Constants in cssdk_const.inc

Basic constants
get_entvar(entity, var_button) or get_entvar(entity, var_oldbuttons) values
get_entvar(entity, var_flags) values
global_get(glb_trace_flags) values

Note

Custom flags that we can retrieve in pfnShouldCollide/TraceLine/TraceHull
get_entvar(entity, var_movetype) values
get_entvar(entity, var_solid) values

Note

Some movetypes will cause collisions independent of SOLID_NOT and
SOLID_TRIGGER when the entity moves. SOLID only effects OTHER entities
colliding with this one when they move - UGH!
get_entvar(entity, var_deadflag) values
new Float:takedamage; get_entvar(entity, var_takedamage, takedamage) values or new Float:takedamage = Float:get_entvar(entity, var_takedamage) values
get_entvar(entity, var_effects) values
Break Model Defines
Colliding temp entity sounds
Temp entity bounce sound types
Spectating camera mode constants

Note

These constants are linked to different camera modes available when you
  are spectating (either dead or when in spectator team). Usually this is
  stored in the var_iuser1 field in Counter-Strike game.
Custom constants iuser3
Instant damage values for use with the 3rd parameter of the "Damage" client message.
When calling KILLED(), a value that governs gib behavior is expected to be one of these three values
Player physics flags bits CBasePlayer::m_afPhysicsFlags
Player HUD CBasePlayer::m_iHideHUD
Item's flags
get_entvar(entity, var_spawnflags) values
func_train
func_wall_toggle
func_conveyor
func_button
func_rot_button
env_global
multisource
momentary_rot_button
button_target
func_door, func_water, func_door_rotating, momementary_door
gibshooter
env_funnel
env_bubbles
env_blood
env_shake
env_fade
env_beam, env_lightning
env_sprite
env_message
env_explosion
func_tank
grenade
game_score
game_text
game_team_master
game_team_set
game_player_hurt
game_counter
game_player_equip
game_player_team
func_plat
func_trackchange
func_tracktrain
path_track
path_corner
trigger_push
trigger_hurt
trigger_auto
trigger_relay
multi_manager
env_render

Note

These are flags to indicate masking off various render parameters that
are usually copied to the targets
trigger_changelevel
trigger_endsection
trigger_camera
func_rotating
triggers
trigger_multiple
trigger_counter
func_breakable
func_pushable (also func_breakable, so don't collide with those flags)
light_spawn
info_decal
worldspawn
Set this bit on guns and stuff that should never respawn
Train status values
PlaybackEvent flags
Cap bits to indicate what an object's capabilities are, currently used for save/restore and level transitions.
All monsters need this data
CBasePlayer::m_iIgnoreGlobalChat
Hitgroups
Armor types for m_iKevlar
For CArmoury::m_Armoury_iItem
Reward types for RG_CBasePlayer_AddAccount
Team IDs for m_iTeam
For m_iModelName
weapon respawning return codes
Weapon IDs for rg_get_weaponbox_id, GetGrenadeType, rg_get_weapon_info(const weapon_name[], WI_ID)
For CBaseMonster::m_rgbTimeBasedDamage prefix should be ITBD_
m_Activity
WinStatus for RG_RoundEnd, rg_round_end
Used for EndRoundMessage() logged messages
Animation IDs for RG_CBasePlayer_SetAnimation, rg_set_animation
For CBasePlayer::m_iJoiningState
For CBasePlayer::m_iMenu
For CBasePlayer::m_flLastCommandTime[8]
For CBasePlayer::m_rgpPlayerItems[6]
Sets animation for weapon_shield of SendWeaponAnim
Flags for CUnifiedSignals m_signals
Weapon states of the following weapons: usp, elite, glock18, famas and m4a1.
Bullet types for rg_fire_bullets, rg_fire_bullets3
Reward rules for rg_get_account_rules, rg_set_account_rules
For RG_CBasePlayer_HasRestrictItem
Constant items
For CMapInfo:m_iBuyingStatus
For SetUse
For CBasePlayer:m_iWeaponVolume
For CBasePlayer:m_iWeaponFlash
Player zoom constants For m_iFOV
Scoreboard attribute constants For "ScoreAttrib" game event
For RG_CBotManager_OnEvent
Weapon secondary attack states For CCSPlayerWeapon::m_iStateSecondaryAttack
Decal list for rg_decal_trace