
// fill in flag missing from EnumAreaFlags
enum EMissingAreaFlags
{
	AAF_SECRET = 2048
	// unknown: 2147483648
}

// enum for use with kWorld::GetAreaArg()
enum EAreaArgs
{
	AARG_WARP_ID,
	AARG_WARP_MAP,
	AARG_TRIGGER_SOUND_ID = 1,
	AARG_CHECKPOINT_ID,
	AARG_TID,
	AARG_DAMAGE_POINTS,
	AARG_DAMAGE_RATE
}

// enum for kCamera::CinematicState()
enum ECinematicState
{
	CS_NONE,          // no cinematic playing
	CS_BEGIN_FADEOUT, // transitioning to cutscene - fading to black
	CS_BEGIN_FADEIN,  // transitioning to cutscene - fading from black
	CS_PLAYING,       // cutscene in progress
	CS_END_FADEOUT,   // transitioning to gameplay - fading to black
	CS_END_FADEIN     // transitioning to gameplay - fading from black
}

// fill in flags missing from EnumAIFlags
enum EMissingAIFlags
{
//	AIF_ATTACKING        = 1 <<  0, // already defined
//	AIF_WASSOLID         = 1 <<  1, // already defined
	AIF_FIRSTATTACK      = 1 <<  2,
	AIF_HEARDLOUDNOISE   = 1 <<  3,
//	AIF_BLOWNAWAY        = 1 <<  4, // already defined
	AIF_GOBACKTOLEASH    = 1 <<  5,
	AIF_RESURRECT        = 1 <<  6,
	AIF_REGENDELAY       = 1 <<  8,
	AIF_SEETARGET        = 1 <<  9,
//	AIF_NOCHASE          = 1 << 10, // already defined
	AIF_REGENERATEANIM   = 1 << 11,
//	AIF_NOTHINK          = 1 << 12, // already defined
//	AIF_RUNNING          = 1 << 13, // already defined
	AIF_GETATTENTION     = 1 << 14,
	AIF_REGENDELAY2      = 1 << 15, // unverified
	AIF_HEARDQUIETNOISE  = 1 << 16,
	AIF_AWAYFROMLEASH    = 1 << 17,
	AIF_TELEPORTAWAY     = 1 << 18,
	AIF_TELEPORTMOVESLOW = 1 << 19,
//	AIF_TELEPORTING      = 1 << 20, // already defined
	AIF_WAITFORCYCLE     = 1 << 22,
	AIF_DAMAGEPANIC      = 1 << 23
}

enum EClipResult
{
	CRF_NOCOLLISION = 0,
	CRF_FLOOR       = 1 << 0, // made contact with a floor
	CRF_CEILING     = 1 << 1, // made contact with a ceiling
	CRF_WALL        = 1 << 2, // made contact with an edge (sector edge that isn't linked to another sector)
	CRF_OBJECT      = 1 << 3, // made contact with an actor
	CRF_MESH        = 1 << 4, // made contact with a static object
	CRF_ADJUST      = 1 << 5, // z-axis was adjusted (ceiling or floor)
	CRF_WALLRADIUS  = 1 << 6  // made contact with an edge during the wall radius collision test
}
