Fix bitflags enum pflags2_t for C++

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Eidolon 2026-03-15 15:27:03 -05:00
parent edc456050b
commit ea7076f576

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@ -114,26 +114,21 @@ typedef INT32 pflags_t;
#define PF_VOID (1<<30) // Removed from reality! When leaving hitlag, reenable visibility+collision and kill speed.
#define PF_NOFASTFALL ((INT32)(1U<<31)) // Has already done ebrake/fastfall behavior for this input. Fastfalling needs a new input to prevent unwanted bounces on unexpected airtime.
typedef enum
{
PF2_SELFMUTE = 1<<1,
PF2_SELFDEAFEN = 1<<2,
PF2_SERVERMUTE = 1<<3,
PF2_SERVERDEAFEN = 1<<4,
PF2_STRICTFASTFALL = 1<<5, // Fastfall only with C, never with A+X. Profile preference.
PF2_ALWAYSDAMAGED = 1<<6, // Ignore invulnerability or clash conditions when evaulating damage (P_DamageMobj). Unset after use!
PF2_BUBBLECONTACT = 1<<7, // ACHTUNG VERY BAD HACK - Don't allow Bubble Shield to contact certain objects unless this is a fresh blowup.
PF2_SUPERTRANSFERVFX = 1<<8, // Don't respawn the "super transfer available" VFX.
PF2_FASTTUMBLEBOUNCE = 1<<9, // Don't lose speed when tumblebouncing.
PF2_SERVERTEMPMUTE = 1<<10, // Haven't met gamestochat requirement
PF2_SAMEFRAMESTUNG = 1<<11, // Goofy bullshit for tracking mutual ring sting
PF2_UNSTINGABLE = 1<<12, // Was bumped out of spindash
PF2_GIMMESTARTAWARDS = 1<<13, // Need to apply non-first start awards on a 1 tic delay to prevent port priority
PF2_GIMMEFIRSTBLOOD = 1<<14, // And need to differentiate between First Blood and everything else!
} pflags2_t;
typedef INT32 pflags2_t;
#define PF2_SELFMUTE (1<<1)
#define PF2_SELFDEAFEN (1<<2)
#define PF2_SERVERMUTE (1<<3)
#define PF2_SERVERDEAFEN (1<<4)
#define PF2_STRICTFASTFALL (1<<5) // Fastfall only with C, never with A+X. Profile preference.
#define PF2_ALWAYSDAMAGED (1<<6) // Ignore invulnerability or clash conditions when evaulating damage (P_DamageMobj). Unset after use!
#define PF2_BUBBLECONTACT (1<<7) // ACHTUNG VERY BAD HACK - Don't allow Bubble Shield to contact certain objects unless this is a fresh blowup.
#define PF2_SUPERTRANSFERVFX (1<<8) // Don't respawn the "super transfer available" VFX.
#define PF2_FASTTUMBLEBOUNCE (1<<9) // Don't lose speed when tumblebouncing.
#define PF2_SERVERTEMPMUTE (1<<10) // Haven't met gamestochat requirement
#define PF2_SAMEFRAMESTUNG (1<<11) // Goofy bullshit for tracking mutual ring sting
#define PF2_UNSTINGABLE (1<<12) // Was bumped out of spindash
#define PF2_GIMMESTARTAWARDS (1<<13) // Need to apply non-first start awards on a 1 tic delay to prevent port priority
#define PF2_GIMMEFIRSTBLOOD (1<<14) // And need to differentiate between First Blood and everything else!
typedef enum
{