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-rw-r--r--indra/llcommon/indra_constants.h408
1 files changed, 204 insertions, 204 deletions
diff --git a/indra/llcommon/indra_constants.h b/indra/llcommon/indra_constants.h
index d2de88ff0a..566ea2ea14 100644
--- a/indra/llcommon/indra_constants.h
+++ b/indra/llcommon/indra_constants.h
@@ -31,15 +31,15 @@
class LLUUID;
-static const F32 REGION_WIDTH_METERS = 256.f;
-static const S32 REGION_WIDTH_UNITS = 256;
-static const U32 REGION_WIDTH_U32 = 256;
+static constexpr F32 REGION_WIDTH_METERS = 256.f;
+static constexpr S32 REGION_WIDTH_UNITS = 256;
+static constexpr U32 REGION_WIDTH_U32 = 256;
-const F32 REGION_HEIGHT_METERS = 4096.f;
+constexpr F32 REGION_HEIGHT_METERS = 4096.f;
-const F32 DEFAULT_AGENT_DEPTH = 0.45f;
-const F32 DEFAULT_AGENT_WIDTH = 0.60f;
-const F32 DEFAULT_AGENT_HEIGHT = 1.9f;
+constexpr F32 DEFAULT_AGENT_DEPTH = 0.45f;
+constexpr F32 DEFAULT_AGENT_WIDTH = 0.60f;
+constexpr F32 DEFAULT_AGENT_HEIGHT = 1.9f;
enum ETerrainBrushType
{
@@ -67,112 +67,112 @@ enum EMouseClickType{
// keys
// Bit masks for various keyboard modifier keys.
-const MASK MASK_NONE = 0x0000;
-const MASK MASK_CONTROL = 0x0001; // Mapped to cmd on Macs
-const MASK MASK_ALT = 0x0002;
-const MASK MASK_SHIFT = 0x0004;
-const MASK MASK_NORMALKEYS = 0x0007; // A real mask - only get the bits for normal modifier keys
-const MASK MASK_MAC_CONTROL = 0x0008; // Un-mapped Ctrl key on Macs, not used on Windows
-const MASK MASK_MODIFIERS = MASK_CONTROL|MASK_ALT|MASK_SHIFT|MASK_MAC_CONTROL;
+constexpr MASK MASK_NONE = 0x0000;
+constexpr MASK MASK_CONTROL = 0x0001; // Mapped to cmd on Macs
+constexpr MASK MASK_ALT = 0x0002;
+constexpr MASK MASK_SHIFT = 0x0004;
+constexpr MASK MASK_NORMALKEYS = 0x0007; // A real mask - only get the bits for normal modifier keys
+constexpr MASK MASK_MAC_CONTROL = 0x0008; // Un-mapped Ctrl key on Macs, not used on Windows
+constexpr MASK MASK_MODIFIERS = MASK_CONTROL|MASK_ALT|MASK_SHIFT|MASK_MAC_CONTROL;
// Special keys go into >128
-const KEY KEY_SPECIAL = 0x80; // special keys start here
-const KEY KEY_RETURN = 0x81;
-const KEY KEY_LEFT = 0x82;
-const KEY KEY_RIGHT = 0x83;
-const KEY KEY_UP = 0x84;
-const KEY KEY_DOWN = 0x85;
-const KEY KEY_ESCAPE = 0x86;
-const KEY KEY_BACKSPACE =0x87;
-const KEY KEY_DELETE = 0x88;
-const KEY KEY_SHIFT = 0x89;
-const KEY KEY_CONTROL = 0x8A;
-const KEY KEY_ALT = 0x8B;
-const KEY KEY_HOME = 0x8C;
-const KEY KEY_END = 0x8D;
-const KEY KEY_PAGE_UP = 0x8E;
-const KEY KEY_PAGE_DOWN = 0x8F;
-const KEY KEY_HYPHEN = 0x90;
-const KEY KEY_EQUALS = 0x91;
-const KEY KEY_INSERT = 0x92;
-const KEY KEY_CAPSLOCK = 0x93;
-const KEY KEY_TAB = 0x94;
-const KEY KEY_ADD = 0x95;
-const KEY KEY_SUBTRACT =0x96;
-const KEY KEY_MULTIPLY =0x97;
-const KEY KEY_DIVIDE = 0x98;
-const KEY KEY_F1 = 0xA1;
-const KEY KEY_F2 = 0xA2;
-const KEY KEY_F3 = 0xA3;
-const KEY KEY_F4 = 0xA4;
-const KEY KEY_F5 = 0xA5;
-const KEY KEY_F6 = 0xA6;
-const KEY KEY_F7 = 0xA7;
-const KEY KEY_F8 = 0xA8;
-const KEY KEY_F9 = 0xA9;
-const KEY KEY_F10 = 0xAA;
-const KEY KEY_F11 = 0xAB;
-const KEY KEY_F12 = 0xAC;
-
-const KEY KEY_PAD_UP = 0xC0;
-const KEY KEY_PAD_DOWN = 0xC1;
-const KEY KEY_PAD_LEFT = 0xC2;
-const KEY KEY_PAD_RIGHT = 0xC3;
-const KEY KEY_PAD_HOME = 0xC4;
-const KEY KEY_PAD_END = 0xC5;
-const KEY KEY_PAD_PGUP = 0xC6;
-const KEY KEY_PAD_PGDN = 0xC7;
-const KEY KEY_PAD_CENTER = 0xC8; // the 5 in the middle
-const KEY KEY_PAD_INS = 0xC9;
-const KEY KEY_PAD_DEL = 0xCA;
-const KEY KEY_PAD_RETURN = 0xCB;
-const KEY KEY_PAD_ADD = 0xCC; // not used
-const KEY KEY_PAD_SUBTRACT = 0xCD; // not used
-const KEY KEY_PAD_MULTIPLY = 0xCE; // not used
-const KEY KEY_PAD_DIVIDE = 0xCF; // not used
-
-const KEY KEY_BUTTON0 = 0xD0;
-const KEY KEY_BUTTON1 = 0xD1;
-const KEY KEY_BUTTON2 = 0xD2;
-const KEY KEY_BUTTON3 = 0xD3;
-const KEY KEY_BUTTON4 = 0xD4;
-const KEY KEY_BUTTON5 = 0xD5;
-const KEY KEY_BUTTON6 = 0xD6;
-const KEY KEY_BUTTON7 = 0xD7;
-const KEY KEY_BUTTON8 = 0xD8;
-const KEY KEY_BUTTON9 = 0xD9;
-const KEY KEY_BUTTON10 = 0xDA;
-const KEY KEY_BUTTON11 = 0xDB;
-const KEY KEY_BUTTON12 = 0xDC;
-const KEY KEY_BUTTON13 = 0xDD;
-const KEY KEY_BUTTON14 = 0xDE;
-const KEY KEY_BUTTON15 = 0xDF;
-
-const KEY KEY_NONE = 0xFF; // not sent from keyboard. For internal use only.
-
-const S32 KEY_COUNT = 256;
-
-
-const F32 DEFAULT_WATER_HEIGHT = 20.0f;
+constexpr KEY KEY_SPECIAL = 0x80; // special keys start here
+constexpr KEY KEY_RETURN = 0x81;
+constexpr KEY KEY_LEFT = 0x82;
+constexpr KEY KEY_RIGHT = 0x83;
+constexpr KEY KEY_UP = 0x84;
+constexpr KEY KEY_DOWN = 0x85;
+constexpr KEY KEY_ESCAPE = 0x86;
+constexpr KEY KEY_BACKSPACE =0x87;
+constexpr KEY KEY_DELETE = 0x88;
+constexpr KEY KEY_SHIFT = 0x89;
+constexpr KEY KEY_CONTROL = 0x8A;
+constexpr KEY KEY_ALT = 0x8B;
+constexpr KEY KEY_HOME = 0x8C;
+constexpr KEY KEY_END = 0x8D;
+constexpr KEY KEY_PAGE_UP = 0x8E;
+constexpr KEY KEY_PAGE_DOWN = 0x8F;
+constexpr KEY KEY_HYPHEN = 0x90;
+constexpr KEY KEY_EQUALS = 0x91;
+constexpr KEY KEY_INSERT = 0x92;
+constexpr KEY KEY_CAPSLOCK = 0x93;
+constexpr KEY KEY_TAB = 0x94;
+constexpr KEY KEY_ADD = 0x95;
+constexpr KEY KEY_SUBTRACT =0x96;
+constexpr KEY KEY_MULTIPLY =0x97;
+constexpr KEY KEY_DIVIDE = 0x98;
+constexpr KEY KEY_F1 = 0xA1;
+constexpr KEY KEY_F2 = 0xA2;
+constexpr KEY KEY_F3 = 0xA3;
+constexpr KEY KEY_F4 = 0xA4;
+constexpr KEY KEY_F5 = 0xA5;
+constexpr KEY KEY_F6 = 0xA6;
+constexpr KEY KEY_F7 = 0xA7;
+constexpr KEY KEY_F8 = 0xA8;
+constexpr KEY KEY_F9 = 0xA9;
+constexpr KEY KEY_F10 = 0xAA;
+constexpr KEY KEY_F11 = 0xAB;
+constexpr KEY KEY_F12 = 0xAC;
+
+constexpr KEY KEY_PAD_UP = 0xC0;
+constexpr KEY KEY_PAD_DOWN = 0xC1;
+constexpr KEY KEY_PAD_LEFT = 0xC2;
+constexpr KEY KEY_PAD_RIGHT = 0xC3;
+constexpr KEY KEY_PAD_HOME = 0xC4;
+constexpr KEY KEY_PAD_END = 0xC5;
+constexpr KEY KEY_PAD_PGUP = 0xC6;
+constexpr KEY KEY_PAD_PGDN = 0xC7;
+constexpr KEY KEY_PAD_CENTER = 0xC8; // the 5 in the middle
+constexpr KEY KEY_PAD_INS = 0xC9;
+constexpr KEY KEY_PAD_DEL = 0xCA;
+constexpr KEY KEY_PAD_RETURN = 0xCB;
+constexpr KEY KEY_PAD_ADD = 0xCC; // not used
+constexpr KEY KEY_PAD_SUBTRACT = 0xCD; // not used
+constexpr KEY KEY_PAD_MULTIPLY = 0xCE; // not used
+constexpr KEY KEY_PAD_DIVIDE = 0xCF; // not used
+
+constexpr KEY KEY_BUTTON0 = 0xD0;
+constexpr KEY KEY_BUTTON1 = 0xD1;
+constexpr KEY KEY_BUTTON2 = 0xD2;
+constexpr KEY KEY_BUTTON3 = 0xD3;
+constexpr KEY KEY_BUTTON4 = 0xD4;
+constexpr KEY KEY_BUTTON5 = 0xD5;
+constexpr KEY KEY_BUTTON6 = 0xD6;
+constexpr KEY KEY_BUTTON7 = 0xD7;
+constexpr KEY KEY_BUTTON8 = 0xD8;
+constexpr KEY KEY_BUTTON9 = 0xD9;
+constexpr KEY KEY_BUTTON10 = 0xDA;
+constexpr KEY KEY_BUTTON11 = 0xDB;
+constexpr KEY KEY_BUTTON12 = 0xDC;
+constexpr KEY KEY_BUTTON13 = 0xDD;
+constexpr KEY KEY_BUTTON14 = 0xDE;
+constexpr KEY KEY_BUTTON15 = 0xDF;
+
+constexpr KEY KEY_NONE = 0xFF; // not sent from keyboard. For internal use only.
+
+constexpr S32 KEY_COUNT = 256;
+
+
+constexpr F32 DEFAULT_WATER_HEIGHT = 20.0f;
// Maturity ratings for simulators
-const U8 SIM_ACCESS_MIN = 0; // Treated as 'unknown', usually ends up being SIM_ACCESS_PG
-const U8 SIM_ACCESS_PG = 13;
-const U8 SIM_ACCESS_MATURE = 21;
-const U8 SIM_ACCESS_ADULT = 42; // Seriously Adult Only
-const U8 SIM_ACCESS_DOWN = 254;
-const U8 SIM_ACCESS_MAX = SIM_ACCESS_ADULT;
+constexpr U8 SIM_ACCESS_MIN = 0; // Treated as 'unknown', usually ends up being SIM_ACCESS_PG
+constexpr U8 SIM_ACCESS_PG = 13;
+constexpr U8 SIM_ACCESS_MATURE = 21;
+constexpr U8 SIM_ACCESS_ADULT = 42; // Seriously Adult Only
+constexpr U8 SIM_ACCESS_DOWN = 254;
+constexpr U8 SIM_ACCESS_MAX = SIM_ACCESS_ADULT;
// attachment constants
-const U8 ATTACHMENT_ADD = 0x80;
+constexpr U8 ATTACHMENT_ADD = 0x80;
// god levels
-const U8 GOD_MAINTENANCE = 250;
-const U8 GOD_FULL = 200;
-const U8 GOD_LIAISON = 150;
-const U8 GOD_CUSTOMER_SERVICE = 100;
-const U8 GOD_LIKE = 1;
-const U8 GOD_NOT = 0;
+constexpr U8 GOD_MAINTENANCE = 250;
+constexpr U8 GOD_FULL = 200;
+constexpr U8 GOD_LIAISON = 150;
+constexpr U8 GOD_CUSTOMER_SERVICE = 100;
+constexpr U8 GOD_LIKE = 1;
+constexpr U8 GOD_NOT = 0;
// "agent id" for things that should be done to ALL agents
LL_COMMON_API extern const LLUUID LL_UUID_ALL_AGENTS;
@@ -239,120 +239,120 @@ LL_COMMON_API extern const LLUUID BLANK_OBJECT_NORMAL;
LL_COMMON_API extern const LLUUID BLANK_MATERIAL_ASSET_ID;
// radius within which a chat message is fully audible
-const F32 CHAT_NORMAL_RADIUS = 20.f;
+constexpr F32 CHAT_NORMAL_RADIUS = 20.f;
// media commands
-const U32 PARCEL_MEDIA_COMMAND_STOP = 0;
-const U32 PARCEL_MEDIA_COMMAND_PAUSE = 1;
-const U32 PARCEL_MEDIA_COMMAND_PLAY = 2;
-const U32 PARCEL_MEDIA_COMMAND_LOOP = 3;
-const U32 PARCEL_MEDIA_COMMAND_TEXTURE = 4;
-const U32 PARCEL_MEDIA_COMMAND_URL = 5;
-const U32 PARCEL_MEDIA_COMMAND_TIME = 6;
-const U32 PARCEL_MEDIA_COMMAND_AGENT = 7;
-const U32 PARCEL_MEDIA_COMMAND_UNLOAD = 8;
-const U32 PARCEL_MEDIA_COMMAND_AUTO_ALIGN = 9;
-const U32 PARCEL_MEDIA_COMMAND_TYPE = 10;
-const U32 PARCEL_MEDIA_COMMAND_SIZE = 11;
-const U32 PARCEL_MEDIA_COMMAND_DESC = 12;
-const U32 PARCEL_MEDIA_COMMAND_LOOP_SET = 13;
+constexpr U32 PARCEL_MEDIA_COMMAND_STOP = 0;
+constexpr U32 PARCEL_MEDIA_COMMAND_PAUSE = 1;
+constexpr U32 PARCEL_MEDIA_COMMAND_PLAY = 2;
+constexpr U32 PARCEL_MEDIA_COMMAND_LOOP = 3;
+constexpr U32 PARCEL_MEDIA_COMMAND_TEXTURE = 4;
+constexpr U32 PARCEL_MEDIA_COMMAND_URL = 5;
+constexpr U32 PARCEL_MEDIA_COMMAND_TIME = 6;
+constexpr U32 PARCEL_MEDIA_COMMAND_AGENT = 7;
+constexpr U32 PARCEL_MEDIA_COMMAND_UNLOAD = 8;
+constexpr U32 PARCEL_MEDIA_COMMAND_AUTO_ALIGN = 9;
+constexpr U32 PARCEL_MEDIA_COMMAND_TYPE = 10;
+constexpr U32 PARCEL_MEDIA_COMMAND_SIZE = 11;
+constexpr U32 PARCEL_MEDIA_COMMAND_DESC = 12;
+constexpr U32 PARCEL_MEDIA_COMMAND_LOOP_SET = 13;
const S32 CHAT_CHANNEL_DEBUG = S32_MAX;
// agent constants
-const U32 CONTROL_AT_POS_INDEX = 0;
-const U32 CONTROL_AT_NEG_INDEX = 1;
-const U32 CONTROL_LEFT_POS_INDEX = 2;
-const U32 CONTROL_LEFT_NEG_INDEX = 3;
-const U32 CONTROL_UP_POS_INDEX = 4;
-const U32 CONTROL_UP_NEG_INDEX = 5;
-const U32 CONTROL_PITCH_POS_INDEX = 6;
-const U32 CONTROL_PITCH_NEG_INDEX = 7;
-const U32 CONTROL_YAW_POS_INDEX = 8;
-const U32 CONTROL_YAW_NEG_INDEX = 9;
-const U32 CONTROL_FAST_AT_INDEX = 10;
-const U32 CONTROL_FAST_LEFT_INDEX = 11;
-const U32 CONTROL_FAST_UP_INDEX = 12;
-const U32 CONTROL_FLY_INDEX = 13;
-const U32 CONTROL_STOP_INDEX = 14;
-const U32 CONTROL_FINISH_ANIM_INDEX = 15;
-const U32 CONTROL_STAND_UP_INDEX = 16;
-const U32 CONTROL_SIT_ON_GROUND_INDEX = 17;
-const U32 CONTROL_MOUSELOOK_INDEX = 18;
-const U32 CONTROL_NUDGE_AT_POS_INDEX = 19;
-const U32 CONTROL_NUDGE_AT_NEG_INDEX = 20;
-const U32 CONTROL_NUDGE_LEFT_POS_INDEX = 21;
-const U32 CONTROL_NUDGE_LEFT_NEG_INDEX = 22;
-const U32 CONTROL_NUDGE_UP_POS_INDEX = 23;
-const U32 CONTROL_NUDGE_UP_NEG_INDEX = 24;
-const U32 CONTROL_TURN_LEFT_INDEX = 25;
-const U32 CONTROL_TURN_RIGHT_INDEX = 26;
-const U32 CONTROL_AWAY_INDEX = 27;
-const U32 CONTROL_LBUTTON_DOWN_INDEX = 28;
-const U32 CONTROL_LBUTTON_UP_INDEX = 29;
-const U32 CONTROL_ML_LBUTTON_DOWN_INDEX = 30;
-const U32 CONTROL_ML_LBUTTON_UP_INDEX = 31;
-const U32 TOTAL_CONTROLS = 32;
-
-const U32 AGENT_CONTROL_AT_POS = 0x1 << CONTROL_AT_POS_INDEX; // 0x00000001
-const U32 AGENT_CONTROL_AT_NEG = 0x1 << CONTROL_AT_NEG_INDEX; // 0x00000002
-const U32 AGENT_CONTROL_LEFT_POS = 0x1 << CONTROL_LEFT_POS_INDEX; // 0x00000004
-const U32 AGENT_CONTROL_LEFT_NEG = 0x1 << CONTROL_LEFT_NEG_INDEX; // 0x00000008
-const U32 AGENT_CONTROL_UP_POS = 0x1 << CONTROL_UP_POS_INDEX; // 0x00000010
-const U32 AGENT_CONTROL_UP_NEG = 0x1 << CONTROL_UP_NEG_INDEX; // 0x00000020
-const U32 AGENT_CONTROL_PITCH_POS = 0x1 << CONTROL_PITCH_POS_INDEX; // 0x00000040
-const U32 AGENT_CONTROL_PITCH_NEG = 0x1 << CONTROL_PITCH_NEG_INDEX; // 0x00000080
-const U32 AGENT_CONTROL_YAW_POS = 0x1 << CONTROL_YAW_POS_INDEX; // 0x00000100
-const U32 AGENT_CONTROL_YAW_NEG = 0x1 << CONTROL_YAW_NEG_INDEX; // 0x00000200
-
-const U32 AGENT_CONTROL_FAST_AT = 0x1 << CONTROL_FAST_AT_INDEX; // 0x00000400
-const U32 AGENT_CONTROL_FAST_LEFT = 0x1 << CONTROL_FAST_LEFT_INDEX; // 0x00000800
-const U32 AGENT_CONTROL_FAST_UP = 0x1 << CONTROL_FAST_UP_INDEX; // 0x00001000
-
-const U32 AGENT_CONTROL_FLY = 0x1 << CONTROL_FLY_INDEX; // 0x00002000
-const U32 AGENT_CONTROL_STOP = 0x1 << CONTROL_STOP_INDEX; // 0x00004000
-const U32 AGENT_CONTROL_FINISH_ANIM = 0x1 << CONTROL_FINISH_ANIM_INDEX; // 0x00008000
-const U32 AGENT_CONTROL_STAND_UP = 0x1 << CONTROL_STAND_UP_INDEX; // 0x00010000
-const U32 AGENT_CONTROL_SIT_ON_GROUND = 0x1 << CONTROL_SIT_ON_GROUND_INDEX; // 0x00020000
-const U32 AGENT_CONTROL_MOUSELOOK = 0x1 << CONTROL_MOUSELOOK_INDEX; // 0x00040000
-
-const U32 AGENT_CONTROL_NUDGE_AT_POS = 0x1 << CONTROL_NUDGE_AT_POS_INDEX; // 0x00080000
-const U32 AGENT_CONTROL_NUDGE_AT_NEG = 0x1 << CONTROL_NUDGE_AT_NEG_INDEX; // 0x00100000
-const U32 AGENT_CONTROL_NUDGE_LEFT_POS = 0x1 << CONTROL_NUDGE_LEFT_POS_INDEX; // 0x00200000
-const U32 AGENT_CONTROL_NUDGE_LEFT_NEG = 0x1 << CONTROL_NUDGE_LEFT_NEG_INDEX; // 0x00400000
-const U32 AGENT_CONTROL_NUDGE_UP_POS = 0x1 << CONTROL_NUDGE_UP_POS_INDEX; // 0x00800000
-const U32 AGENT_CONTROL_NUDGE_UP_NEG = 0x1 << CONTROL_NUDGE_UP_NEG_INDEX; // 0x01000000
-const U32 AGENT_CONTROL_TURN_LEFT = 0x1 << CONTROL_TURN_LEFT_INDEX; // 0x02000000
-const U32 AGENT_CONTROL_TURN_RIGHT = 0x1 << CONTROL_TURN_RIGHT_INDEX; // 0x04000000
-
-const U32 AGENT_CONTROL_AWAY = 0x1 << CONTROL_AWAY_INDEX; // 0x08000000
-
-const U32 AGENT_CONTROL_LBUTTON_DOWN = 0x1 << CONTROL_LBUTTON_DOWN_INDEX; // 0x10000000
-const U32 AGENT_CONTROL_LBUTTON_UP = 0x1 << CONTROL_LBUTTON_UP_INDEX; // 0x20000000
-const U32 AGENT_CONTROL_ML_LBUTTON_DOWN = 0x1 << CONTROL_ML_LBUTTON_DOWN_INDEX; // 0x40000000
-const U32 AGENT_CONTROL_ML_LBUTTON_UP = ((U32)0x1) << CONTROL_ML_LBUTTON_UP_INDEX; // 0x80000000
+constexpr U32 CONTROL_AT_POS_INDEX = 0;
+constexpr U32 CONTROL_AT_NEG_INDEX = 1;
+constexpr U32 CONTROL_LEFT_POS_INDEX = 2;
+constexpr U32 CONTROL_LEFT_NEG_INDEX = 3;
+constexpr U32 CONTROL_UP_POS_INDEX = 4;
+constexpr U32 CONTROL_UP_NEG_INDEX = 5;
+constexpr U32 CONTROL_PITCH_POS_INDEX = 6;
+constexpr U32 CONTROL_PITCH_NEG_INDEX = 7;
+constexpr U32 CONTROL_YAW_POS_INDEX = 8;
+constexpr U32 CONTROL_YAW_NEG_INDEX = 9;
+constexpr U32 CONTROL_FAST_AT_INDEX = 10;
+constexpr U32 CONTROL_FAST_LEFT_INDEX = 11;
+constexpr U32 CONTROL_FAST_UP_INDEX = 12;
+constexpr U32 CONTROL_FLY_INDEX = 13;
+constexpr U32 CONTROL_STOP_INDEX = 14;
+constexpr U32 CONTROL_FINISH_ANIM_INDEX = 15;
+constexpr U32 CONTROL_STAND_UP_INDEX = 16;
+constexpr U32 CONTROL_SIT_ON_GROUND_INDEX = 17;
+constexpr U32 CONTROL_MOUSELOOK_INDEX = 18;
+constexpr U32 CONTROL_NUDGE_AT_POS_INDEX = 19;
+constexpr U32 CONTROL_NUDGE_AT_NEG_INDEX = 20;
+constexpr U32 CONTROL_NUDGE_LEFT_POS_INDEX = 21;
+constexpr U32 CONTROL_NUDGE_LEFT_NEG_INDEX = 22;
+constexpr U32 CONTROL_NUDGE_UP_POS_INDEX = 23;
+constexpr U32 CONTROL_NUDGE_UP_NEG_INDEX = 24;
+constexpr U32 CONTROL_TURN_LEFT_INDEX = 25;
+constexpr U32 CONTROL_TURN_RIGHT_INDEX = 26;
+constexpr U32 CONTROL_AWAY_INDEX = 27;
+constexpr U32 CONTROL_LBUTTON_DOWN_INDEX = 28;
+constexpr U32 CONTROL_LBUTTON_UP_INDEX = 29;
+constexpr U32 CONTROL_ML_LBUTTON_DOWN_INDEX = 30;
+constexpr U32 CONTROL_ML_LBUTTON_UP_INDEX = 31;
+constexpr U32 TOTAL_CONTROLS = 32;
+
+constexpr U32 AGENT_CONTROL_AT_POS = 0x1 << CONTROL_AT_POS_INDEX; // 0x00000001
+constexpr U32 AGENT_CONTROL_AT_NEG = 0x1 << CONTROL_AT_NEG_INDEX; // 0x00000002
+constexpr U32 AGENT_CONTROL_LEFT_POS = 0x1 << CONTROL_LEFT_POS_INDEX; // 0x00000004
+constexpr U32 AGENT_CONTROL_LEFT_NEG = 0x1 << CONTROL_LEFT_NEG_INDEX; // 0x00000008
+constexpr U32 AGENT_CONTROL_UP_POS = 0x1 << CONTROL_UP_POS_INDEX; // 0x00000010
+constexpr U32 AGENT_CONTROL_UP_NEG = 0x1 << CONTROL_UP_NEG_INDEX; // 0x00000020
+constexpr U32 AGENT_CONTROL_PITCH_POS = 0x1 << CONTROL_PITCH_POS_INDEX; // 0x00000040
+constexpr U32 AGENT_CONTROL_PITCH_NEG = 0x1 << CONTROL_PITCH_NEG_INDEX; // 0x00000080
+constexpr U32 AGENT_CONTROL_YAW_POS = 0x1 << CONTROL_YAW_POS_INDEX; // 0x00000100
+constexpr U32 AGENT_CONTROL_YAW_NEG = 0x1 << CONTROL_YAW_NEG_INDEX; // 0x00000200
+
+constexpr U32 AGENT_CONTROL_FAST_AT = 0x1 << CONTROL_FAST_AT_INDEX; // 0x00000400
+constexpr U32 AGENT_CONTROL_FAST_LEFT = 0x1 << CONTROL_FAST_LEFT_INDEX; // 0x00000800
+constexpr U32 AGENT_CONTROL_FAST_UP = 0x1 << CONTROL_FAST_UP_INDEX; // 0x00001000
+
+constexpr U32 AGENT_CONTROL_FLY = 0x1 << CONTROL_FLY_INDEX; // 0x00002000
+constexpr U32 AGENT_CONTROL_STOP = 0x1 << CONTROL_STOP_INDEX; // 0x00004000
+constexpr U32 AGENT_CONTROL_FINISH_ANIM = 0x1 << CONTROL_FINISH_ANIM_INDEX; // 0x00008000
+constexpr U32 AGENT_CONTROL_STAND_UP = 0x1 << CONTROL_STAND_UP_INDEX; // 0x00010000
+constexpr U32 AGENT_CONTROL_SIT_ON_GROUND = 0x1 << CONTROL_SIT_ON_GROUND_INDEX; // 0x00020000
+constexpr U32 AGENT_CONTROL_MOUSELOOK = 0x1 << CONTROL_MOUSELOOK_INDEX; // 0x00040000
+
+constexpr U32 AGENT_CONTROL_NUDGE_AT_POS = 0x1 << CONTROL_NUDGE_AT_POS_INDEX; // 0x00080000
+constexpr U32 AGENT_CONTROL_NUDGE_AT_NEG = 0x1 << CONTROL_NUDGE_AT_NEG_INDEX; // 0x00100000
+constexpr U32 AGENT_CONTROL_NUDGE_LEFT_POS = 0x1 << CONTROL_NUDGE_LEFT_POS_INDEX; // 0x00200000
+constexpr U32 AGENT_CONTROL_NUDGE_LEFT_NEG = 0x1 << CONTROL_NUDGE_LEFT_NEG_INDEX; // 0x00400000
+constexpr U32 AGENT_CONTROL_NUDGE_UP_POS = 0x1 << CONTROL_NUDGE_UP_POS_INDEX; // 0x00800000
+constexpr U32 AGENT_CONTROL_NUDGE_UP_NEG = 0x1 << CONTROL_NUDGE_UP_NEG_INDEX; // 0x01000000
+constexpr U32 AGENT_CONTROL_TURN_LEFT = 0x1 << CONTROL_TURN_LEFT_INDEX; // 0x02000000
+constexpr U32 AGENT_CONTROL_TURN_RIGHT = 0x1 << CONTROL_TURN_RIGHT_INDEX; // 0x04000000
+
+constexpr U32 AGENT_CONTROL_AWAY = 0x1 << CONTROL_AWAY_INDEX; // 0x08000000
+
+constexpr U32 AGENT_CONTROL_LBUTTON_DOWN = 0x1 << CONTROL_LBUTTON_DOWN_INDEX; // 0x10000000
+constexpr U32 AGENT_CONTROL_LBUTTON_UP = 0x1 << CONTROL_LBUTTON_UP_INDEX; // 0x20000000
+constexpr U32 AGENT_CONTROL_ML_LBUTTON_DOWN = 0x1 << CONTROL_ML_LBUTTON_DOWN_INDEX; // 0x40000000
+constexpr U32 AGENT_CONTROL_ML_LBUTTON_UP = ((U32)0x1) << CONTROL_ML_LBUTTON_UP_INDEX; // 0x80000000
// move these up so that we can hide them in "State" for object updates
// (for now)
-const U32 AGENT_ATTACH_OFFSET = 4;
-const U32 AGENT_ATTACH_MASK = 0xf << AGENT_ATTACH_OFFSET;
+constexpr U32 AGENT_ATTACH_OFFSET = 4;
+constexpr U32 AGENT_ATTACH_MASK = 0xf << AGENT_ATTACH_OFFSET;
// RN: this method swaps the upper and lower nibbles to maintain backward
// compatibility with old objects that only used the upper nibble
#define ATTACHMENT_ID_FROM_STATE(state) ((S32)((((U8)state & AGENT_ATTACH_MASK) >> 4) | (((U8)state & ~AGENT_ATTACH_MASK) << 4)))
// DO NOT CHANGE THE SEQUENCE OF THIS LIST!!
-const U8 CLICK_ACTION_NONE = 0;
-const U8 CLICK_ACTION_TOUCH = 0;
-const U8 CLICK_ACTION_SIT = 1;
-const U8 CLICK_ACTION_BUY = 2;
-const U8 CLICK_ACTION_PAY = 3;
-const U8 CLICK_ACTION_OPEN = 4;
-const U8 CLICK_ACTION_PLAY = 5;
-const U8 CLICK_ACTION_OPEN_MEDIA = 6;
-const U8 CLICK_ACTION_ZOOM = 7;
-const U8 CLICK_ACTION_DISABLED = 8;
-const U8 CLICK_ACTION_IGNORE = 9;
+constexpr U8 CLICK_ACTION_NONE = 0;
+constexpr U8 CLICK_ACTION_TOUCH = 0;
+constexpr U8 CLICK_ACTION_SIT = 1;
+constexpr U8 CLICK_ACTION_BUY = 2;
+constexpr U8 CLICK_ACTION_PAY = 3;
+constexpr U8 CLICK_ACTION_OPEN = 4;
+constexpr U8 CLICK_ACTION_PLAY = 5;
+constexpr U8 CLICK_ACTION_OPEN_MEDIA = 6;
+constexpr U8 CLICK_ACTION_ZOOM = 7;
+constexpr U8 CLICK_ACTION_DISABLED = 8;
+constexpr U8 CLICK_ACTION_IGNORE = 9;
// DO NOT CHANGE THE SEQUENCE OF THIS LIST!!