from ID_items import *
from ID_quests import *
from ID_factions import *
##############################################################
# These constants are used in various files.
# If you need to define a value that will be used in those files,
# just define it here rather than copying it across each file, so
# that it will be easy to change it if you need to.
##############################################################
########################################################
## ITEM SLOTS #############################
########################################################
slot_item_multiplayer_item_class = 1 #temporary, can be moved to higher values
slot_item_multiplayer_availability_linked_list_begin = 2 #temporary, can be moved to higher values
########################################################
## AGENT SLOTS #############################
########################################################
slot_agent_last_voice_at = 1
slot_agent_last_sound_at = 2
slot_agent_underwater_time = 3
slot_agent_underwater_now = 4
slot_agent_frizzle_times = 5
slot_agent_current_command = 6
slot_agent_current_control_prop = 7
slot_agent_used_prop_instance = 8
slot_agent_alone = 9
slot_agent_cur_damage_modifier = 10
slot_agent_cur_accuracy_modifier = 11
slot_agent_cur_reload_speed_modifier = 12
slot_agent_cur_use_speed_modifier = 13
slot_agent_cur_speed_modifier = 14
slot_agent_music_play_together = 15
slot_agent_base_speed_mod = 16
# slot_agent_teleport_pos_x = 17
# slot_agent_teleport_pos_y = 18
# slot_agent_teleport_pos_z = 19
# slot_agent_teleport_pos_z_rot = 20
slot_agent_flag_target = 17
slot_agent_behaviour = 18
slot_agent_in_duel_with = 19
slot_agent_duel_start_time = 20
slot_agent_map_overlay_id = 21
slot_agent_is_running_away = 22
slot_agent_courage_score = 23
slot_agent_state = 24
slot_agent_walker_occupation = 25
########################################################
## FACTION SLOTS #############################
########################################################
slot_faction_banner = 1
########################################################
## TROOP SLOTS #############################
########################################################
slot_troop_occupation = 2 # 0 = free, 1 = merchant
#slot_troop_banner_scene_prop = 3 # important for kingdom heroes and player only
# MM added
slot_troop_initial_morale = 5
slot_troop_officer_troop = 6
slot_troop_scale_factor = 7
slot_troop_base_type = 8
slot_troop_custom_banner_bg_color_1 = 10
slot_troop_custom_banner_bg_color_2 = 11
slot_troop_custom_banner_charge_color_1 = 12
slot_troop_custom_banner_charge_color_2 = 13
slot_troop_custom_banner_charge_color_3 = 14
slot_troop_custom_banner_charge_color_4 = 15
slot_troop_custom_banner_bg_type = 16
slot_troop_custom_banner_charge_type_1 = 17
slot_troop_custom_banner_charge_type_2 = 18
slot_troop_custom_banner_charge_type_3 = 19
slot_troop_custom_banner_charge_type_4 = 20
slot_troop_custom_banner_flag_type = 21
slot_troop_custom_banner_num_charges = 22
slot_troop_custom_banner_positioning = 23
slot_troop_custom_banner_map_flag_type = 24
slot_troop_button_id = 30
slot_troop_button_2_id = 31
slot_troop_active_this_mission = 32
########################################################
## PLAYER SLOTS #############################
########################################################
slot_player_spawned_this_round = 0
slot_player_selected_item_indices_begin = 2
slot_player_selected_item_indices_end = 11
slot_player_cur_selected_item_indices_begin = slot_player_selected_item_indices_end
slot_player_cur_selected_item_indices_end = slot_player_selected_item_indices_end + 9
slot_player_join_time = 21
slot_player_button_index = 22 #used for presentations
slot_player_can_answer_poll = 23
slot_player_first_spawn = 24
slot_player_spawned_at_siege_round = 25
slot_player_poll_disabled_until_time = 26
slot_player_last_team_select_time = 27
slot_player_death_pos_x = 28
slot_player_death_pos_y = 29
slot_player_death_pos_z = 30
slot_player_last_bot_count = 31
slot_player_bot_type_1_wanted = 32
slot_player_bot_type_2_wanted = 33
slot_player_bot_type_3_wanted = 34
slot_player_bot_type_4_wanted = 35
slot_player_spawn_count = 36
# MM
slot_player_selected_flag = 40
slot_player_bot_type_wanted = 41
slot_player_bot_type_spawned = 42
slot_player_teamkills = 43
slot_player_last_teamkill_at = 44
########################################################
## TEAM SLOTS #############################
########################################################
slot_team_flag_situation = 0
### Troop occupations slot_troop_occupation
##slto_merchant = 1
slto_inactive = 0 #for companions at the beginning of the game
slto_player_companion = 5 #This is specifically for companions in the employ of the player -- ie, in the party, or on a mission
########################################################
## SCENE PROP SLOTS #############################
########################################################
scene_prop_open_or_close_slot = 1
scene_prop_smoke_effect_done = 2
# MM
scene_prop_slot_is_spawned = 3
scene_prop_slot_in_use = 4
scene_prop_slot_x_value = 5
scene_prop_slot_y_value = 6
scene_prop_slot_z_value = 7
scene_prop_slot_x_rot = 8
scene_prop_slot_y_rot = 9
scene_prop_slot_z_rot = 10
scene_prop_slot_z_rotation_limit = 11
scene_prop_slot_x_scale = 12
scene_prop_slot_y_scale = 13
scene_prop_slot_z_scale = 14
scene_prop_slot_x_extra = 15
scene_prop_slot_y_extra = 16
scene_prop_slot_z_extra = 17
scene_prop_slot_time = 18
scene_prop_slot_bounces = 19
scene_prop_slot_times_hit = 20
scene_prop_slot_owner_team = 21
scene_prop_slot_time_left = 22
scene_prop_slot_has_ball = 23
scene_prop_slot_is_loaded = 24
scene_prop_slot_is_active = 25
scene_prop_slot_just_fired = 26
scene_prop_slot_health = 27
scene_prop_slot_max_health = 28
scene_prop_slot_displayed_particle = 29
scene_prop_slot_ammo_type = 30
scene_prop_slot_ignore_inherit_movement = 31
scene_prop_slot_float_ground = 32
scene_prop_slot_ground_offset = 33
scene_prop_slot_spawned_at = 34
scene_prop_slot_is_not_pushed_back = 35
scene_prop_slot_just_pushed_back = 36
# under here slots that need -1 as default
scene_prop_slot_replaced_by = 37
scene_prop_slot_replacing = 38
scene_prop_slot_last_hit_by = 39
scene_prop_slot_user_agent = 40
scene_prop_slot_controller_agent = 41
scene_prop_slot_carrier_agent = 42
scene_prop_slot_linked_prop = 43
scene_prop_slot_sound_effect = 45
scene_prop_slot_particle_effect1 = 46
scene_prop_slot_particle_effect2 = 47
scene_prop_slot_particle_effect3 = 48
scene_prop_slot_particle_effect4 = 49
scene_prop_slot_parent_prop = 50
scene_prop_slot_child_prop1 = 51
scene_prop_slot_child_prop2 = 52
scene_prop_slot_child_prop3 = 53
scene_prop_slot_child_prop4 = 54
scene_prop_slot_child_prop5 = 55
scene_prop_slot_child_prop6 = 56
scene_prop_slot_child_prop7 = 57
scene_prop_slot_child_prop8 = 58
scene_prop_slot_child_prop9 = 59
scene_prop_slot_child_prop10 = 60
scene_prop_slot_child_prop11 = 61
scene_prop_slot_child_prop12 = 62
scene_prop_slot_child_prop13 = 63
scene_prop_slot_child_prop14 = 64
scene_prop_slot_child_prop15 = 65
scene_prop_slot_child_prop16 = 66
scene_prop_slots_begin = scene_prop_open_or_close_slot
scene_prop_slots_end = 67
scene_prop_slots_defmin_begin = scene_prop_slot_replaced_by
########################################################
factions_begin = "fac_britain"
factions_end = "fac_kingdoms_end"
# MM
faction_name_strings_begin = "str_britain_name"
companions_begin = "trp_companion_1"
companions_end = "trp_companions_end"
multiplayer_troops_begin = "trp_british_infantry"
multiplayer_troops_end = "trp_multiplayer_end"
# MM
multiplayer_ai_troops_begin = "trp_british_infantry_ai"
multiplayer_ai_troops_end = multiplayer_troops_begin
multiplayer_scenes_begin = "scn_mp_arabian_harbour"
multiplayer_scenes_end = "scn_multiplayer_maps_end"
multiplayer_scene_names_begin = "str_mp_arabian_harbour"
multiplayer_scene_names_end = "str_multi_scene_end"
multiplayer_flag_projections_begin = "mesh_flag_project_sw"
multiplayer_flag_projections_end = "mesh_flag_projects_end"
multiplayer_flag_taken_projections_begin = "mesh_flag_project_sw_miss"
multiplayer_flag_taken_projections_end = "mesh_flag_project_misses_end"
multiplayer_game_type_names_begin = "str_multi_game_type_1"
multiplayer_game_type_names_end = "str_multi_game_types_end"
#MM Begin
quick_battle_troops_begin = "trp_quick_battle_troop_britain_1"
quick_battle_troops_end = "trp_quick_battle_troops_end"
#MM End
quick_battle_scenes_begin = "scn_quick_battle_french_farm"
quick_battle_scenes_end = "scn_quick_battle_maps_end"
quick_battle_scene_images_begin = "mesh_cb_ui_maps_scene_french_farm"
quick_battle_battle_scenes_begin = quick_battle_scenes_begin
quick_battle_battle_scenes_end = "scn_quick_battle_scene_4"
quick_battle_siege_scenes_begin = quick_battle_battle_scenes_end
quick_battle_siege_scenes_end = quick_battle_scenes_end
quick_battle_scene_names_begin = "str_quick_battle_french_farm"
all_items_begin = 0
all_items_end = "itm_items_end"
walkers_begin = "trp_walker_french_infantry"
walkers_end = "trp_walkers_end"
armor_merchants_begin = "trp_camp_armorer"
armor_merchants_end = "trp_camp_weaponsmith"
weapon_merchants_begin = "trp_camp_weaponsmith"
weapon_merchants_end = "trp_camp_horse_merchant"
horse_merchants_begin = "trp_camp_horse_merchant"
horse_merchants_end = "trp_merchants_end"
num_max_items = 10000 #used for multiplayer mode
# Banner constants
banner_meshes_begin = "mesh_banner_a01"
banner_meshes_end_minus_one = "mesh_banner_f21"
arms_meshes_begin = "mesh_banner_a01"
arms_meshes_end_minus_one = "mesh_banner_f21"
#banner_scene_props_begin = 99 #"spr_banner_a"
#banner_scene_props_end_minus_one = 100#"spr_banner_f21"
# Some constants for merchant invenotries
merchant_inventory_space = 30
# AI Tactics
#battle tactics
btactic_defense = 1
btactic_attack = 2
btactic_charge = 3
btactic_probe = 4
#unit tactics
utactic_hold = 1
utactic_advance = 2
utactic_charge = 3
utactic_retreat = 4
#(unit) combat status
cstatus_ready = 1
cstatus_engaged_balanced = 2
cstatus_engaged_losing = 3
cstatus_engaged_winning = 4
cstatus_dead = 5
cstatus_advancing = 6
#unit type
utype_inf_line = 1
utype_inf_skirmish = 2
utype_inf_flanker = 3
utype_inf_reserve = 4
utype_cav_line = 5
utype_cav_skirmish = 6
utype_cav_flanker = 7
utype_cav_reserve = 8
#unit use weapon type
unit_use_firearms = 1
unit_use_melee = 2
#base troop slots
basetroop_infantry = 1
basetroop_guard = 2
basetroop_skirmisher = 3
basetroop_hussar = 4
basetroop_dragoon = 5
basetroop_light_cav = 6
basetroop_lancer = 7
basetroop_heavy_cav = 8
slot_team1_base_troops_begin = 0
slot_team2_base_troops_begin = slot_team1_base_troops_begin + 9
slot_team1_utypes_begin = slot_team2_base_troops_begin + 9
slot_team2_utypes_begin = slot_team1_utypes_begin + 9
slot_team1_cstatus_begin = slot_team2_utypes_begin + 9
slot_team2_cstatus_begin = slot_team1_cstatus_begin + 9
slot_team1_utactic_begin = slot_team2_cstatus_begin + 9
slot_team2_utactic_begin = slot_team1_utactic_begin + 9
slot_team1_amount_of_troops = slot_team2_utactic_begin + 9
slot_team2_amount_of_troops = slot_team1_amount_of_troops + 9
slot_team1_unit_use_weapon = slot_team2_amount_of_troops + 9
slot_team2_unit_use_weapon = slot_team1_unit_use_weapon+ 9
#NORMAL ACHIEVEMENTS
ACHIEVEMENT_NONE_SHALL_PASS = 1,
ACHIEVEMENT_MAN_EATER = 2,
ACHIEVEMENT_THE_HOLY_HAND_GRENADE = 3,
ACHIEVEMENT_LOOK_AT_THE_BONES = 4,
ACHIEVEMENT_KHAAAN = 5,
ACHIEVEMENT_GET_UP_STAND_UP = 6,
ACHIEVEMENT_BARON_GOT_BACK = 7,
ACHIEVEMENT_BEST_SERVED_COLD = 8,
ACHIEVEMENT_TRICK_SHOT = 9,
ACHIEVEMENT_GAMBIT = 10,
ACHIEVEMENT_OLD_SCHOOL_SNIPER = 11,
ACHIEVEMENT_CALRADIAN_ARMY_KNIFE = 12,
ACHIEVEMENT_MOUNTAIN_BLADE = 13,
ACHIEVEMENT_HOLY_DIVER = 14,
ACHIEVEMENT_FORCE_OF_NATURE = 15,
#SKILL RELATED ACHIEVEMENTS:
ACHIEVEMENT_BRING_OUT_YOUR_DEAD = 16,
ACHIEVEMENT_MIGHT_MAKES_RIGHT = 17,
ACHIEVEMENT_COMMUNITY_SERVICE = 18,
ACHIEVEMENT_AGILE_WARRIOR = 19,
ACHIEVEMENT_MELEE_MASTER = 20,
ACHIEVEMENT_DEXTEROUS_DASTARD = 21,
ACHIEVEMENT_MIND_ON_THE_MONEY = 22,
ACHIEVEMENT_ART_OF_WAR = 23,
ACHIEVEMENT_THE_RANGER = 24,
ACHIEVEMENT_TROJAN_BUNNY_MAKER = 25,
#MAP RELATED ACHIEVEMENTS:
ACHIEVEMENT_MIGRATING_COCONUTS = 26,
ACHIEVEMENT_HELP_HELP_IM_BEING_REPRESSED = 27,
ACHIEVEMENT_SARRANIDIAN_NIGHTS = 28,
ACHIEVEMENT_OLD_DIRTY_SCOUNDREL = 29,
ACHIEVEMENT_THE_BANDIT = 30,
ACHIEVEMENT_GOT_MILK = 31,
ACHIEVEMENT_SOLD_INTO_SLAVERY = 32,
ACHIEVEMENT_MEDIEVAL_TIMES = 33,
ACHIEVEMENT_GOOD_SAMARITAN = 34,
ACHIEVEMENT_MORALE_LEADER = 35,
ACHIEVEMENT_ABUNDANT_FEAST = 36,
ACHIEVEMENT_BOOK_WORM = 37,
ACHIEVEMENT_ROMANTIC_WARRIOR = 38,
#POLITICALLY ORIENTED ACHIEVEMENTS:
ACHIEVEMENT_HAPPILY_EVER_AFTER = 39,
ACHIEVEMENT_HEART_BREAKER = 40,
ACHIEVEMENT_AUTONOMOUS_COLLECTIVE = 41,
ACHIEVEMENT_I_DUB_THEE = 42,
ACHIEVEMENT_SASSY = 43,
ACHIEVEMENT_THE_GOLDEN_THRONE = 44,
ACHIEVEMENT_KNIGHTS_OF_THE_ROUND = 45,
ACHIEVEMENT_TALKING_HELPS = 46,
ACHIEVEMENT_KINGMAKER = 47,
ACHIEVEMENT_PUGNACIOUS_D = 48,
ACHIEVEMENT_GOLD_FARMER = 49,
ACHIEVEMENT_ROYALITY_PAYMENT = 50,
ACHIEVEMENT_MEDIEVAL_EMLAK = 51,
ACHIEVEMENT_CALRADIAN_TEA_PARTY = 52,
ACHIEVEMENT_MANIFEST_DESTINY = 53,
ACHIEVEMENT_CONCILIO_CALRADI = 54,
ACHIEVEMENT_VICTUM_SEQUENS = 55,
#MULTIPLAYER ACHIEVEMENTS:
ACHIEVEMENT_THIS_IS_OUR_LAND = 56,
ACHIEVEMENT_SPOIL_THE_CHARGE = 57,
ACHIEVEMENT_HARASSING_HORSEMAN = 58,
ACHIEVEMENT_THROWING_STAR = 59,
ACHIEVEMENT_SHISH_KEBAB = 60,
ACHIEVEMENT_RUIN_THE_RAID = 61,
ACHIEVEMENT_LAST_MAN_STANDING = 62,
ACHIEVEMENT_EVERY_BREATH_YOU_TAKE = 63,
ACHIEVEMENT_CHOPPY_CHOP_CHOP = 64,
ACHIEVEMENT_MACE_IN_YER_FACE = 65,
ACHIEVEMENT_THE_HUSCARL = 66,
ACHIEVEMENT_GLORIOUS_MOTHER_FACTION = 67,
ACHIEVEMENT_ELITE_WARRIOR = 68,
#COMBINED ACHIEVEMENTS
ACHIEVEMENT_SON_OF_ODIN = 69,
ACHIEVEMENT_KING_ARTHUR = 70,
ACHIEVEMENT_KASSAI_MASTER = 71,
ACHIEVEMENT_IRON_BEAR = 72,
ACHIEVEMENT_LEGENDARY_RASTAM = 73,
ACHIEVEMENT_SVAROG_THE_MIGHTY = 74,
# MM
multiplayer_player_loops_end = 250
multiplayer_game_max_minutes_min = 5
multiplayer_game_max_minutes_max = 241
multiplayer_game_max_points = 10001
mm_destructible_props_begin = "spr_mm_house_wall_1"
mm_destructible_props_end = "spr_mm_destructible_props_end"
mm_destroyed_props_begin = "spr_mm_house_wall_2dd"
mm_destroyed_props_end = "spr_mm_destroyed_props_end"
mm_cannon_types_begin = "spr_mm_cannon_12pdr"
mm_cannon_types_end = "spr_mm_cannons_end"
mm_cannon_wood_types_begin = "spr_mm_cannon_12pdr_wood"
mm_cannon_wood_types_end = "spr_mm_cannon_12pdr_wheels"
mm_cannon_wheel_types_begin = "spr_mm_cannon_12pdr_wheels"
mm_cannon_wheel_types_end = "spr_mm_cannon_12pdr_barrel"
mm_cannon_barrel_types_begin = "spr_mm_cannon_12pdr_barrel"
mm_cannon_barrel_types_end = "spr_mm_cannon_12pdr_limber_wheels"
mm_unlimber_button_types_begin = "spr_mm_cannon_12pdr_limber"
mm_unlimber_button_types_end = "spr_mm_limber_button"
mm_cannon_button_types_begin = "spr_mm_limber_button"
mm_cannon_button_types_end = "spr_mm_round_button"
mm_button_types_begin = "spr_mm_cannon_12pdr_limber"
mm_button_types_end = "spr_mm_buttons_end"
mm_explosive_props_begin = "spr_crate_explosive_fra"
mm_explosive_props_end = "spr_crate_explosive_end"
mm_construct_props_begin = "spr_mm_stakes_construct"
mm_construct_props_end = "spr_mm_construct_props_end"
mm_construct_props_strings = "str_mm_stakes_construct"
mm_construct_props_meshes = "mesh_construct_mesh_stakes"
firearm_type_pistol = 1
firearm_type_carabine = 2
firearm_type_rifle = 3
firearm_type_musket = 4
firearm_types_begin = 1
firearm_types_end = firearm_type_musket + 1 # + 1 cause loops are -1
mod_variable_use_class_limits = 1
mod_variable_class_limit_player_count = 2
mod_variable_limit_grenadier = 3
mod_variable_limit_skirmisher = 4
mod_variable_limit_rifle = 5
mod_variable_limit_cavalry = 6
mod_variable_limit_lancer = 7
mod_variable_limit_hussar = 8
mod_variable_limit_dragoon = 9
mod_variable_limit_cuirassier = 10
mod_variable_limit_heavycav = 11
mod_variable_limit_artillery = 12
mod_variable_limit_rocket = 13
mod_variable_limit_sapper = 14
mod_variable_limit_musician = 15
mod_variable_limit_sergeant = 16
mod_variable_limit_officer = 17
mod_variable_limit_general = 18
mod_variable_squad_size = 19
mod_variable_scale_squad = 20
mod_variable_max_num_bots = 21
mod_variable_build_points_1 = 22
mod_variable_build_points_2 = 23
mod_variable_allow_multiple_firearms = 24
mod_variable_enable_bonuses = 25
mod_variable_bonus_strength = 26
mod_variable_bonus_range = 27
mod_variable_fall_off_horse = 28
mod_variable_horse_dying = 29
mod_variable_auto_kick = 30
mod_variable_max_teamkills_before_kick = 31
mod_variable_auto_horse = 32
mod_variable_auto_swap = 33
mod_variable_beaconed_player = 34
mod_variables_begin = mod_variable_use_class_limits
mod_variables_end = mod_variable_beaconed_player + 1
construct_item_bomb_brit = 1
construct_item_bomb_fren = 2
construct_item_bomb_prus = 3
construct_items_begin = 1
construct_items_end = 4
mm_rank_ranker = 1
mm_rank_musician = 2
mm_rank_sergeant = 3
mm_rank_officer = 4
mm_rank_general = 5
mm_ranks_begin = mm_rank_ranker
mm_ranks_end = mm_rank_general + 1
player_list_player = 0
player_list_all = 1
player_list_targets_begin = 0
player_list_targets_end = 2
player_list_admin_ban_player_temp = 0
player_list_admin_slay_player = 1
player_list_admin_freeze_player = 2
player_list_admin_swap_player = 3
player_list_admin_spec_player = 4
player_list_admin_cheat_heal_player = 5
player_list_admin_cheat_ammo_player = 6
player_list_admin_autobalance_player = 7
player_list_admin_beacon_player = 8
player_list_commands_begin = player_list_admin_ban_player_temp
player_list_commands_end = 9
cheat_item_hammer = 1
cheat_item_shotgun = 2
cheat_item_rocketlauncher = 3
cheat_item_grenade = 4
cheat_item_horse = 5
cheat_items_begin = cheat_item_hammer
cheat_items_end = 6
cheat_tele_to = 0
cheat_tele_bring = 1
cheat_tele_wall = 2
cheat_teles_begin = cheat_tele_to
cheat_teles_end = 3
# Vincenzo end
#Beaver
instrument_max_tracks = 20 #if adding more than 20 tracks in any list you need to increase this number
drum_sounds_britain_begin = "snd_drum_britain_1"
drum_sounds_britain_end = "snd_drum_france_1"
drum_sounds_france_begin = drum_sounds_britain_end
drum_sounds_france_end = "snd_drum_prussia_1"
drum_sounds_prussia_begin = drum_sounds_france_end
drum_sounds_prussia_end = "snd_drum_russia_1"
drum_sounds_russia_begin = drum_sounds_prussia_end
drum_sounds_russia_end = "snd_drum_austria_1"
drum_sounds_austria_begin = drum_sounds_russia_end
drum_sounds_austria_end = "snd_drum_highland_1"
drum_sounds_highland_begin = drum_sounds_austria_end
drum_sounds_highland_end = "snd_drum_signal_1"
drum_sounds_calls_begin = drum_sounds_highland_end
drum_sounds_calls_end = "snd_fife_britain_1"
fife_sounds_britain_begin = drum_sounds_calls_end
fife_sounds_britain_end = "snd_fife_france_1"
fife_sounds_france_begin = fife_sounds_britain_end
fife_sounds_france_end = "snd_fife_prussia_1"
fife_sounds_prussia_begin = fife_sounds_france_end
fife_sounds_prussia_end = "snd_fife_russia_1"
fife_sounds_russia_begin = fife_sounds_prussia_end
fife_sounds_russia_end = "snd_fife_austria_1"
fife_sounds_austria_begin = fife_sounds_russia_end
fife_sounds_austria_end = "snd_bugle_britain_1"
bugle_sounds_britain_begin = fife_sounds_austria_end
bugle_sounds_britain_end = "snd_bugle_france_1"
bugle_sounds_france_begin = bugle_sounds_britain_end
bugle_sounds_france_end = "snd_bugle_prussia_1"
bugle_sounds_prussia_begin = bugle_sounds_france_end
bugle_sounds_prussia_end = "snd_bugle_russia_1"
bugle_sounds_russia_begin = bugle_sounds_prussia_end
bugle_sounds_russia_end = "snd_bugle_austria_1"
bugle_sounds_austria_begin = bugle_sounds_russia_end
bugle_sounds_austria_end = "snd_bugle_signal_1"
bugle_sounds_calls_begin = bugle_sounds_austria_end
bugle_sounds_calls_end = "snd_bagpipes_britain_1"
bagpipes_sounds_britain_begin = bugle_sounds_calls_end
bagpipes_sounds_britain_end = "snd_bagpipes_extra_1"
bagpipes_sounds_extra_begin = bagpipes_sounds_britain_end
bagpipes_sounds_extra_end = "snd_piano_loop_1"
piano_sounds_begin = bagpipes_sounds_extra_end
piano_sounds_end = "snd_organ_loop_1"
organ_sounds_begin = piano_sounds_end
organ_sounds_end = "snd_instruments_end"
instrument_sounds_begin = drum_sounds_britain_begin
instruments_sounds_end = organ_sounds_end
drum_strings_britain_begin = "str_drum_britain_1"
drum_strings_france_begin = "str_drum_france_1"
drum_strings_prussia_begin = "str_drum_prussia_1"
drum_strings_russia_begin = "str_drum_russia_1"
drum_strings_austria_begin = "str_drum_austria_1"
drum_strings_highland_begin = "str_drum_highland_1"
drum_strings_calls_begin = "str_drum_signal_1"
fife_strings_britain_begin = "str_fife_britain_1"
fife_strings_france_begin = "str_fife_france_1"
fife_strings_prussia_begin = "str_fife_prussia_1"
fife_strings_russia_begin = "str_fife_russia_1"
fife_strings_austria_begin = "str_fife_austria_1"
bugle_strings_britain_begin = "str_bugle_britain_1"
bugle_strings_france_begin = "str_bugle_france_1"
bugle_strings_prussia_begin = "str_bugle_prussia_1"
bugle_strings_russia_begin = "str_bugle_russia_1"
bugle_strings_austria_begin = "str_bugle_austria_1"
bugle_strings_calls_begin = "str_bugle_signal_1"
bagpipes_strings_britain_begin = "str_bagpipes_britain_1"
bagpipes_strings_extra_begin = "str_bagpipes_extra_1"
piano_strings_begin = "str_piano_tune_1"
organ_strings_begin = "str_organ_tune_1"
construct_costs_offset = 50
construct_button_offset = construct_costs_offset + 20
construct_display_offset = construct_button_offset + 20
construct_offset_end = construct_display_offset + 20
troop_select_type_infantry = 1
troop_select_type_cavalry = 2
troop_select_type_artillery = 3
command_type_cannon = 1
command_type_ship = 2
command_types_begin = command_type_cannon
command_types_end = 3
ship_command_forward = 1
ship_command_back = 2
ship_command_left = 3
ship_command_right = 4
ship_command_forward_left = 5
ship_command_forward_right = 6
ship_command_back_left = 7
ship_command_back_right = 8
ship_commands_begin = ship_command_forward
ship_commands_end = 9
cannon_command_up = 1
cannon_command_down = 2
cannon_command_right = 3
cannon_command_left = 4
cannon_command_fire = 5
cannon_command_stop_aim = 6
cannon_commands_begin = cannon_command_up
cannon_commands_end = 7
kill_type_self = 1
kill_type_team = 2
kill_type_enemy = 3
kill_types_begin = kill_type_self
kill_types_end = 4
players_list_action_poll_kick = 1
players_list_action_poll_ban = 2
players_list_action_kick = 3
players_list_action_slay = 4
players_list_action_freeze = 5
players_list_action_ban = 6
players_list_action_ban_temp = 7
players_list_action_swap = 8
players_list_action_spec = 9
players_list_action_mute = 10
players_list_action_unmute = 11
players_list_action_heal = 12
players_list_action_ammo = 13
players_list_action_beacon = 14
players_list_action_tele_to = 15
players_list_action_tele_bring = 16
players_list_actions_begin = players_list_action_poll_kick
players_list_actions_end = 17
cannon_ammo_type_round = 1
cannon_ammo_type_shell = 2
cannon_ammo_type_canister = 3
cannon_ammo_type_bomb = 4
cannon_ammo_type_rocket = 5
cannon_ammo_types_begin = cannon_ammo_type_round
cannon_ammo_types_end = 6
server_action_force_music_selection = 1
server_actions_begin = server_action_force_music_selection
server_actions_end = 2
player_action_voice = 1
player_action_music = 2
player_action_spyglass = 3
player_action_place_rocket = 4
player_action_toggle_walk = 5
player_action_has_cheat = 6
player_action_surrender = 7
player_actions_begin = player_action_voice
player_actions_end = 9
voice_type_cry = 1
voice_type_surrender = 2
voice_type_comm_ready = 3
voice_type_comm_present = 4
voice_type_comm_fire = 5
voice_type_comm_charge = 6
voice_type_comm_advance = 7
voice_type_comm_hold = 8
voice_type_comm_fire_at_will = 9
voice_type_comm_on_me = 10
voice_type_comm_fall_back = 11
voice_types_begin = voice_type_cry
voice_types_end = 12
music_type_start = 1
music_type_stop = 2
music_type_toggle_together = 3
music_types_begin = music_type_start
music_types_end = music_type_toggle_together + 1
spyglass_type_start = 1
spyglass_type_stop = 2
colour_white = 0
colour_red = 1
colour_green = 2
colour_blue = 3
colour_yellow = 4
colour_purple = 5
colour_pink = 6
colour_magenta = 7
colour_invisible = 8
## ORDERS
#Order types
mm_order_type_move = 0
mm_order_type_formation = 1
mm_order_type_fire = 2
#Move orders
mm_order_hold = 0
mm_order_follow = 1
mm_order_charge = 2
mm_order_advance = 3
mm_order_halt = 4
mm_order_fallback = 5
mm_order_retreat = 6
mm_order_slow = 7
mm_order_quick = 8
#Formation orders
mm_order_line = 0
mm_order_column = 1
mm_order_square = 2
mm_order_skirmish = 3
mm_order_wheelleft = 4
mm_order_wheelright = 5
mm_order_adjust = 6
#Fire orders
mm_order_holdfire = 0
mm_order_fireatwill = 1
mm_order_volley = 2
mm_order_targetpos = 3
mm_order_targetfree = 4
#Common
mm_order_none = 10
#Division slots
slot_troop_no_begin_team1 = 0
slot_troop_no_begin_team2 = 10
slot_troops_in_division_begin_team1 = 20
slot_troops_in_division_begin_team2 = 30
slot_formation_order_begin_team1 = 40
slot_formation_order_begin_team2 = 50
slot_fire_order_begin_team1 = 60
slot_fire_order_begin_team2 = 70
slot_volley_state_begin_team1 = 80
slot_volley_state_begin_team2 = 90
slot_move_order_begin_team1 = 100
slot_move_order_begin_team2 = 110
#Agent Behaviour Types
bot_type_attacker = 0
bot_type_defender = 1
bot_type_skirmish = 2
prop_effect_type_sound = 1
prop_effect_type_particle = 2
prop_effect_type_stop_all = 3
prop_effect_types_begin = prop_effect_type_sound
prop_effect_types_end = 4
prop_effect_handle_start = 1
prop_effect_handle_stop = 2
prop_effect_handles_begin = prop_effect_handle_start
prop_effect_handles_end = 3
admin_chat_type_everyone = 1
admin_chat_type_inter = 2
admin_chat_types_begin = admin_chat_type_everyone
admin_chat_types_end = 3
debug_mode = 1
cannon_hit_effect_event_type_explosion = 1
cannon_hit_effect_event_type_ground = 2
cannon_hit_effect_event_types_begin = cannon_hit_effect_event_type_explosion
cannon_hit_effect_event_types_end = 3