Fix bitflags enum mobjeflag_t for C++

This commit is contained in:
Eidolon 2026-03-15 15:25:33 -05:00
parent 80cd3de286
commit d02e1b1573

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@ -186,47 +186,44 @@ typedef enum
//
// Mobj extra flags
//
typedef enum
{
// The mobj stands on solid floor (not on another mobj or in air)
MFE_ONGROUND = 1,
// The mobj just hit the floor while falling, this is cleared on next frame
// (instant damage in lava/slime sectors to prevent jump cheat..)
MFE_JUSTHITFLOOR = 1<<1,
// The mobj stands in a sector with water, and touches the surface
// this bit is set once and for all at the start of mobjthinker
MFE_TOUCHWATER = 1<<2,
// The mobj stands in a sector with water, and his waist is BELOW the water surface
// (for player, allows swimming up/down)
MFE_UNDERWATER = 1<<3,
// used for ramp sectors
MFE_JUSTSTEPPEDDOWN = 1<<4,
// Vertically flip sprite/allow upside-down physics
MFE_VERTICALFLIP = 1<<5,
// Goo water
MFE_GOOWATER = 1<<6,
// The mobj is touching a lava block
MFE_TOUCHLAVA = 1<<7,
// Mobj was already pushed this tic
MFE_PUSHED = 1<<8,
// Mobj was already sprung this tic
MFE_SPRUNG = 1<<9,
// Platform movement
MFE_APPLYPMOMZ = 1<<10,
// Compute and trigger on mobj angle relative to tracer
// See Linedef Exec 457 (Track mobj angle to point)
MFE_TRACERANGLE = 1<<11,
// SRB2Kart: The mobj just hit & bounced off a wall, this is cleared on next frame
MFE_JUSTBOUNCEDWALL = 1<<12,
// SRB2Kart: In damage hitlag (displays different visual efx)
MFE_DAMAGEHITLAG = 1<<13,
// Slope physics sent you airborne
MFE_SLOPELAUNCHED = 1<<14,
// Thinker is paused due to hitlag
MFE_PAUSED = 1<<15,
// Don't launch off of slopes
MFE_DONTSLOPELAUNCH = 1<<16,
} mobjeflag_t;
typedef INT32 mobjeflag_t;
#define MFE_ONGROUND (1) // The mobj stands on solid floor (not on another mobj or in air)
// The mobj just hit the floor while falling, this is cleared on next frame
// (instant damage in lava/slime sectors to prevent jump cheat..)
#define MFE_JUSTHITFLOOR (1<<1)
// The mobj stands in a sector with water, and touches the surface
// this bit is set once and for all at the start of mobjthinker
#define MFE_TOUCHWATER (1<<2)
// The mobj stands in a sector with water, and his waist is BELOW the water surface
// (for player, allows swimming up/down)
#define MFE_UNDERWATER (1<<3)
// used for ramp sectors
#define MFE_JUSTSTEPPEDDOWN (1<<4)
// Vertically flip sprite/allow upside-down physics
#define MFE_VERTICALFLIP (1<<5)
// Goo water
#define MFE_GOOWATER (1<<6)
// The mobj is touching a lava block
#define MFE_TOUCHLAVA (1<<7)
// Mobj was already pushed this tic
#define MFE_PUSHED (1<<8)
// Mobj was already sprung this tic
#define MFE_SPRUNG (1<<9)
// Platform movement
#define MFE_APPLYPMOMZ (1<<10)
// Compute and trigger on mobj angle relative to tracer
// See Linedef Exec 457 (Track mobj angle to point)
#define MFE_TRACERANGLE (1<<11)
// SRB2Kart: The mobj just hit & bounced off a wall, this is cleared on next frame
#define MFE_JUSTBOUNCEDWALL (1<<12)
// SRB2Kart: In damage hitlag (displays different visual efx)
#define MFE_DAMAGEHITLAG (1<<13)
// Slope physics sent you airborne
#define MFE_SLOPELAUNCHED (1<<14)
// Thinker is paused due to hitlag
#define MFE_PAUSED (1<<15)
// Don't launch off of slopes
#define MFE_DONTSLOPELAUNCH (1<<16)
//
// PRECIPITATION flags ?! ?! ?!