DMG_GENERIC						= 0			// generic damage was done
DMG_CRUSH						= (1 << 0)	// crushed by falling or moving object. 
										// NOTE: It's assumed crush damage is occurring as a result of physics collision, so no extra physics force is generated by crush damage.
										// DON'T use DMG_CRUSH when damaging entities unless it's the result of a physics collision. You probably want DMG_CLUB instead.
DMG_BULLET						= (1 << 1)	// shot
DMG_SLASH						= (1 << 2)	// cut, clawed, stabbed
DMG_BURN						= (1 << 3)	// heat burned
DMG_VEHICLE						= (1 << 4)	// hit by a vehicle
DMG_FALL						= (1 << 5)	// fell too far
DMG_BLAST						= (1 << 6)	// explosive blast damage
DMG_CLUB						= (1 << 7)	// crowbar, punch, headbutt
DMG_SHOCK						= (1 << 8)	// electric shock
DMG_SONIC						= (1 << 9)	// sound pulse shockwave
DMG_ENERGYBEAM					= (1 << 10)	// laser or other high energy beam 
DMG_PREVENT_PHYSICS_FORCE		= (1 << 11)	// Prevent a physics force 
DMG_NEVERGIB					= (1 << 12)	// with this bit OR'd in, no damage type will be able to gib victims upon death
DMG_ALWAYSGIB					= (1 << 13)	// with this bit OR'd in, any damage type can be made to gib victims upon death.
DMG_DROWN						= (1 << 14)	// Drowning

DMG_PARALYZE					= (1 << 15)	// slows affected creature down
DMG_NERVEGAS					= (1 << 16)	// nerve toxins, very bad
DMG_POISON						= (1 << 17)	// blood poisoning - heals over time like drowning damage
DMG_RADIATION					= (1 << 18)	// radiation exposure
DMG_DROWNRECOVER				= (1 << 19)	// drowning recovery
DMG_ACID						= (1 << 20)	// toxic chemicals or acid burns
DMG_SLOWBURN					= (1 << 21)	// in an oven

DMG_REMOVENORAGDOLL				= (1<<22)		// with this bit OR'd in, no ragdoll will be created, and the target will be quietly removed.
										// use this to kill an entity that you've already got a server-side ragdoll for

DMG_PHYSGUN						= (1<<23)		// Hit by manipulator. Usually doesn't do any damage.
DMG_PLASMA						= (1<<24)		// Shot by Cremator
DMG_AIRBOAT						= (1<<25)		// Hit by the airboat's gun

DMG_DISSOLVE					= (1<<26)		// Dissolving!
DMG_BLAST_SURFACE				= (1<<27)		// A blast on the surface of water that cannot harm things underwater
DMG_DIRECT						= (1<<28)
DMG_BUCKSHOT					= (1<<29)		// not quite a bullet. Little, rounder, different.

// time-based damage
DMG_TIMEBASED					= (DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN)

// these are the damage types that are allowed to gib corpses
DMG_GIB_CORPSE					= ( DMG_CRUSH | DMG_FALL | DMG_BLAST | DMG_SONIC | DMG_CLUB )

// these are the damage types that have client hud art
DMG_SHOWNHUD					= (DMG_POISON | DMG_ACID | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK)

// these are the damage types that don't have to supply a physics force & position
DMG_NO_PHYSICS_FORCE			= (DMG_FALL | DMG_BURN | DMG_PLASMA | DMG_DROWN | DMG_TIMEBASED | DMG_CRUSH | DMG_PHYSGUN | DMG_PREVENT_PHYSICS_FORCE)
