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Convert FL_* flags to Flags_t enum
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@ -101,47 +101,47 @@
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// Most came from server.h
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// CBaseEntity::m_fFlags
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// PLAYER SPECIFIC FLAGS FIRST BECAUSE WE USE ONLY A FEW BITS OF NETWORK PRECISION
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#define FL_ONGROUND (1<<0) // At rest / on the ground
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#define FL_DUCKING (1<<1) // Player flag -- Player is fully crouched
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#define FL_WATERJUMP (1<<2) // player jumping out of water
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#define FL_NOCLIP (1<<3) // Forces MOVETYPE_NOCLIP on the entity
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#define FL_PAWN_FAKECLIENT (1<<4) // Fake client controlled pawn entity, mostly referenced in movement related code
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#define FL_FROZEN (1<<5) // Player is frozen for 3rd person camera
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#define FL_ATCONTROLS (1<<6) // Player can't move, but keeps key inputs for controlling another entity
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#define FL_CLIENT (1<<7) // Is a player
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#define FL_CONTROLLER_FAKECLIENT (1<<8) // Fake client, simulated server side. Mainly set on controllers
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#define FL_INWATER (1<<9) // In water. Potentially obsolete in s2
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enum Flags_t : uint32
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{
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// PLAYER SPECIFIC FLAGS FIRST BECAUSE WE USE ONLY A FEW BITS OF NETWORK PRECISION
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FL_ONGROUND = (1 << 0), // At rest / on the ground
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FL_DUCKING = (1 << 1), // Player flag -- Player is fully crouched
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FL_WATERJUMP = (1 << 2), // player jumping out of water
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// FL_EMPTY = (1 << 3),
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FL_BOT = (1 << 4), // Fake client controlled pawn entity, mostly referenced in movement related code
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FL_FROZEN = (1 << 5), // Player is frozen for 3rd person camera
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FL_ATCONTROLS = (1 << 6), // Player can't move, but keeps key inputs for controlling another entity
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FL_CLIENT = (1 << 7), // Is a player
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FL_FAKECLIENT = (1 << 8), // Fake client, simulated server side. Mainly set on controllers
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// FL_EMPTY = (1 << 9),
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// NOTE if you move things up, make sure to change this value
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#define PLAYER_FLAG_BITS 10
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// NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though
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#define FL_FLY (1<<10) // Changes the SV_Movestep() behavior to not need to be on ground
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#define FL_SWIM (1<<11) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
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#define FL_CONVEYOR (1<<12) // Potentially obsolete in s2
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#define FL_NPC (1<<13) // Potentially obsolete in s2
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#define FL_GODMODE (1<<14)
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#define FL_NOTARGET (1<<15)
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#define FL_AIMTARGET (1<<16) // set if the crosshair needs to aim onto the entity
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#define FL_PARTIALGROUND (1<<17) // not all corners are valid. Potentially obsolete in s2
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#define FL_STATICPROP (1<<18) // Eetsa static prop!
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#define FL_GRAPHED (1<<19) // worldgraph has this ent listed as something that blocks a connection. Potentially obsolete in s2
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#define FL_GRENADE (1<<20)
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#define FL_STEPMOVEMENT (1<<21) // Changes the SV_Movestep() behavior to not do any processing. Potentially obsolete in s2
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#define FL_DONTTOUCH (1<<22) // Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set
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#define FL_BASEVELOCITY (1<<23) // Base velocity has been applied this frame (used to convert base velocity into momentum)
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#define FL_CONVEYOR_NEW (1<<24)
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#define FL_OBJECT (1<<25) // Terrible name. This is an object that NPCs should see. Missiles, for example.
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#define FL_KILLME (1<<26) // This entity is marked for death -- will be freed by game DLL. Potentially obsolete in s2
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#define FL_ONFIRE (1<<27) // You know...
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#define FL_DISSOLVING (1<<28) // We're dissolving!
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#define FL_TRANSRAGDOLL (1<<29) // In the process of turning into a client side ragdoll.
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#define FL_UNBLOCKABLE_BY_PLAYER (1<<30) // pusher that can't be blocked by the player
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#define FL_FREEZING (1<<31) // We're becoming frozen!
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// NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though
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FL_FLY = (1 << 10), // Changes the SV_Movestep() behavior to not need to be on ground
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FL_SUPPRESS_SAVE = (1 << 11),
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FL_IN_VEHICLE = (1 << 12),
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FL_IN_VEHICLE_TRANSPORT = (1 << 13),
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FL_GODMODE = (1 << 14),
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FL_NOTARGET = (1 << 15),
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FL_AIMTARGET = (1 << 16), // set if the crosshair needs to aim onto the entity
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// FL_EMPTY = (1 << 17),
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FL_STATICPROP = (1 << 18), // Eetsa static prop!
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// FL_EMPTY = (1 << 19),
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FL_GRENADE = (1 << 20),
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// FL_EMPTY = (1 << 21),
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FL_DONTTOUCH = (1 << 22), // Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set
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// FL_EMPTY = (1 << 23),
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// FL_EMPTY = (1 << 24),
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FL_OBJECT = (1 << 25), // Terrible name. This is an object that NPCs should see. Missiles, for example.
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// FL_EMPTY = (1 << 26),
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FL_ONFIRE = (1 << 27), // You know...
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FL_DISSOLVING = (1 << 28), // We're dissolving!
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FL_TRANSRAGDOLL = (1 << 29), // In the process of turning into a client side ragdoll.
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FL_UNBLOCKABLE_BY_PLAYER = (1 << 30) // pusher that can't be blocked by the player
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// FL_EMPTY = (1 << 31),
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};
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// edict->movetype values
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enum MoveType_t : unsigned char
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enum MoveType_t : uint8
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{
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MOVETYPE_NONE = 0, // never moves
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MOVETYPE_OBSOLETE, // Previously isometric movetype
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@ -164,7 +164,7 @@ enum MoveType_t : unsigned char
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};
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// edict->movecollide values
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enum MoveCollide_t : unsigned char
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enum MoveCollide_t : uint8
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{
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MOVECOLLIDE_DEFAULT = 0,
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@ -186,7 +186,7 @@ enum MoveCollide_t : unsigned char
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// Solid type basically describes how the bounding volume of the object is represented
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// NOTE: SOLID_BBOX MUST BE 2, and SOLID_VPHYSICS MUST BE 6
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// NOTE: These numerical values are used in the FGD by the prop code (see prop_dynamic)
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enum SolidType_t : unsigned char
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enum SolidType_t : uint8
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{
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SOLID_NONE = 0, // no solid model
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SOLID_BSP = 1, // a BSP tree
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