//	Flags for A_Chase
const int CHF_FASTCHASE		= 1;
const int CHF_NOPLAYACTIVE	= 2;
const int CHF_NIGHTMAREFAST	= 4;
const int CHF_RESURRECT		= 8;
const int CHF_DONTMOVE		= 16;

//	Flags for A_CustomMissile
const int CMF_AIMOFFSET			= 1;
const int CMF_AIMDIRECTION		= 2;
const int CMF_TRACKOWNER		= 4;
const int CMF_CHECKTARGETDEAD	= 8;

//	Flags for A_SpawnItemEx
const int SXF_TRANSFERTRANSLATION	= 1;
const int SXF_ABSOLUTEPOSITION		= 2;
const int SXF_ABSOLUTEANGLE			= 4;
const int SXF_ABSOLUTEMOMENTUM		= 8;
const int SXF_SETMASTER				= 16;
const int SXF_NOCHECKPOSITION		= 32;
const int SXF_TELEFRAG				= 64;
const int SXF_CLIENTSPAWN			= 128;	// only used by Skulltag
const int SXF_TRANSFERAMBUSHFLAG	= 256;

//	Morph constants
const int MRF_ADDSTAMINA			= 1;
const int MRF_FULLHEALTH			= 2;
const int MRF_UNDOBYTOMEOFPOWER		= 4;
const int MRF_UNDOBYCHAOSDEVICE		= 8;
const int MRF_FAILNOTELEFRAG		= 16;
const int MRF_FAILNOLAUGH			= 32;
const int MRF_WHENINVULNERABLE		= 64;
const int MRF_LOSEACTUALWEAPON		= 128;
const int MRF_NEWTIDBEHAVIOUR		= 256;
const int MRF_UNDOBYDEATH			= 512;
const int MRF_UNDOBYDEATHFORCED		= 1024;
const int MRF_UNDOBYDEATHSAVES		= 2048;
