Fix bitflags enum mobjeflag_t for C++

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