From 6c2acc6ed5ab28176160f101c485ed49c89bdb6d Mon Sep 17 00:00:00 2001 From: Nicholas Hastings Date: Tue, 8 Oct 2013 15:55:46 -0400 Subject: [PATCH] Updated entity flag defines. --- public/const.h | 67 +++++++++++++++++++++++++++----------------------- 1 file changed, 36 insertions(+), 31 deletions(-) diff --git a/public/const.h b/public/const.h index 5f44760c..4e78f44a 100644 --- a/public/const.h +++ b/public/const.h @@ -104,41 +104,46 @@ // PLAYER SPECIFIC FLAGS FIRST BECAUSE WE USE ONLY A FEW BITS OF NETWORK PRECISION #define FL_ONGROUND (1<<0) // At rest / on the ground #define FL_DUCKING (1<<1) // Player flag -- Player is fully crouched -#define FL_WATERJUMP (1<<2) // player jumping out of water -#define FL_ONTRAIN (1<<3) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction. -#define FL_INRAIN (1<<4) // Indicates the entity is standing in rain -#define FL_FROZEN (1<<5) // Player is frozen for 3rd person camera -#define FL_ATCONTROLS (1<<6) // Player can't move, but keeps key inputs for controlling another entity -#define FL_CLIENT (1<<7) // Is a player -#define FL_FAKECLIENT (1<<8) // Fake client, simulated server side; don't send network messages to them -#define FL_INWATER (1<<9) // In water +#define FL_ANIMDUCKING (1<<2) // Player flag -- Player is in the process of crouching or uncrouching but could be in transition +// examples: Fully ducked: FL_DUCKING & FL_ANIMDUCKING +// Previously fully ducked, unducking in progress: FL_DUCKING & !FL_ANIMDUCKING +// Fully unducked: !FL_DUCKING & !FL_ANIMDUCKING +// Previously fully unducked, ducking in progress: !FL_DUCKING & FL_ANIMDUCKING +#define FL_WATERJUMP (1<<3) // player jumping out of water +#define FL_ONTRAIN (1<<4) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction. +#define FL_INRAIN (1<<5) // Indicates the entity is standing in rain +#define FL_FROZEN (1<<6) // Player is frozen for 3rd person camera +#define FL_ATCONTROLS (1<<7) // Player can't move, but keeps key inputs for controlling another entity +#define FL_CLIENT (1<<8) // Is a player +#define FL_FAKECLIENT (1<<9) // Fake client, simulated server side; don't send network messages to them +#define FL_INWATER (1<<10) // In water // NOTE if you move things up, make sure to change this value -#define PLAYER_FLAG_BITS 10 +#define PLAYER_FLAG_BITS 11 // NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though -#define FL_FLY (1<<10) // Changes the SV_Movestep() behavior to not need to be on ground -#define FL_SWIM (1<<11) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water) -#define FL_CONVEYOR (1<<12) -#define FL_NPC (1<<13) -#define FL_GODMODE (1<<14) -#define FL_NOTARGET (1<<15) -#define FL_AIMTARGET (1<<16) // set if the crosshair needs to aim onto the entity -#define FL_PARTIALGROUND (1<<17) // not all corners are valid -#define FL_STATICPROP (1<<18) // Eetsa static prop! -#define FL_GRAPHED (1<<19) // worldgraph has this ent listed as something that blocks a connection -#define FL_GRENADE (1<<20) -#define FL_STEPMOVEMENT (1<<21) // Changes the SV_Movestep() behavior to not do any processing -#define FL_DONTTOUCH (1<<22) // Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set -#define FL_BASEVELOCITY (1<<23) // Base velocity has been applied this frame (used to convert base velocity into momentum) -#define FL_WORLDBRUSH (1<<24) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something) -#define FL_OBJECT (1<<25) // Terrible name. This is an object that NPCs should see. Missiles, for example. -#define FL_KILLME (1<<26) // This entity is marked for death -- will be freed by game DLL -#define FL_ONFIRE (1<<27) // You know... -#define FL_DISSOLVING (1<<28) // We're dissolving! -#define FL_TRANSRAGDOLL (1<<29) // In the process of turning into a client side ragdoll. -#define FL_UNBLOCKABLE_BY_PLAYER (1<<30) // pusher that can't be blocked by the player -#define FL_FREEZING (1<<31) // We're becoming frozen! +#define FL_FLY (1<<11) // Changes the SV_Movestep() behavior to not need to be on ground +#define FL_SWIM (1<<12) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water) +#define FL_CONVEYOR (1<<13) +#define FL_NPC (1<<14) +#define FL_GODMODE (1<<15) +#define FL_NOTARGET (1<<16) +#define FL_AIMTARGET (1<<17) // set if the crosshair needs to aim onto the entity +#define FL_PARTIALGROUND (1<<18) // not all corners are valid +#define FL_STATICPROP (1<<19) // Eetsa static prop! +#define FL_GRAPHED (1<<20) // worldgraph has this ent listed as something that blocks a connection +#define FL_GRENADE (1<<21) +#define FL_STEPMOVEMENT (1<<22) // Changes the SV_Movestep() behavior to not do any processing +#define FL_DONTTOUCH (1<<23) // Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set +#define FL_BASEVELOCITY (1<<24) // Base velocity has been applied this frame (used to convert base velocity into momentum) +#define FL_WORLDBRUSH (1<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something) +#define FL_OBJECT (1<<26) // Terrible name. This is an object that NPCs should see. Missiles, for example. +#define FL_KILLME (1<<27) // This entity is marked for death -- will be freed by game DLL +#define FL_ONFIRE (1<<28) // You know... +#define FL_DISSOLVING (1<<29) // We're dissolving! +#define FL_TRANSRAGDOLL (1<<30) // In the process of turning into a client side ragdoll. +#define FL_UNBLOCKABLE_BY_PLAYER (1<<31) // pusher that can't be blocked by the player +#define FL_FREEZING (1<<32) // We're becoming frozen! // edict->movetype values enum MoveType_t