHIFT)
131072 TR_TRANS20 tr_trans20 for SOCs (tr_trans20<<FF_TRANSSHIFT)
196608 TR_TRANS30 tr_trans30 for SOCs (tr_trans30<<FF_TRANSSHIFT)
262144 TR_TRANS40 tr_trans40 for SOCs (tr_trans40<<FF_TRANSSHIFT)
327680 TR_TRANS50 tr_trans50 for SOCs (tr_trans50<<FF_TRANSSHIFT)
393216 TR_TRANS60 tr_trans60 for SOCs (tr_trans60<<FF_TRANSSHIFT)
458752 TR_TRANS70 tr_trans70 for SOCs (tr_trans70<<FF_TRANSSHIFT)
524288 TR_TRANS80 tr_trans80 for SOCs (tr_trans80<<FF_TRANSSHIFT)
589824 TR_TRANS90 tr_trans90 for SOCs (tr_trans90<<FF_TRANSSHIFT)

Frame settings (FF_*)

Name Decimal Hexadecimal Description
FF_FRAMEMASK 16383 0x3FFF Frame number mask
FF_ANIMATE 16384 0x4000 Animation flag; animation is handled in a single state
FF_FULLBRIGHT 32768 0x8000 Full brightness flag; sprite is not affected by lighting
FF_TRANSMASK 983040 0xF0000 Translucency mask
FF_TRANSSHIFT 16 0x10 Number of bits to shift up to convert tr_transxx constants to TR_TRANSxx constants
FF_TRANS10 65536 0x10000 10% translucency flag; sprite is 10% translucent (90% opaque)
FF_TRANS20 131072 0x20000 20% translucency flag; sprite is 20% translucent (80% opaque)
FF_TRANS30 196608 0x30000 30% translucency flag; sprite is 30% translucent (70% opaque)
FF_TRANS40 262144 0x40000 40% translucency flag; sprite is 40% translucent (60% opaque)
FF_TRANS50 327680 0x50000 50% translucency flag; sprite is 50% translucent (50% opaque)
FF_TRANS60 393216 0x60000 60% translucency flag; sprite is 60% translucent (40% opaque)
FF_TRANS70 458752 0x70000 70% translucency flag; sprite is 70% translucent (30% opaque)
FF_TRANS80 524288 0x80000 80% translucency flag; sprite is 80% translucent (20% opaque)
FF_TRANS90 589824 0x90000 90% translucency flag; sprite is 90% translucent (10% opaque)

Sounds (sfx_*)

Main article: List of sounds

Sound flags (SF_*)

Main article: Sound > Attributes

Skin colors (SKINCOLOR_*)

Main article: List of skin colors
Value Name Color
Value Name Color
26 MAXSKINCOLORS Total number of skin colors

Super skin colors

Value Name Color
31 SKINCOLOR_TSUPER1 Super Tails #1
32 SKINCOLOR_TSUPER2 Super Tails #2
33 SKINCOLOR_TSUPER4 Super Tails #3
34 SKINCOLOR_TSUPER5 Super Tails #4
35 SKINCOLOR_TSUPER5 Super Tails #5
36 SKINCOLOR_KSUPER1 Super Knux #1
37 SKINCOLOR_KSUPER2 Super Knux #2
38 SKINCOLOR_KSUPER3 Super Knux #3
39 SKINCOLOR_KSUPER4 Super Knux #4
40 SKINCOLOR_KSUPER5 Super Knux #5
41 MAXTRANSLATIONS Total number of translations

A_Chase directions (DI_*)

Value Name Description
-1 DI_NODIR No direction
0 DI_EAST East
1 DI_NORTHEAST Northeast
2 DI_NORTH North
3 DI_NORTHWEST Northwest
4 DI_WEST West
5 DI_SOUTHWEST Southwest
6 DI_SOUTH South
7 DI_SOUTHEAST Southeast
8 NUMDIRS Total number of directions


Skin flags (SF_*)

Main article: S_SKIN > flags

Character abilities

Value Name Description
Primary (CA_*)
0 CA_NONE No ability
1 CA_THOK Sonic Speed Thok
2 CA_FLY Tails Fly
3 CA_GLIDEANDCLIMB Knuckles Glide/Climb
4 CA_HOMINGTHOK Homing Attack
5 CA_SWIM Swim
7 CA_FLOAT Super Sonic Float
8 CA_SLOWFALL Float with Slow Decent
9 CA_TELEKINESIS Telekinesis
10 CA_FALLSWITCH Fall switch
11 CA_JUMPBOOST Jump boost
12 CA_AIRDRILL Air drill
13 CA_JUMPTHOK Jump thok
Secondary (CA2_*)
0 CA2_NONE No ability
1 CA2_SPINDASH Spindash
2 CA2_MULTIABILITY Multiability

Player states (PST_*)

Value Name Description
0 PST_LIVE The player is playing
1 PST_DEAD The player is dead and waiting to respawn
2 PST_REBORN The player just respawned after being dead

Skin sounds (SKS*)

See also: S_SKIN > Custom sounds
Value Name Description
0 SKSSPIN sfx_spin replacement sound
1 SKSPUTPUT sfx_putput replacement sound
2 SKSPUDPUD sfx_pudpud replacement sound
3 SKSPLPAN1 sfx_altow1 replacement sound
4 SKSPLPAN2 sfx_altow2 replacement sound
5 SKSPLPAN3 sfx_altow3 replacement sound
6 SKSPLPAN4 sfx_altow4 replacement sound
7 SKSPLDET1 sfx_altdi1 replacement sound
8 SKSPLDET2 sfx_altdi2 replacement sound
9 SKSPLDET3 sfx_altdi3 replacement sound
10 SKSPLDET4 sfx_altdi4 replacement sound
11 SKSPLVCT1 sfx_victr1 replacement sound
12 SKSPLVCT2 sfx_victr2 replacement sound
13 SKSPLVCT3 sfx_victr3 replacement sound
14 SKSPLVCT4 sfx_victr4 replacement sound
15 SKSTHOK sfx_thok replacement sound
16 SKSSPNDSH sfx_spndsh replacement sound
17 SKSZOOM sfx_zoom replacement sound
18 SKSSKID sfx_skid replacement sound
19 SKSGASP sfx_gasp replacement sound
20 SKSJUMP sfx_jump replacement sound

Internal player flags (PF_)

Decimal Hexadecimal Flag name Description
1 0x01 PF_FLIPCAM Turns on 3rd-person camera flipping for reverse gravity (controlled by the console variable flipcam)
2 0x02 PF_GODMODE The player is totally invincible to everything, including bottomless pits and crushers (controlled by the console command god)
4 0x04 PF_NOCLIP Allows the player to walk through thok barriers, as well as immediately move on top of raised ground regardless of height (controlled by the console command noclip)
8 0x08 PF_INVIS Prevents enemies and bosses from finding the player, except after the player has attacked them (controlled by the console command notarget)
16 0x10 PF_ATTACKDOWN The Ring Toss control button was pressed the previous tic
32 0x20 PF_USEDOWN The Spin control button was pressed the previous tic
64 0x40 PF_JUMPDOWN The Jump control button was pressed the previous tic
128 0x80 PF_WPNDOWN The Next Weapon or Prev Weapon control buttons were pressed the previous tic
256 0x100 PF_STASIS The player is not allowed to move, except for jumping. This flag can be given if the player has a value set for pw_ingoop or pw_nocontrol, or the player has PF_GLIDING and is skidding; otherwise, the flag will automatically be removed the following tic.
512 0x200 PF_JUMPSTASIS The player is not allowed to jump. This flag can be given if the player has a value set for pw_ingoop or pw_nocontrol (if the 16th bit (1<<15) is set), or the player has PF_GLIDING and is skidding; otherwise, the flag will automatically be removed the following tic.
768 0x300 PF_FULLSTASIS The player is not allowed to move or jump (PF_STASIS and PF_JUMPSTASIS combined). This flag can be given if the player has a value set for pw_ingoop or pw_nocontrol, or the player has PF_GLIDING and is skidding; otherwise, the flag will automatically be removed the following tic.
1024 0x400 PF_TIMEOVER The player has received a Time Over
2048 0x800 PF_SUPERREADY The player is ready to transform into their super form
4096 0x1000 PF_JUMPED The player has just jumped
8192 0x2000 PF_SPINNING The player is spinning
16384 0x4000 PF_STARTDASH The player is charging up their spindash
32768 0x8000 PF_THOKKED The player has used their character's ability
65536 0x10000 PF_GLIDING The player is gliding
131072 0x20000 PF_CARRIED The player is being carried by a flying player character, e.g. Tails
262144 0x40000 PF_SLIDING The player is in a slide, e.g. DSZ's waterslides
524288 0x80000 PF_ROPEHANG The player is hanging on a rope pulley
1048576 0x100000 PF_ITEMHANG The player is hanging on an object besides flying player characters or rope pullies, e.g. swinging chains, Brak Eggman's missiles
2097152 0x200000 PF_MACESPIN The player is being spun by a spinning chain
4194304 0x400000 PF_NIGHTSMODE The player is playing as NiGHTS Super Sonic
8388608 0x800000 PF_TRANSFERTOCLOSEST NiGHTS Super Sonic is being transferred to the next axis
16777216 0x1000000 PF_NIGHTSFALL The player spills rings from falling after running out of time as NiGHTS Super Sonic
33554432 0x2000000 PF_DRILLING NiGHTS Super Sonic is drilling
67108864 0x4000000 PF_SKIDDOWN NiGHTS Super Sonic has used the "Immediate Stop" technique
134217728 0x8000000 PF_TAGGED The player has been tagged, and is awaiting the next round in Hide & Seek
268435456 0x10000000 PF_TAGIT The player is it! (Used for Tag mode)
536870912 0x20000000 PF_FORCESTRAFE Forces the turn left/right controls to become strafing controls. Reserved for Lua scripting purposes.
1073741824 0x40000000 PF_ANALOGMODE The player is using analog control

Player animations (PA_*)

Value Name Description Equivalent states
0 PA_ETC Animations that don't fit into the below All states not listed below
1 PA_IDLE "Idle" animations (standing, waiting, teetering, and tails carry)
2 PA_WALK Walking animation
  • S_PLAY_RUN1 through S_PLAY_RUN8
3 PA_RUN Running animation
  • S_PLAY_SPD1 through S_PLAY_SPD4
4 PA_ROLL Spinning animation
  • S_PLAY_ATK1 through S_PLAY_ATK4
5 PA_FALL Falling animation
6 PA_ABILITY Ability animation

Shield types (SH_*)

See also: Shields
Name Value Description
SH_NONE 0 No shield
SH_JUMP 1 Whirlwind Shield
SH_ATTRACT 2 Attraction Shield
SH_ELEMENTAL 3 Elemental Shield
SH_BOMB 4 Armageddon Shield
SH_BUBBLEWRAP 5 S3K Bubble Shield (unimplemented)
SH_THUNDERCOIN 6 S3K Thunder Shield (unimplemented)
SH_FLAMEAURA 7 S3K Flame Shield (unimplemented)
SH_PITY 8 Pity Shield
SH_FIREFLOWER 0x100 (256) Fire Flower shield flag. Note: This can be combined with any of the other shields

Use (player.powers[pw_shield] & SH_FIREFLOWER) to check if a player has this shield.

SH_FORCE 0x200 (512) Force Shield flag. On its own this flag only gives one health point to the shield – the lower 8 bits can be used as extra health points (max extra health is 0xFF, or 255). Note: This cannot be combined with any of the values SH_JUMP to SH_PITY

Use (player.powers[pw_shield] & SH_FORCE) to check if a player has this shield.

SH_STACK 0x100 (256) Mask for all shields that can be combined with others (only includes Fire Flower currently)

Use (player.powers[pw_shield] & SH_STACK) to get all shields that can be stacked with others.

SH_NOSTACK ~SH_STACK Inverse of SH_STACK, mask for all shields that cannot be combined with others. (player.powers[pw_shield] & SH_NOSTACK) would therefore return any of the values from SH_NONE to SH_PITY, or instead SH_FORCE plus the extra health points

Player powers (pw_*)

Main article: A_CustomPower

Emerald flags (EMERALDn)

Button flags (BT_*)

See also: Controls > Configurable controls
Decimal Hexadecimal Flag name Description
15 0x0F BT_WEAPONMASK Weapon slot buttons. When checking (player.cmd.buttons & BT_WEAPONMASK), returns the value of the weapon slot button pressed, from 1 to 7.
16 0x10 BT_WEAPONNEXT Next Weapon
32 0x20 BT_WEAPONPREV Previous Weapon
64 0x40 BT_ATTACK Ring Toss
128 0x80 BT_USE Spin
256 0x100 BT_CAMLEFT Rotate Camera L
512 0x200 BT_CAMRIGHT Rotate Camera R
1024 0x400 BT_TOSSFLAG Toss Flag
2048 0x800 BT_JUMP Jump
4096 0x1000 BT_FIRENORMAL Ring Toss Normal
8196 0x2000 BT_CUSTOM1 Custom Action 1
16384 0x4000 BT_CUSTOM2 Custom Action 2
32768 0x8000 BT_CUSTOM3 Custom Action 3

Current weapon (WEP_*)

Value Name Description
1 WEP_AUTO Automatic Ring
2 WEP_BOUNCE Bounce Ring
3 WEP_SCATTER Scatter Ring
4 WEP_GRENADE Grenade Ring
5 WEP_EXPLODE Explosion Ring
6 WEP_RAIL Rail Ring
7 NUM_WEAPONS Total number of weapons

Ring weapon flags (RW_*)

Value Flag name Description
1 RW_AUTO Automatic Ring
2 RW_BOUNCE Bounce Ring
4 RW_SCATTER Scatter Ring
8 RW_GRENADE Grenade Ring
16 RW_EXPLODE Explosion Ring
32 RW_RAIL Rail Ring

P_FlashPal palettes (PAL_*)

Main article: Palette > PLAYPAL

Gotflag flags (GF_*)

Value Name Description
1 GF_REDFLAG Player is carrying the Red CTF flag
2 GF_BLUEFLAG Player is carrying the Blue CTF flag


Typeoflevel flags (TOL_*)

Decimal Hexadecimal Flag name Description
1 0x01 TOL_SP Single Player
2 0x02 TOL_COOP Co-op
4 0x04 TOL_COMPETITION Competition
8 0x08 TOL_RACE Race
16 0x10 TOL_MATCH Match
32 0x20 TOL_TAG Tag
64 0x40 TOL_CTF Capture the Flag
128 0x80 TOL_CUSTOM Custom (Lua-scripted, etc.)
256 0x100 TOL_2D 2D
512 0x200 TOL_MARIO Mario
1024 0x400 TOL_NIGHTS NiGHTS
2048 0x800 TOL_ERZ3 ERZ3
4096 0x1000 TOL_XMAS Christmas NiGHTS

Gametypes (GT_*)

Value Name Description
0 GT_COOP Single Player/Co-op
1 GT_COMPETITION Competition
2 GT_RACE Race
3 GT_MATCH Match
5 GT_TAG Tag
7 GT_CTF Capture the Flag

Weather types (PRECIP_*)

Value Name Description
1 PRECIP_STORM Storm (thunder, lightning and rain)
4 PRECIP_BLANK Preloaded precipitation
5 PRECIP_STORM_NORAIN Storm (no rain)
6 PRECIP_STORM_NOSTRIKES Storm (no lightning strikes)

Level flags (LF_*)

Value Name Description
1 LF_SCRIPTISFILE ScriptName is an external file to load, rather than a WAD file lump.
2 LF_SPEEDMUSIC Music will be sped up when the Super Sneakers powerup is in effect, rather than playing mus_shoes.
4 LF_NOSSMUSIC Super Sonic music is not played when the player turns super.
8 LF_NORELOAD Level is not reset when the player dies in Single Player.
16 LF_NOZONE "Zone" is not added to the level's name.

Menu flags (LF2_*)

Value Name Description
1 LF2_HIDEINMENU Level will not appear in the list of maps presented when creating a server.
2 LF2_HIDEINSTATS Level will not appear in the Statistics screen.
4 LF2_RECORDATTACK Level is accessible in Record Attack.
8 LF2_NIGHTSATTACK Level is accessible in NiGHTS Mode.
16 LF2_NOVISITNEEDED Level will be accessible in Record Attack/NiGHTS Mode without requiring the player to visit the level beforehand.

Grades (GRADE_*)

Value Name Description
0 GRADE_F F grade
1 GRADE_E E grade
2 GRADE_D D grade
3 GRADE_C C grade
4 GRADE_B B grade
5 GRADE_A A grade
6 GRADE_S Rainbow A grade

Linedef flags (ML_*)

Main article: Linedef > Flags

Reserved linedef tags (LE_*)

See also: Reserved tags
Tag Name Description
-2 LE_PINCHPHASE Trigger linedefs with this tag are called whenever a boss enters its pinch phase.
-3 LE_ALLBOSSESDEAD Trigger linedefs with this tag are called when all bosses in the map have been defeated.
-4 LE_BOSSDEAD Trigger linedefs with this tag are called whenever a boss has been defeated.
-5 LE_BOSS4DROP Trigger linedefs with this tag are called when Eggscalibur drops its cage.
-6 LE_BRAKVILEATACK Trigger linedefs with this tag are called when Brak Eggman starts his line-of-sight attack.

FOF flags (FF_*)

Main article: Linedef type 259


Music slots (mus_*)

Main article: List of music

Console variable flags (CV_*)

Value Name Description
1 CV_SAVE Variable's value is saved to config.cfg when changed. Does not currently really work for custom cvars given that they get erased from config.cfg if not in the game when it launches.
2 CV_CALL A function is called when the variable is changed
4 CV_NETVAR Variable is synchronised for everyone in netgames; only the server or admin can modify this
8 CV_NOINIT Function isn't called when variable is first registered (should be combined with CV_CALL always)
16 CV_FLOAT Variable takes floating-point values – i.e. non-whole numbers such as 0.5 and 0.45 are accepted). These are then converted to a fixed-point integer value (e.g.: "0.5" becomes FRACUNIT/2)
32 CV_NOTINNET Variable cannot be changed in netgames
64 CV_MODIFIED This flag is set when variable is modified
128 CV_SHOWMODIF Console displays a message when variable is modified
256 CV_SHOWMODIFONETIME Console displays a message when variable is modified, but only once
512 CV_NOSHOWHELP Variable is not shown in the list generated by the help console command
1024 CV_HIDEN (or CV_HIDDEN) Variable is not accessible by the console
2048 CV_CHEAT Variable is a cheat, and can be reset to its default value by using cheats off in the console

Video flags (V_*)

Main article: Video flags

HUD items (HUD_*)

  Sonic Object Configuration [view]
General ClearMainCfg
Objects ObjectStateSoundFreeslot
Unlockable content EmblemExtraEmblemUnlockableConditionSet
Miscellaneous WipesCharacterLevelCutscene / SceneHudItem
Related links ActionsConstantsObject creation tutorial