// generic entity flags
// engine flags can't be redefined as they are used by the engine (unfortunately), they are listed here for posterity
#ifdef CSQC
-const int FL_FLY = 1; /* BIT(0) */
-const int FL_SWIM = 2; /* BIT(1) */
-const int FL_CLIENT = 8; /* BIT(2) */ // set for all client edicts
-const int FL_INWATER = 16; /* BIT(3) */ // for enter / leave water splash
-const int FL_MONSTER = 32; /* BIT(4) */
-const int FL_GODMODE = 64; /* BIT(5) */ // player cheat
-const int FL_NOTARGET = 128; /* BIT(6) */ // player cheat
-const int FL_ITEM = 256; /* BIT(7) */ // extra wide size for bonus items IF sv_legacy_bbox_expand is 1
-const int FL_ONGROUND = 512; /* BIT(8) */ // standing on something
-const int FL_PARTIALGROUND = 1024; /* BIT(9) */ // not all corners are valid
-const int FL_WATERJUMP = 2048; /* BIT(10) */ // player jumping out of water
-const int FL_JUMPRELEASED = 4096; /* BIT(11) */ // for jump debouncing
+const int FL_FLY = 1; /* BIT(0) */
+const int FL_SWIM = 2; /* BIT(1) */
+const int FL_CLIENT = 8; /* BIT(3) */ // set for all client edicts
+const int FL_INWATER = 16; /* BIT(4) */ // for enter / leave water splash
+const int FL_MONSTER = 32; /* BIT(5) */
+const int FL_GODMODE = 64; /* BIT(6) */ // player cheat
+const int FL_NOTARGET = 128; /* BIT(7) */ // player cheat
+const int FL_ITEM = 256; /* BIT(8) */ // extra wide size for bonus items IF sv_legacy_bbox_expand is 1
+const int FL_ONGROUND = 512; /* BIT(9) */ // standing on something
+const int FL_PARTIALGROUND = 1024; /* BIT(10) */ // not all corners are valid
+const int FL_WATERJUMP = 2048; /* BIT(11) */ // player jumping out of water
+const int FL_JUMPRELEASED = 4096; /* BIT(12) */ // for jump debouncing
#endif
-const int FL_WEAPON = BIT(12);
-const int FL_POWERUP = BIT(13);
-const int FL_PROJECTILE = BIT(14);
-const int FL_TOSSED = BIT(15);
-const int FL_SPAWNING = BIT(16);
-const int FL_PICKUPITEMS = BIT(17);
-const int FL_DUCKED = BIT(18);
-const int FL_ONSLICK = BIT(19);
+const int FL_WEAPON = BIT(13);
+const int FL_POWERUP = BIT(14);
+const int FL_PROJECTILE = BIT(15);
+const int FL_TOSSED = BIT(16);
+const int FL_SPAWNING = BIT(17);
+const int FL_PICKUPITEMS = BIT(18);
+const int FL_DUCKED = BIT(19);
+const int FL_ONSLICK = BIT(20);
// initialization stages
const int INITPRIO_FIRST = 0;