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Fix bitflags enum mobjeflag_t for C++
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1 changed files with 38 additions and 41 deletions
79
src/p_mobj.h
79
src/p_mobj.h
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@ -186,47 +186,44 @@ typedef enum
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//
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//
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// Mobj extra flags
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// Mobj extra flags
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//
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//
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typedef enum
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typedef INT32 mobjeflag_t;
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{
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#define MFE_ONGROUND (1) // The mobj stands on solid floor (not on another mobj or in air)
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// The mobj stands on solid floor (not on another mobj or in air)
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// The mobj just hit the floor while falling, this is cleared on next frame
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MFE_ONGROUND = 1,
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// (instant damage in lava/slime sectors to prevent jump cheat..)
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// The mobj just hit the floor while falling, this is cleared on next frame
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#define MFE_JUSTHITFLOOR (1<<1)
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// (instant damage in lava/slime sectors to prevent jump cheat..)
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// The mobj stands in a sector with water, and touches the surface
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MFE_JUSTHITFLOOR = 1<<1,
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// this bit is set once and for all at the start of mobjthinker
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// The mobj stands in a sector with water, and touches the surface
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#define MFE_TOUCHWATER (1<<2)
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// this bit is set once and for all at the start of mobjthinker
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// The mobj stands in a sector with water, and his waist is BELOW the water surface
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MFE_TOUCHWATER = 1<<2,
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// (for player, allows swimming up/down)
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// The mobj stands in a sector with water, and his waist is BELOW the water surface
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#define MFE_UNDERWATER (1<<3)
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// (for player, allows swimming up/down)
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// used for ramp sectors
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MFE_UNDERWATER = 1<<3,
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#define MFE_JUSTSTEPPEDDOWN (1<<4)
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// used for ramp sectors
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// Vertically flip sprite/allow upside-down physics
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MFE_JUSTSTEPPEDDOWN = 1<<4,
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#define MFE_VERTICALFLIP (1<<5)
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// Vertically flip sprite/allow upside-down physics
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// Goo water
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MFE_VERTICALFLIP = 1<<5,
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#define MFE_GOOWATER (1<<6)
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// Goo water
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// The mobj is touching a lava block
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MFE_GOOWATER = 1<<6,
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#define MFE_TOUCHLAVA (1<<7)
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// The mobj is touching a lava block
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// Mobj was already pushed this tic
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MFE_TOUCHLAVA = 1<<7,
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#define MFE_PUSHED (1<<8)
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// Mobj was already pushed this tic
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// Mobj was already sprung this tic
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MFE_PUSHED = 1<<8,
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#define MFE_SPRUNG (1<<9)
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// Mobj was already sprung this tic
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// Platform movement
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MFE_SPRUNG = 1<<9,
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#define MFE_APPLYPMOMZ (1<<10)
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// Platform movement
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// Compute and trigger on mobj angle relative to tracer
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MFE_APPLYPMOMZ = 1<<10,
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// See Linedef Exec 457 (Track mobj angle to point)
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// Compute and trigger on mobj angle relative to tracer
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#define MFE_TRACERANGLE (1<<11)
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// See Linedef Exec 457 (Track mobj angle to point)
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// SRB2Kart: The mobj just hit & bounced off a wall, this is cleared on next frame
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MFE_TRACERANGLE = 1<<11,
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#define MFE_JUSTBOUNCEDWALL (1<<12)
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// SRB2Kart: The mobj just hit & bounced off a wall, this is cleared on next frame
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// SRB2Kart: In damage hitlag (displays different visual efx)
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MFE_JUSTBOUNCEDWALL = 1<<12,
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#define MFE_DAMAGEHITLAG (1<<13)
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// SRB2Kart: In damage hitlag (displays different visual efx)
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// Slope physics sent you airborne
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MFE_DAMAGEHITLAG = 1<<13,
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#define MFE_SLOPELAUNCHED (1<<14)
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// Slope physics sent you airborne
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// Thinker is paused due to hitlag
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MFE_SLOPELAUNCHED = 1<<14,
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#define MFE_PAUSED (1<<15)
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// Thinker is paused due to hitlag
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// Don't launch off of slopes
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MFE_PAUSED = 1<<15,
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#define MFE_DONTSLOPELAUNCH (1<<16)
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// Don't launch off of slopes
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MFE_DONTSLOPELAUNCH = 1<<16,
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} mobjeflag_t;
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//
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//
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// PRECIPITATION flags ?! ?! ?!
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// PRECIPITATION flags ?! ?! ?!
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