diff --git a/public/const.h b/public/const.h index debf1b54..8fdbf348 100644 --- a/public/const.h +++ b/public/const.h @@ -102,16 +102,16 @@ // CBaseEntity::m_fFlags // 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_NOCLIP (1<<3) // Forces MOVETYPE_NOCLIP on the entity -#define FL_FAKECLIENT (1<<4) // Fake client, simulated server side; don't send network messages to them -#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_INWATER (1<<9) // In water +#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_NOCLIP (1<<3) // Forces MOVETYPE_NOCLIP on the entity +#define FL_PAWN_FAKECLIENT (1<<4) // Fake client controlled pawn entity, mostly referenced in movement related code +#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_CONTROLLER_FAKECLIENT (1<<8) // Fake client, simulated server side. Mainly set on controllers +#define FL_INWATER (1<<9) // In water. Potentially obsolete in s2 // NOTE if you move things up, make sure to change this value #define PLAYER_FLAG_BITS 10 @@ -119,21 +119,21 @@ // 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_CONVEYOR (1<<12) // Potentially obsolete in s2 +#define FL_NPC (1<<13) // Potentially obsolete in s2 #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_PARTIALGROUND (1<<17) // not all corners are valid. Potentially obsolete in s2 #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_GRAPHED (1<<19) // worldgraph has this ent listed as something that blocks a connection. Potentially obsolete in s2 #define FL_GRENADE (1<<20) -#define FL_STEPMOVEMENT (1<<21) // Changes the SV_Movestep() behavior to not do any processing +#define FL_STEPMOVEMENT (1<<21) // Changes the SV_Movestep() behavior to not do any processing. Potentially obsolete in s2 #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_CONVEYOR_NEW (1<<24) #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_KILLME (1<<26) // This entity is marked for death -- will be freed by game DLL. Potentially obsolete in s2 #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.