|
This article or section is outdated and has not been fully updated to reflect the current version of SRB2.
Please help the Wiki by correcting or removing any misinformation, as well as adding any new information to the page.
|
This is a comprehensive list of all constants that can be used in SOCs and Lua scripts. Constants are special keywords recognized by SRB2, such as FRACUNIT
and TICRATE
, which represent a specific, unchangeable integer number. In Lua, these must always be written in the correct case as given in this article (or in linked articles). SOC, however, is case-insensitive and allows all constants to be written in any case whatsoever. Many groups of constants are identifiable by certain prefixes in their names – for example, all primary Object flags have the MF_
prefix, while all secondary Object flags have the MF2_
prefix instead.
|
Note Due to the sheer number of constants available 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.
|
Basic
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
|
1º
|
0x00B60B61
|
11930465
|
ANG2
|
2º
|
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
|
FRACUNIT
FU
|
1<<FRACBITS (1<<16 , or 65536)
|
The basic unit of measurement for lengths, speeds, Object scales and sometimes angles. Values for these measurements are interpreted as fixed-point numbers with FRACUNIT as the base unit, i.e., FRACUNIT represents one unit (or in some cases one pixel), 2*FRACUNIT represents 2.0 units, FRACUNIT/2 represents 0.5 units, and so on.
|
FRACBITS
|
16
|
The number of bits to shift up to convert integers to fixed-point numbers in FRACUNIT scale, or the number of bits to shift down for vice versa. This constant is used to define the value of FRACUNIT itself – modifying the value of FRACBITS in the source code would also modify FRACUNIT 's value.
Note that bit-shifting an integer by FRACBITS in either direction is equivalent to 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.
|
NEWTICRATERATIO
|
1
|
TODO
|
NEWTICRATE
|
TICRATE*NEWTICRATERATIO (or 35)
|
TODO
|
MUSICRATE
|
1000
|
The music playback rate, or the number of milliseconds in a second, i.e., anything multiplied by this value is a measurement in seconds (in the context of music playback). This is intended for use with SOC parameters and Lua functions that change or set positions within music tracks and/or applying fade in/out effects to them.
|
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 it.
|
PUSHACCEL
|
2*FRACUNIT
|
The speed at which pushable Objects with MF2_SLIDEPUSH will be pushed.
|
MODID
|
18
|
The executable's Mod ID. In SRB2 v2.2, 18 is the default value for this constant.
|
MODVERSION
|
54
|
The executable's Mod Version. In SRB2 v2.2.13, 54 is the default value for this constant.
|
CODEBASE
|
220
|
The SRB2 version number the executable is based on. In SRB2 v2.2, 220 is the default value for this constant.
|
VERSION
|
202
|
The game's version number.
|
VERSIONSTRING
|
"v2.2.13"
|
The game's version, as a string.
|
SUBVERSION
|
13
|
The game's sub-version number. In SRB2 2.2.13, it's 13.
|
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 in SRB2 by P_CheckMeleeRange and P_SkimCheckMeleeRange .
|
MISSILERANGE
|
32*64*FRACUNIT
|
Doom's missile attack range. Used in SRB2 by A_UnidusBall .
|
ONFLOORZ
|
INT32_MIN
|
Used by the map Thing spawning code to signify that the Thing's Z position is on the sector's floor. This is corrected to the appropriate height in P_SpawnMobj for newly spawned Objects.
|
ONCEILINGZ
|
INT32_MAX
|
Used by the map Thing spawning code to signify that the Thing's Z position is on the sector's ceiling. This is corrected to the appropriate height in P_SpawnMobj for newly spawned Objects.
|
INFLIVES
|
0x7F (or 127)
|
Used by player.lives to indicate that this player has infinite lives.
|
JOYAXISRANGE
|
1023
|
The maximum magnitude for values returned by input.joyAxis and input.joyAxis2 .
|
Objects
Object types (MT_*
)
Primary Object flags (MF_*
)
Secondary Object flags (MF2_*
)
Thing flags (MTF_*
)
States (S_*
)
Sprite prefixes (SPR_*
)
Translucency levels (tr_*
/TR_*
)
|
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_*
)
- See also: State > Attributes
Name
|
Decimal
|
Hexadecimal
|
Description
|
FF_FRAMEMASK
|
255
|
0xFF
|
Frame number mask
|
FF_SPR2SUPER
|
128
|
0x80
|
Super sprite2
|
FF_SPR2ENDSTATE
|
256
|
0x100
|
State change at the end of sprite2 animation
|
FF_SPR2MIDSTART
|
512
|
0x200
|
50% chance of starting in the middle of sprite2 animation
|
FF_BLENDMASK
|
28672
|
0x7000
|
Blending mode mask
|
FF_BLENDSHIFT
|
12
|
0x0C
|
Number of bits to shift up to convert AST_ constants to FF_ constants
|
FF_ADD
|
4096
|
0x1000
|
Sprite uses additive blending
|
FF_SUBTRACT
|
8192
|
0x2000
|
Sprite uses subtractive blending
|
FF_REVERSESUBTRACT
|
12288
|
0x3000
|
Sprite uses reverse subtractive blending
|
FF_MODULATE
|
16384
|
0x4000
|
Sprite uses modulative blending
|
FF_TRANSMASK
|
983040
|
0xF0000
|
Translucency mask
|
FF_TRANSSHIFT
|
16
|
0x10
|
Number of bits to shift up to convert tr_transxx constants to FF_TRANSxx constants
|
FF_TRANS10
|
65536
|
0x10000
|
Sprite is 10% translucent (90% opaque)
|
FF_TRANS20
|
131072
|
0x20000
|
Sprite is 20% translucent (80% opaque)
|
FF_TRANS30
|
196608
|
0x30000
|
Sprite is 30% translucent (70% opaque)
|
FF_TRANS40
|
262144
|
0x40000
|
Sprite is 40% translucent (60% opaque)
|
FF_TRANS50
|
327680
|
0x50000
|
Sprite is 50% translucent (50% opaque)
|
FF_TRANS60
|
393216
|
0x60000
|
Sprite is 60% translucent (40% opaque)
|
FF_TRANS70
|
458752
|
0x70000
|
Sprite is 70% translucent (30% opaque)
|
FF_TRANS80
|
524288
|
0x80000
|
Sprite is 80% translucent (20% opaque)
|
FF_TRANS90
|
589824
|
0x90000
|
Sprite is 90% translucent (10% opaque)
|
FF_BRIGHTMASK
|
3145728
|
0x00300000
|
Brightness mask
|
FF_FULLBRIGHT
|
1048576
|
0x00100000
|
Sprite is always at full brightness, not affected by lighting
|
FF_FULLDARK
|
2097152
|
0x00200000
|
Sprite is always at full darkness, not affected by lighting
|
FF_SEMIBRIGHT
|
3145728
|
0x00300000
|
Sprite is drawn between full brightness & lighting
|
FF_PAPERSPRITE
|
4194304
|
0x00400000
|
Sprite is drawn along a vertical plane
|
FF_FLOORSPRITE
|
8388608
|
0x00800000
|
Sprite is drawn along a horizontal plane
|
FF_VERTICALFLIP
|
16777216
|
0x01000000
|
Sprite is flipped vertically
|
FF_HORIZONTALFLIP
|
33554432
|
0x02000000
|
Sprite is flipped horizontally
|
FF_ANIMATE
|
268435456
|
0x10000000
|
State is animated and cycles through several frames
|
FF_GLOBALANIM
|
536870912
|
0x20000000
|
Animation is synced to a global timer
|
FF_RANDOMANIM
|
1073741824
|
0x40000000
|
Animation starts at a random frame
|
Render flags (RF_*
)
Decimal
|
Hexadecimal
|
Flag name
|
Description
|
1
|
0x0001
|
RF_HORIZONTALFLIP
|
Flips the sprite horizontally.
|
2
|
0x0002
|
RF_VERTICALFLIP
|
Flips the sprite vertically.
|
4
|
0x0004
|
RF_ABSOLUTEOFFSETS
|
The sprite will use the values of spritexoffset and spriteyoffset absolutely, instead of relatively to the sprite's original offsets.
|
8
|
0x0008
|
RF_FLIPOFFSETS
|
The values of spritexoffset and spriteyoffset will be applied flipped to the sprite's original offsets.
|
240
|
0x00F0
|
RF_SPLATMASK
|
Floor sprite mask
|
16
|
0x0010
|
RF_SLOPESPLAT
|
The floor sprite will be drawn along a slope plane.
|
32
|
0x0020
|
RF_OBJECTSLOPESPLAT
|
The floor sprite will adjust to the slope its Object is standing on.
|
64
|
0x0040
|
RF_NOSPLATBILLBOARD
|
The sprite will face its Object's angle rather than the camera.
|
128
|
0x0080
|
RF_NOSPLATROLLANGLE
|
The Object will use angle sprites instead of a single rotated sprite.
|
768
|
0x0300
|
RF_BRIGHTMASK
|
Lighting mask
|
256
|
0x0100
|
RF_FULLBRIGHT
|
The sprite will always be drawn at full brightness.
|
512
|
0x0200
|
RF_FULLDARK
|
The sprite will be drawn completely dark.
|
768
|
0x0300
|
RF_SEMIBRIGHT
|
The sprite will be drawn between full brightness and sector brightness.
|
1024
|
0x0400
|
RF_NOCOLORMAPS
|
The sprite will not be affected by colormaps.
|
12288
|
0x3000
|
RF_SPRITETYPEMASK
|
Sprite type mask
|
4096
|
0x1000
|
RF_PAPERSPRITE
|
The sprite will be drawn in a vertical plane, also known as a papersprite.
|
8192
|
0x2000
|
RF_FLOORSPRITE
|
The sprite will be drawn in a horizontal plane, also known as a floor sprite, or a "splat".
|
16384
|
0x4000
|
RF_SHADOWDRAW
|
The sprite will be skewed and stretched onto the floor as if it was a projected shadow.
|
32768
|
0x8000
|
RF_SHADOWEFFECTS
|
The sprite will be scaled and made transparent as if it was a projected shadow.
|
49664
|
0xC200
|
RF_DROPSHADOW
|
The sprite will fully behave as a projected shadow. Is a combination of RF_SHADOWDRAW , RF_SHADOWEFFECTS and RF_FULLDARK .
|
Blend modes (AST_*
)
Value
|
Name
|
Description
|
0
|
AST_COPY
|
No blending
|
1
|
AST_TRANSLUCENT
|
Default translucency effect
|
2
|
AST_ADD
|
Additive blend mode
|
3
|
AST_SUBTRACT
|
Subtractive blend mode
|
4
|
AST_REVERSESUBTRACT
|
Difference blend mode
|
5
|
AST_MODULATE
|
Multiply blend mode
|
6
|
AST_OVERLAY
|
Overlay blend mode
|
Sounds (sfx_*
)
Sound flags (SF_*
)
Skin colors (SKINCOLOR_*
)
Translation colormaps (TC_*
)
Value
|
Name
|
Description
|
-1
|
TC_DEFAULT
|
Default colormap
|
-2
|
TC_BOSS
|
Boss flash colormap
|
-3
|
TC_METALSONIC
|
Metal Sonic boss flash colormap
|
-4
|
TC_ALLWHITE
|
All-white flash colormap (used by Brak Eggman)
|
-5
|
TC_RAINBOW
|
Remaps all colors to a skincolor range
|
-6
|
TC_BLINK
|
Remaps all colors to a single color index
|
-7
|
TC_DASHMODE
|
For Metal Sonic's dashmode
|
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
|
Damage/Death types (DMG_*
)
Name
|
Hexadecimal
|
Decimal
|
Description
|
DMG_WATER
|
0x01
|
1
|
Damage dealt by liquids
|
DMG_FIRE
|
0x02
|
2
|
Damage dealt by fire objects and sectors
|
DMG_ELECTRIC
|
0x03
|
3
|
Damage dealt by electricity
|
DMG_SPIKE
|
0x04
|
4
|
Damage dealt by spikes
|
DMG_NUKE
|
0x05
|
5
|
Damage dealt by the bomb shield
|
DMG_INSTAKILL
|
0x80
|
128
|
Death
|
DMG_DROWNED
|
0x81
|
129
|
Death dealt by drowning (in liquids)
|
DMG_SPACEDROWN
|
0x82
|
130
|
Death dealt by drowning (in space)
|
DMG_DEATHPIT
|
0x83
|
131
|
Death dealt by pits
|
DMG_CRUSHED
|
0x84
|
132
|
Death dealt by being crushed
|
DMG_SPECTATOR
|
0x85
|
133
|
Death dealt to spectators (Other damage types do not kill spectators)
|
DMG_CANHURTSELF
|
0x40
|
64
|
Flag - Whether the source is able to damage itself or their team
|
DMG_DEATHMASK
|
0x80
|
128
|
Flag - Whether this damage type is a death type
|
Players
Skin flags (SF_*
)
Character abilities (CA_*
/CA2_*
)
- See also: S_SKIN > ability and S_SKIN > ability2
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
|
0x1
|
PF_FLIPCAM
|
Enables third-person camera flipping in reverse gravity (controlled by the console variable flipcam ).
|
2
|
0x2
|
PF_ANALOGMODE
|
The player is using analog control.
|
4
|
0x4
|
PF_DIRECTIONCHAR
|
The player has the Character Angle option set to "Movement".
|
8
|
0x8
|
PF_AUTOBRAKE
|
The player has Automatic Braking enabled.
|
16
|
0x10
|
PF_GODMODE
|
The player is invincible to everything, including instant kill hazards like bottomless pits and crushers (controlled by the console command god ).
|
32
|
0x20
|
PF_NOCLIP
|
Turns off the player's collision, allowing them to walk through solid walls, as well as immediately move on top of raised ground regardless of height (controlled by the console command noclip ).
|
64
|
0x40
|
PF_INVIS
|
Prevents enemies and bosses from noticing the player, except after the player has attacked them (controlled by the console command notarget ).
|
128
|
0x80
|
PF_ATTACKDOWN
|
The Ring Toss control button was pressed the previous tic.
|
256
|
0x100
|
PF_SPINDOWN
|
The Spin control button was pressed the previous tic.
|
512
|
0x200
|
PF_JUMPDOWN
|
The Jump control button was pressed the previous tic.
|
1024
|
0x400
|
PF_WPNDOWN
|
The Next Weapon or Prev Weapon control buttons were pressed the previous tic.
|
2048
|
0x800
|
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_nocontrol , or the player has PF_GLIDING and is skidding; otherwise, the flag will automatically be removed the following tic.
|
4096
|
0x1000
|
PF_JUMPSTASIS
|
The player is not allowed to jump. This flag can be given if the 16th bit (1<<15 ) of pw_nocontrol is set, or the player has PF_GLIDING and is skidding; otherwise, the flag will automatically be removed the following tic.
|
6144
|
0x1800
|
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_nocontrol , or the player has PF_GLIDING and is skidding; otherwise, the flag will automatically be removed the following tic.
|
8192
|
0x2000
|
PF_APPLYAUTOBRAKE
|
The player is slowing down due to automatic braking.
|
16384
|
0x4000
|
PF_STARTJUMP
|
The player has started a jump and not yet cut their upwards momentum in half by releasing the jump button.
|
32768
|
0x8000
|
PF_JUMPED
|
The player is jumping.
|
65536
|
0x10000
|
PF_NOJUMPDAMAGE
|
The player's jump will not damage enemies.
|
131072
|
0x20000
|
PF_SPINNING
|
The player is spinning.
|
262144
|
0x40000
|
PF_STARTDASH
|
The player is charging up their spindash.
|
524288
|
0x80000
|
PF_THOKKED
|
The player has used their character's ability.
|
1048576
|
0x100000
|
PF_SHIELDABILITY
|
The player has used their Shield ability.
|
2097152
|
0x200000
|
PF_GLIDING
|
The player is gliding.
|
4194304
|
0x400000
|
PF_BOUNCING
|
The player is tail-bouncing.
|
8388608
|
0x800000
|
PF_SLIDING
|
The player is in a slide, e.g., Deep Sea Zone's waterslides.
|
16777216
|
0x1000000
|
PF_TRANSFERTOCLOSEST
|
NiGHTS Super Sonic is being transferred to the next axis.
|
33554432
|
0x2000000
|
PF_DRILLING
|
NiGHTS Super Sonic is drilling.
|
67108864
|
0x4000000
|
PF_GAMETYPEOVER
|
The player has received a Time Over in Race mode, or is has been tagged in Hide & Seek mode.
|
134217728
|
0x8000000
|
PF_TAGIT
|
The player is "it" in Tag mode.
|
268435456
|
0x10000000
|
PF_FORCESTRAFE
|
Forces the turn left/right controls to become strafing controls. Reserved for Lua scripting purposes.
|
536870912
|
0x20000000
|
PF_CANCARRY
|
The player can carry another player as Tails with their flight.
|
1073741824
|
0x40000000
|
PF_FINISHED
|
The player has finished the level. Separate from exiting , as it's for cases where players can move around while waiting for others to finish the level.
|
Player animations (PA_*
)
Value
|
Name
|
Description
|
Equivalent states
|
0
|
PA_ETC
|
Animations that do not fit into the below
|
All states not listed below
|
1
|
PA_IDLE
|
Idle animations (standing, waiting)
|
S_PLAY_STND
S_PLAY_WAIT
S_PLAY_NIGHTS_STAND
|
2
|
PA_EDGE
|
Edge teetering animation
|
|
3
|
PA_WALK
|
Walking animations
|
S_PLAY_WALK
S_PLAY_SKID
S_PLAY_FLOAT
|
4
|
PA_RUN
|
Running animations
|
S_PLAY_RUN
S_PLAY_FLOAT_RUN
|
5
|
PA_DASH
|
Dash Mode animation
|
|
6
|
PA_PAIN
|
Pain animations
|
|
7
|
PA_ROLL
|
Rolling animations
|
S_PLAY_ROLL
S_PLAY_NIGHTS_ATTACK
|
8
|
PA_JUMP
|
Jumping animation
|
|
9
|
PA_SPRING
|
Spring up animation
|
|
10
|
PA_FALL
|
Falling animations
|
S_PLAY_FALL
S_PLAY_NIGHTS_FLOAT
|
11
|
PA_ABILITY
|
Character-specific main ability animations
|
S_PLAY_FLY
S_PLAY_FLY_TIRED
S_PLAY_SWIM
S_PLAY_GLIDE
S_PLAY_BOUNCE
S_PLAY_BOUNCE_LANDING
S_PLAY_TWINSPIN
|
12
|
PA_ABILITY2
|
Character-specific secondary ability animations
|
S_PLAY_SPINDASH
S_PLAY_FIRE
S_PLAY_FIRE_FINISH
S_PLAY_MELEE
S_PLAY_MELEE_FINISH
S_PLAY_MELEE_LANDING
|
13
|
PA_RIDE
|
Riding/carried animation
|
|
Shield types (SH_*
)
- See also: Shields
Carry types (CR_*
)
Player powers (pw_*
)
Emerald flags (EMERALDn
)
Button flags (BT_*
)
- See also: Controls > Configurable controls
Decimal
|
Hexadecimal
|
Flag name
|
Description
|
8
|
0x8
|
BT_SHIELD
|
|
Currently only exists in 2.2.14 nightly.
|
Shield, and also Transformation/De-Transformation
|
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_SPIN
|
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
|
Mouse button flags (MB_*
)
Decimal
|
Hexadecimal
|
Flag name
|
Description
|
1
|
0x1
|
MB_BUTTON1
|
Mouse Button 1 (Left Click)
|
2
|
0x2
|
MB_BUTTON2
|
Mouse Button 2 (Right Click)
|
4
|
0x4
|
MB_BUTTON3
|
Mouse Button 3 (Middle Click)
|
8
|
0x8
|
MB_BUTTON4
|
Mouse Button 4
|
16
|
0x10
|
MB_BUTTON5
|
Mouse Button 5
|
32
|
0x20
|
MB_BUTTON6
|
Mouse Button 6
|
64
|
0x40
|
MB_BUTTON7
|
Mouse Button 7
|
128
|
0x80
|
MB_BUTTON8
|
Mouse Button 8
|
256
|
0x100
|
MB_SCROLLUP
|
Scroll Up
|
512
|
0x200
|
MB_SCROLLDOWN
|
Scroll Down
|
Current weapon (WEP_*
)
Ring weapon flags (RW_*
)
P_FlashPal palettes (PAL_*
)
Gotflag flags (GF_*
)
Maps
TypeOfLevel flags (TOL_*
)
- See also: Level header > TypeOfLevel
Gametypes (GT_*
)
Intermission types (int_*
)
Marathon Mode flags (MA_*
)
Determines the current state of a Marathon Mode run, either is starting, in progress, the player is in-game and if cutscenes have been disabled for the run.
Value
|
Name
|
Description
|
1
|
MA_RUNNING
|
Marathon Mode Run in Progress
|
2
|
MA_INIT
|
Marathon Mode Run Startup
|
4
|
MA_NOCUTSCENES
|
Disables Cutscenes for Marathon Mode
|
8
|
MA_INGAME
|
Player in Marathon Mode Run
|
Weather types (PRECIP_*
)
- See also: Level header > Weather
Level flags (LF_*
)
- See also: Level header > LevelFlags
- See also: Level header > MenuFlags
NiGHTS grades (GRADE_*
)
- See also: Level header > GradesX
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_*
)
Reserved linedef tags (LE_*
)
- See also: Reserved tags
FOF flags (FF_*
)
Slope flags (SL_*
)
Value
|
Name
|
Description
|
1
|
SL_NOPHYSICS
|
Slope physics are disabled for this slope.
|
2
|
SL_DYNAMIC
|
Slope is dynamic and can be moved during level runtime.
|
PolyObject flags (POF_*
)
Decimal
|
Hexadecimal
|
Flag name
|
Description
|
1
|
0x1
|
POF_CLIPLINES
|
Test against lines for collision.
|
2
|
0x2
|
POF_CLIPPLANES
|
Test against tops and bottoms for collision.
|
3
|
0x3
|
POF_SOLID
|
Clips things.
|
4
|
0x4
|
POF_TESTHEIGHT
|
Test line collision with heights.
|
8
|
0x8
|
POF_RENDERSIDES
|
Renders the sides.
|
16
|
0x10
|
POF_RENDERTOP
|
Renders the top.
|
32
|
0x20
|
POF_RENDERBOTTOM
|
Renders the bottom.
|
48
|
0x30
|
POF_RENDERPLANES
|
Renders top and bottom.
|
56
|
0x38
|
POF_RENDERALL
|
Renders everything.
|
64
|
0x40
|
POF_INVERT
|
Inverts collision (like a cage).
|
128
|
0x80
|
POF_INVERTPLANES
|
Render inside planes.
|
256
|
0x100
|
POF_INVERTPLANESONLY
|
Only render inside planes.
|
512
|
0x200
|
POF_PUSHABLESTOP
|
Pushables will stop movement.
|
1024
|
0x400
|
POF_LDEXEC
|
This PO triggers a linedef executor.
|
2048
|
0x800
|
POF_ONESIDE
|
Only use the first side of the linedef.
|
4096
|
0x1000
|
POF_NOSPECIALS
|
Don't apply sector specials.
|
8192
|
0x2000
|
POF_SPLAT
|
Use splat flat renderer (treat cyan pixels as invisible).
|
Sector special flags (SSF_*
)
Decimal
|
Hexadecimal
|
Flag name
|
Description
|
1
|
0x1
|
SSF_OUTERSPACE
|
The sector is on the outer space, lack of oxygen.
|
2
|
0x2
|
SSF_DOUBLESTEPUP
|
The sector is a ramp sector, doubling the step up/down size.
|
4
|
0x4
|
SSF_NOSTEPDOWN
|
The sector is a non-ramp sector, negating any step up/down.
|
8
|
0x8
|
SSF_WINDCURRENT
|
The sector has a wind current.
|
16
|
0x10
|
SSF_CONVEYOR
|
The sector is a convellor belt.
|
32
|
0x20
|
SSF_SPEEDPAD
|
The sector is a speed pad.
|
64
|
0x40
|
SSF_STARPOSTACTIVATOR
|
The sector activates any starpost inside.
|
128
|
0x80
|
SSF_EXIT
|
The sector is marked as the end of the level.
|
256
|
0x100
|
SSF_SPECIALSTAGEPIT
|
The sector is a special stage's pit, causing players fail the stage.
|
512
|
0x200
|
SSF_RETURNFLAG
|
The sector returns instantly any Capture The Flag's flag to their respective base.
|
1024
|
0x400
|
SSF_REDTEAMBASE
|
The sector is marked as part of Red Team's base.
|
2048
|
0x800
|
SSF_BLUETEAMBASE
|
The sector is marked as part of Blue Team's base.
|
4096
|
0x1000
|
SSF_FAN
|
The sector behaves like a fan, pushes players upwards.
|
8192
|
0x2000
|
SSF_SUPERTRANSFORM
|
The sector automatically transforms any player to their super form, requires having all 7 Chaos Emeralds.
|
16384
|
0x4000
|
SSF_FORCESPIN
|
The sector forces any players to spin.
|
32768
|
0x8000
|
SSF_ZOOMTUBESTART
|
The sector is marked as the start of a zoom tube.
|
65536
|
0x10000
|
SSF_ZOOMTUBEEND
|
The sector is marked as the end of a zoom tube.
|
131072
|
0x20000
|
SSF_FINISHLINE
|
The sector is marked as the Finish Line for Race/Circuit
|
262144
|
0x40000
|
SSF_ROPEHANG
|
The sector behaves like a Rope Hang like on ACZ and ERZ.
|
524288
|
0x80000
|
SSF_JUMPFLIP
|
The sector flips the gravity of any players that jumps.
|
1048576
|
0x100000
|
SSF_GRAVITYOVERRIDE
|
The sector makes reverse gravity temporary.
|
2097152
|
0x200000
|
SSF_NOPHYSICSFLOOR
|
|
Currently only exists in 2.2.14 nightly.
| The sector has slope physics disabled on the floor.
|
4194304
|
0x400000
|
SSF_NOPHYSICSCEILING
|
|
Currently only exists in 2.2.14 nightly.
| The sector has slope physics disabled on the ceiling.
|
Sector flags (MSF_*
)
Decimal
|
Hexadecimal
|
Flag name
|
Description
|
1
|
0x1
|
MSF_FLIPSPECIAL_FLOOR
|
The sector triggers linedef executor via touching it's floor plane.
|
2
|
0x2
|
MSF_FLIPSPECIAL_CEILING
|
The sector triggers linedef executor via touching it's ceiling plane.
|
4
|
0x4
|
MSF_FLIPSPECIAL_BOTH
|
The sector triggers linedef executor via touching both of it's planes.
|
8
|
0x8
|
MSF_TRIGGERSPECIAL_TOUCH
|
The sector triggers linedef executor via touching one of it's edges.
|
16
|
0x10
|
MSF_TRIGGERSPECIAL_HEADBUMP
|
The sector triggers linedef executors via bumping with the head.
|
32
|
0x20
|
MSF_TRIGGERLINE_PLANE
|
The sector requires to touch it's planes to trigger linedef executors.
|
64
|
0x40
|
MSF_TRIGGERLINE_MOBJ
|
The sector allows non-pushable objects to trigger linedef executors.
|
128
|
0x80
|
MSF_INVERTPRECIP
|
The sector inverts precipitation effects going from the floor to the ceiling.
|
256
|
0x100
|
MSF_GRAVITYFLIP
|
The sector flips any objects in reverse gravity.
|
512
|
0x200
|
MSF_HEATWAVE
|
The sector produces a heatwave effect.
|
1024
|
0x400
|
MSF_NOCLIPCAMERA
|
The sector is intangible to the camera.
|
Sector damage types (SD_*
)
Value
|
Flag name
|
Description
|
0
|
SD_NONE
|
No type of damage applied.
|
1
|
SD_GENERIC
|
Generic type of damage.
|
2
|
SD_WATER
|
Acid type of damage.
|
3
|
SD_FIRE
|
Fire type of damage.
|
4
|
SD_LAVA
|
Lava type of damage
|
5
|
SD_ELECTRIC
|
Electrical type of damage.
|
6
|
SD_SPIKE
|
Spike type of damage.
|
7
|
SD_DEATHPITTILT
|
Instakills like a death pit, the camera tilts to focus the pit.
|
8
|
SD_DEATHPITNOTILT
|
Instakills like a death pit, except the camera doesn't tilts to focus the pit.
|
9
|
SD_INSTAKILL
|
Instakills totally even with invulnerability, and even if not touching the sector's floor/ceiling.
|
10
|
SD_SPECIALSTAGE
|
Old special stage damage, doesn't kills, only removes shield (if any) and knockbacks, and removes 5 seconds on the timer.
|
Other
Emblem flags (GE_*/ME_*
)
- See also: Custom unlockables and emblems
Value
|
Name
|
Description
|
1
|
GE_NIGHTSPULL
|
Emblem of the NiGHTS track, required to be pulled.
|
2
|
GE_NIGHTSITEM
|
Emblem on the NiGHTS track, acts like a NiGHTS's item.
|
1
|
ME_ALLEMERALDS
|
Requires to have all the 7 Chaos Emeralds to be collected.
|
2
|
ME_ULTIMATE
|
Requires to be played on Ultimate Mode to be collected.
|
4
|
ME_PERFECT
|
Requires a Perfect Bonus to be collected.
|
Music slots (mus_*
)
Jingle types (JT_*
)
Value
|
Name
|
Description
|
0
|
JT_NONE
|
Null state
|
1
|
JT_OTHER
|
Other state
|
2
|
JT_MASTER
|
Main level music
|
3
|
JT_1UP
|
Extra life
|
4
|
JT_SHOES
|
Speed shoes
|
5
|
JT_INV
|
Invincibility
|
6
|
JT_MINV
|
Mario Invincibility
|
7
|
JT_DROWN
|
Drowning
|
8
|
JT_SUPER
|
Super Sonic
|
9
|
JT_GOVER
|
Game Over
|
10
|
JT_NIGHTSTIMEOUT
|
NiGHTS Time Out (10 seconds)
|
11
|
JT_SSTIMEOUT
|
NiGHTS Special Stage Time Out (10 seconds)
|
Console variable flags (CV_*
)
Value
|
Name
|
Description
|
1
|
CV_SAVE
|
The console variable's value is saved to config.cfg when changed. Currently does not really work for custom Lua-defined console variables because they are erased from config.cfg if they are not defined (i.e., if the script that defines them is not loaded) when the game is launched.
|
2
|
CV_CALL
|
A function is called when the variable is changed.
|
4
|
CV_NETVAR
|
The variable is synchronized for everyone in netgames; only the server or admin can modify it.
|
8
|
CV_NOINIT
|
If a function is called when the variable is changed (CV_CALL ), the function is not called when the variable is first registered.
|
16
|
CV_FLOAT
|
The 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
|
The variable cannot be changed in netgames.
|
64
|
CV_MODIFIED
|
This flag is set when the variable is modified.
|
128
|
CV_SHOWMODIF
|
The console displays a message when the variable is modified.
|
256
|
CV_SHOWMODIFONETIME
|
The console displays a message when the variable is modified, but only once.
|
512
|
CV_NOSHOWHELP
|
The variable is not shown in the list generated by the help console command.
|
1024
|
CV_HIDDEN
CV_HIDEN
|
The variable is not accessible by the console.
|
2048
|
CV_CHEAT
|
The variable is a cheat, and can be reset to its default value by using cheats off in the console.
|
4096
|
CV_ALLOWLUA
|
The variable can be set from Lua. Custom Lua-defined console variables will automatically have this flag set.
|
Command flags (COM_*
)
- See also: Lua > Functions > COM_AddCommand
Value
|
Name
|
Description
|
1
|
COM_ADMIN
|
The command is only available to server hosts or administrators.
|
2
|
COM_SPLITSCREEN
|
The command is only available in Splitscreen mode.
|
4
|
COM_LOCAL
|
The command is not synchronised over the network, and should only affect the client who executed the command.
|
Video flags (V_*
)
HUD items (HUD_*
)
Kick reasons (KR_*
)
Value
|
Name
|
Description
|
1
|
KR_KICK
|
Kicked intentionally by the server or an admin
|
2
|
KR_PINGLIMIT
|
Broke ping limit
|
3
|
KR_SYNCH
|
Synch failure
|
4
|
KR_TIMEOUT
|
Connection timeout
|
5
|
KR_BAN
|
Player was banned from the server
|
6
|
KR_LEAVE
|
Player quit
|
Game states (GS_*
)
Value
|
Name
|
Description
|
0
|
GS_NULL
|
None, Game Load
|
1
|
GS_LEVEL
|
Gameplay
|
2
|
GS_INTERMISSION
|
Intermission screen
|
3
|
GS_CONTINUING
|
Continue screen
|
4
|
GS_TITLESCREEN
|
Title screen
|
5
|
GS_TIMEATTACK
|
Record Attack/NiGHTS Mode menu
|
6
|
GS_CREDITS
|
Credits
|
7
|
GS_EVALUATION
|
Singleplayer/Marathon Run evaluation screen
|
8
|
GS_GAMEEND
|
Game End Screen
|
9
|
GS_INTRO
|
Intro cutscene
|
10
|
GS_ENDING
|
Ending
|
11
|
GS_CUTSCENE
|
Cutscene
|
12
|
GS_DEDICATEDSERVER
|
Dedicated server
|
13
|
GS_WAITINGPLAYERS
|
Waiting For Players in Multiplayer
|
Game controls (GC_*
)
Value
|
Name
|
Description
|
0
|
GC_NULL
|
Unmapped
|
1
|
GC_FORWARD
|
Move Forward
|
2
|
GC_BACKWARD
|
Move Backward
|
3
|
GC_STRAFELEFT
|
Move Left
|
4
|
GC_STRAFERIGHT
|
Move Right
|
5
|
GC_TURNLEFT
|
Look Left
|
6
|
GC_TURNRIGHT
|
Look Right
|
7
|
GC_WEAPONNEXT
|
Next Weapon
|
8
|
GC_WEAPONPREV
|
Prev Weapon
|
9
|
GC_WEPSLOT1
|
Normal/Infinity
|
10
|
GC_WEPSLOT2
|
Automatic
|
11
|
GC_WEPSLOT3
|
Bounce
|
12
|
GC_WEPSLOT4
|
Scatter
|
13
|
GC_WEPSLOT5
|
Grenade
|
14
|
GC_WEPSLOT6
|
Explosion
|
15
|
GC_WEPSLOT7
|
Rail
|
16
|
GC_WEPSLOT8
|
Weapon Slot 8
|
17
|
GC_WEPSLOT9
|
Weapon Slot 9
|
18
|
GC_WEPSLOT10
|
Weapon Slot 10
|
19
|
GC_FIRE
|
Fire
|
20
|
GC_FIRENORMAL
|
Fire Normal
|
21
|
GC_TOSSFLAG
|
Toss Flag
|
22
|
GC_SPIN
|
Spin
|
23
|
GC_CAMTOGGLE
|
Toggle Third-Person
|
24
|
GC_CAMRESET
|
Reset Camera
|
25
|
GC_LOOKUP
|
Look Up
|
26
|
GC_LOOKDOWN
|
Look Down
|
27
|
GC_CENTERVIEW
|
Center View
|
28
|
GC_MOUSEAIMING
|
Toggle Mouselook
|
29
|
GC_TALKKEY
|
Talk
|
30
|
GC_TEAMKEY
|
Talk (Team only)
|
31
|
GC_SCORES
|
Game Status
|
32
|
GC_JUMP
|
Jump
|
33
|
GC_CONSOLE
|
Console
|
34
|
GC_PAUSE
|
Pause/Run Retry
|
35
|
GC_SYSTEMMENU
|
Open/Close Menu (ESC)
|
36
|
GC_SCREENSHOT
|
Screenshot
|
37
|
GC_RECORDGIF
|
Toggle GIF Recording
|
38
|
GC_VIEWPOINTNEXT
|
Change to Next Viewpoint
|
39
|
GC_VIEWPOINTPREV
|
Change to Previous Viewpoint
|
40
|
GC_CUSTOM1
|
Custom Action 1
|
41
|
GC_CUSTOM2
|
Custom Action 2
|
42
|
GC_CUSTOM3
|
Custom Action 3
|
43
|
NUM_GAMECONTROLS
|
Total number of game controls
|
Joystick axes (JA_*
)
Value
|
Name
|
Description
|
0
|
JA_NONE
|
Null axis
|
1
|
JA_TURN
|
Turn axis
|
2
|
JA_MOVE
|
Move axis
|
3
|
JA_LOOK
|
Vertical look axis
|
4
|
JA_STRAFE
|
Side-step axis
|
5
|
JA_DIGITAL
|
All axes below are digital rather than analog.
|
5
|
JA_JUMP
|
Jump axis
|
6
|
JA_SPIN
|
Spin axis
|
7
|
JA_FIRE
|
Fire axis
|
8
|
JA_FIRENORMAL
|
Normal fire axis
|
Value
|
Name
|
Description
|
1
|
MN_NONE
|
Not in-menu.
|
2
|
MN_MAIN
|
Main menu.
|
3
|
MN_SP_MAIN
|
Singleplayer.
|
4
|
MN_SP_LOAD
|
New GameLoad Game.
|
5
|
MN_SP_PLAYER
|
Character Select.
|
6
|
MN_SP_LEVELSELECT
|
Level Select.
|
7
|
MN_SP_LEVELSTATS
|
Level Stadistics.
|
8
|
MN_SP_TIMEATTACK
|
Time Attack.
|
9
|
MN_SP_TIMEATTACK_LEVELSELECT
|
Time Attack's Level Select.
|
10
|
MN_SP_GUESTREPLAY
|
Time Attack's Guest Replay.
|
11
|
MN_SP_REPLAY
|
Time Attack's Replay.
|
12
|
MN_SP_GHOST
|
Time Attack' Ghost Replay.
|
13
|
MN_SP_NIGHTSATTACK
|
NiGHTS Attack.
|
14
|
MN_SP_NIGHTS_LEVELSELECT
|
NiGHTS Attack's Level Select.
|
15
|
MN_SP_NIGHTS_GUESTREPLAY
|
NiGHTS Attack's Guest Replay.
|
16
|
MN_SP_NIGHTS_REPLAY
|
NiGHTS Attack's Replay.
|
17
|
MN_SP_NIGHTS_GHOST
|
NiGHTS Attack's Ghost Replay..
|
18
|
MN_MP_MAIN
|
Multiplayer.
|
19
|
MN_MP_SPLITSCREEN
|
Play Splitscreen game
|
20
|
MN_MP_SERVER
|
Host Game
|
21
|
MN_MP_CONNECT
|
Join Game
|
22
|
MN_MP_ROOM
|
Master Server room selection
|
23
|
MN_MP_PLAYERSETUP
|
Player Setup
|
24
|
MN_MP_SERVER_OPTIONS
|
Host Game's Server options.
|
25
|
MN_OP_MAIN
|
Options.
|
26
|
MN_OP_P1CONTROLS
|
Player 1 controls.
|
27
|
MN_OP_CHANGECONTROLS
|
Change controls.
|
28
|
MN_OP_P1MOUSE
|
Player 1 mouse.
|
29
|
MN_OP_P1JOYSTICK
|
Player 1 joystick/controller.
|
30
|
MN_OP_JOYSTICKSET
|
Joystick/Controller selection.
|
31
|
MN_OP_P1CAMERA
|
Player 1 camera.
|
32
|
MN_OP_P2CONTROLS
|
Player 2 controls.
|
33
|
MN_OP_P2MOUSE
|
Player 2 mouse.
|
34
|
MN_OP_P2JOYSTICK
|
Player 2 joystick.
|
35
|
MN_OP_P2CAMERA
|
Player 2 camera.
|
36
|
MN_OP_PLAYSTYLE
|
Select playstyle.
|
37
|
MN_OP_VIDEO
|
Video Options.
|
38
|
MN_OP_VIDEOMODE
|
Video Mode selection.
|
39
|
MN_OP_COLOR
|
Color Options.
|
40
|
MN_OP_OPENGL
|
OpenGL Options.
|
41
|
MN_OP_OPENGL_LIGHTING
|
OpenGL Coronas Lighting options?
|
42
|
MN_OP_SOUND
|
Sound Options.
|
43
|
MN_OP_SERVER
|
Server Options.
|
44
|
MN_OP_MONITORTOGGLE
|
Gameplay Monitor Toggles.
|
45
|
MN_OP_DATA
|
Data Options.
|
46
|
MN_OP_ADDONS
|
Addons Options.
|
47
|
MN_OP_SCREENSHOTS
|
Screenshots Options.
|
48
|
MN_OP_ERASEDATA
|
Delete Data.
|
49
|
MN_SR_MAIN
|
Extras Menu.
|
50
|
MN_SR_PANDORA
|
Pandora's Box.
|
51
|
MN_SR_LEVELSELECT
|
Secret Level Select.
|
52
|
MN_SR_UNLOCKCHECKLIST
|
Unlockables Checklist
|
53
|
MN_SR_EMBLEMHINT
|
Emblem Hints.
|
54
|
MN_SR_PLAYER
|
Character Select from Secret Level Select.
|
55
|
MN_SR_SOUNDTEST
|
Sound Test.
|
56
|
MN_AD_MAIN
|
Addons.
|
57
|
MN_SPECIAL
|
Misc.
|