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Updated entity flag defines.
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@ -104,41 +104,46 @@
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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_ONTRAIN (1<<3) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
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#define FL_INRAIN (1<<4) // Indicates the entity is standing in rain
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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_FAKECLIENT (1<<8) // Fake client, simulated server side; don't send network messages to them
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#define FL_INWATER (1<<9) // In water
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#define FL_ANIMDUCKING (1<<2) // Player flag -- Player is in the process of crouching or uncrouching but could be in transition
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// examples: Fully ducked: FL_DUCKING & FL_ANIMDUCKING
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// Previously fully ducked, unducking in progress: FL_DUCKING & !FL_ANIMDUCKING
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// Fully unducked: !FL_DUCKING & !FL_ANIMDUCKING
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// Previously fully unducked, ducking in progress: !FL_DUCKING & FL_ANIMDUCKING
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#define FL_WATERJUMP (1<<3) // player jumping out of water
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#define FL_ONTRAIN (1<<4) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
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#define FL_INRAIN (1<<5) // Indicates the entity is standing in rain
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#define FL_FROZEN (1<<6) // Player is frozen for 3rd person camera
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#define FL_ATCONTROLS (1<<7) // Player can't move, but keeps key inputs for controlling another entity
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#define FL_CLIENT (1<<8) // Is a player
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#define FL_FAKECLIENT (1<<9) // Fake client, simulated server side; don't send network messages to them
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#define FL_INWATER (1<<10) // In water
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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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#define PLAYER_FLAG_BITS 11
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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)
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#define FL_NPC (1<<13)
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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
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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
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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
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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_WORLDBRUSH (1<<24) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
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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
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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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#define FL_FLY (1<<11) // Changes the SV_Movestep() behavior to not need to be on ground
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#define FL_SWIM (1<<12) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
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#define FL_CONVEYOR (1<<13)
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#define FL_NPC (1<<14)
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#define FL_GODMODE (1<<15)
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#define FL_NOTARGET (1<<16)
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#define FL_AIMTARGET (1<<17) // set if the crosshair needs to aim onto the entity
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#define FL_PARTIALGROUND (1<<18) // not all corners are valid
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#define FL_STATICPROP (1<<19) // Eetsa static prop!
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#define FL_GRAPHED (1<<20) // worldgraph has this ent listed as something that blocks a connection
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#define FL_GRENADE (1<<21)
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#define FL_STEPMOVEMENT (1<<22) // Changes the SV_Movestep() behavior to not do any processing
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#define FL_DONTTOUCH (1<<23) // 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<<24) // Base velocity has been applied this frame (used to convert base velocity into momentum)
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#define FL_WORLDBRUSH (1<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
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#define FL_OBJECT (1<<26) // Terrible name. This is an object that NPCs should see. Missiles, for example.
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#define FL_KILLME (1<<27) // This entity is marked for death -- will be freed by game DLL
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#define FL_ONFIRE (1<<28) // You know...
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#define FL_DISSOLVING (1<<29) // We're dissolving!
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#define FL_TRANSRAGDOLL (1<<30) // In the process of turning into a client side ragdoll.
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#define FL_UNBLOCKABLE_BY_PLAYER (1<<31) // pusher that can't be blocked by the player
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#define FL_FREEZING (1<<32) // We're becoming frozen!
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// edict->movetype values
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enum MoveType_t
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