More stuff.
AAF_EVENTSOUND - (must be paired with AAF_EVENT) arg2(in editor) is to be set to the soundID defined in defs/fileLookup.txt. When the player enters the area that sound will play. Be careful though, the event in arg4 will also be executed.
-----World-----
void FloodFillAreaFlags( int sector, uint flags, bool bSet ) - DO NOT USE!!! (Use FloodMatchingAreaFlags instead) This can only turn OFF area flags. If you attempt to turn ON any flag while that flag is already ON for that sector/area, the game will crash.
void ChangeAreaFlag( int areaID, uint flags, bool bSet ) - DO NOT USE!!! (Use FloodMatchingAreaFlags instead) Only certain flags work correctly when set. The full list of my tests is:
AAF_WATER = 1 << 0 //works, partially. No shallow water sound effects play.
AAF_BLOCK = 1 << 1 //does NOT work
AAF_TOGGLE = 1 << 2 //
AAF_CLIFF = 1 << 3 //does NOT work
AAF_CLIMB = 1 << 4 //does NOT work
AAF_ONESIDED = 1 << 5 //(Bridge) does NOT work
AAF_CEILING = 1 << 6 //does NOT work
AAF_CRAWL = 1 << 7 //works
AAF_ENTERCRAWL = 1 << 8 //works
AAF_HIDDEN = 1 << 9 //works
AAF_ENTERED = 1 << 10 //
AAF_SECRET = 1 << 11, //works
AAF_RESTRICTED = 1 << 12 //works
AAF_SLOPETEST = 1 << 13 //does NOT work
AAF_DEATHPIT = 1 << 14 //works
AAF_MAPPED = 1 << 15 //does NOT work
AAF_EVENT = 1 << 16 //works
AAF_REPEATABLE = 1 << 17 //
AAF_TELEPORT = 1 << 18 //works
AAF_DAMAGE = 1 << 19 //works
AAF_DRAWSKY = 1 << 20 //works
AAF_TELEPORTAIR = 1 << 21 //works
AAF_LAVA = 1 << 22 //works
AAF_EVENTSOUND = 1 << 23 //works
AAF_ANTIGRAVITY = 1 << 24 //works
AAF_LADDER = 1 << 25 //works
AAF_CHECKPOINT = 1 << 26 //works
AAF_SAVEGAME = 1 << 27 //works
AAF_WARPRETURN = 1 << 28 //
AAF_SHALLOWWATER = 1 << 29 //works
AAF_DRAWSUN = 1 << 30 //works
AAF_STOREWARPRETURN = 1 << 31 //
void FloodMatchingAreaFlags( int sector, uint flags, bool bSet )
void FloodFillAreaFlags( kVec3& loc, uint flags, bool bSet )
both work for all flags so use these instead.