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Fix bitflags enum mobjflag2_t for C++
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1 changed files with 33 additions and 35 deletions
68
src/p_mobj.h
68
src/p_mobj.h
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@ -135,41 +135,39 @@ typedef INT32 mobjflag_t;
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#define MF_NOHITLAGFORME ((INT32)(1U<<31)) // Disable hitlag for this object
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// no more free slots, gotta get rid of more crusty base SRB2 flags
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typedef enum
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{
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MF2_AXIS = 1, // It's a NiGHTS axis! (For faster checking)
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// free: 1<<1
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MF2_DONTRESPAWN = 1<<2, // Don't respawn this object!
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// free: 1<<3
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MF2_AUTOMATIC = 1<<4, // Thrown ring has automatic properties
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MF2_RAILRING = 1<<5, // Thrown ring has rail properties
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MF2_BOUNCERING = 1<<6, // Thrown ring has bounce properties
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MF2_EXPLOSION = 1<<7, // Thrown ring has explosive properties
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MF2_SCATTER = 1<<8, // Thrown ring has scatter properties
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MF2_BEYONDTHEGRAVE = 1<<9, // Source of this missile has died and has since respawned.
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MF2_SLIDEPUSH = 1<<10, // MF_PUSHABLE that pushes continuously.
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MF2_CLASSICPUSH = 1<<11, // Drops straight down when object has negative momz.
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MF2_INVERTAIMABLE = 1<<12, // Flips whether it's targetable by A_LookForEnemies (enemies no, decoys yes)
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MF2_INFLOAT = 1<<13, // Floating to a height for a move, don't auto float to target's height.
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MF2_DEBRIS = 1<<14, // Splash ring from explosion ring
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MF2_NIGHTSPULL = 1<<15, // Attracted from a paraloop
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MF2_JUSTATTACKED = 1<<16, // can be pushed by other moving mobjs
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MF2_FIRING = 1<<17, // turret fire
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MF2_SUPERFIRE = 1<<18, // Firing something with Super Sonic-stopping properties. Or, if mobj has MF_MISSILE, this is the actual fire from it.
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MF2_ALREADYHIT = 1<<19, // This object was already damaged THIS tic, resets even during hitlag
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MF2_STRONGBOX = 1<<20, // Flag used for "strong" random monitors.
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MF2_OBJECTFLIP = 1<<21, // Flag for objects that always have flipped gravity.
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MF2_SKULLFLY = 1<<22, // Special handling: skull in flight.
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MF2_FRET = 1<<23, // Flashing from a previous hit
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MF2_BOSSNOTRAP = 1<<24, // No Egg Trap after boss
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MF2_BOSSFLEE = 1<<25, // Boss is fleeing!
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MF2_BOSSDEAD = 1<<26, // Boss is dead! (Not necessarily fleeing, if a fleeing point doesn't exist.)
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MF2_AMBUSH = 1<<27, // Alternate behaviour typically set by MTF_AMBUSH
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MF2_LINKDRAW = 1<<28, // Draw vissprite of mobj immediately before/after tracer's vissprite (dependent on dispoffset and position)
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MF2_SHIELD = 1<<29, // Thinker calls P_AddShield/P_ShieldLook (must be partnered with MF_SCENERY to use)
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MF2_SPLAT = 1<<30, // Renders as a splat
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// free: to and including 1<<31
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} mobjflag2_t;
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typedef INT32 mobjflag2_t;
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#define MF2_AXIS (1) // It's a NiGHTS axis! (For faster checking)
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// free: 1<<1
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#define MF2_DONTRESPAWN (1<<2) // Don't respawn this object!
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// free: 1<<3
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#define MF2_AUTOMATIC (1<<4) // Thrown ring has automatic properties
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#define MF2_RAILRING (1<<5) // Thrown ring has rail properties
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#define MF2_BOUNCERING (1<<6) // Thrown ring has bounce properties
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#define MF2_EXPLOSION (1<<7) // Thrown ring has explosive properties
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#define MF2_SCATTER (1<<8) // Thrown ring has scatter properties
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#define MF2_BEYONDTHEGRAVE (1<<9) // Source of this missile has died and has since respawned.
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#define MF2_SLIDEPUSH (1<<10) // MF_PUSHABLE that pushes continuously.
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#define MF2_CLASSICPUSH (1<<11) // Drops straight down when object has negative momz.
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#define MF2_INVERTAIMABLE (1<<12) // Flips whether it's targetable by A_LookForEnemies (enemies no, decoys yes)
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#define MF2_INFLOAT (1<<13) // Floating to a height for a move, don't auto float to target's height.
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#define MF2_DEBRIS (1<<14) // Splash ring from explosion ring
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#define MF2_NIGHTSPULL (1<<15) // Attracted from a paraloop
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#define MF2_JUSTATTACKED (1<<16) // can be pushed by other moving mobjs
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#define MF2_FIRING (1<<17) // turret fire
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#define MF2_SUPERFIRE (1<<18) // Firing something with Super Sonic-stopping properties. Or, if mobj has MF_MISSILE, this is the actual fire from it.
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#define MF2_ALREADYHIT (1<<19) // This object was already damaged THIS tic, resets even during hitlag
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#define MF2_STRONGBOX (1<<20) // Flag used for "strong" random monitors.
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#define MF2_OBJECTFLIP (1<<21) // Flag for objects that always have flipped gravity.
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#define MF2_SKULLFLY (1<<22) // Special handling: skull in flight.
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#define MF2_FRET (1<<23) // Flashing from a previous hit
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#define MF2_BOSSNOTRAP (1<<24) // No Egg Trap after boss
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#define MF2_BOSSFLEE (1<<25) // Boss is fleeing!
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#define MF2_BOSSDEAD (1<<26) // Boss is dead! (Not necessarily fleeing, if a fleeing point doesn't exist.)
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#define MF2_AMBUSH (1<<27) // Alternate behaviour typically set by MTF_AMBUSH
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#define MF2_LINKDRAW (1<<28) // Draw vissprite of mobj immediately before/after tracer's vissprite (dependent on dispoffset and position)
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#define MF2_SHIELD (1<<29) // Thinker calls P_AddShield/P_ShieldLook (must be partnered with MF_SCENERY to use)
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#define MF2_SPLAT (1<<30) // Renders as a splat
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// free: to and including 1<<31
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typedef enum
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{
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