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- Duke: deleted the obsolete script side actor flag definitions
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1 changed files with 0 additions and 79 deletions
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@ -396,82 +396,3 @@ struct DukeSpriteIterator
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}
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// this is only temporary. We cannot check the actor flags as long as we still need to deal with internal actors whose picnum defines their type.
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enum sflags_t
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{
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SFLAG_INVENTORY = 0x00000001,
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SFLAG_SHRINKAUTOAIM = 0x00000002,
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SFLAG_BADGUY = 0x00000004,
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SFLAG_FORCEAUTOAIM = 0x00000008,
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SFLAG_BOSS = 0x00000010,
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SFLAG_BADGUYSTAYPUT = 0x00000020,
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SFLAG_GREENSLIMEFOOD = 0x00800040,
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SFLAG_NODAMAGEPUSH = 0x00000080,
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SFLAG_NOWATERDIP = 0x00000100,
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SFLAG_INTERNAL_BADGUY = 0x00000200, // a separate flag is needed for the internal ones because SFLAG_BADGUY has additional semantics.
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SFLAG_KILLCOUNT = 0x00000400,
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//SFLAG_NOCANSEECHECK = 0x00000800,
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SFLAG_HITRADIUSCHECK = 0x00001000,
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SFLAG_LOOKALLAROUND = 0x00002000,
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SFLAG_MOVEFTA_MAKESTANDABLE = 0x00004000,
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SFLAG_TRIGGER_IFHITSECTOR = 0x00008000,
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SFLAG_MOVEFTA_WAKEUPCHECK = 0x00010000,
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SFLAG_LOOKALLAROUNDWITHPAL8 = 0x00020000, // let's hope this can be done better later. For now this was what blocked merging the Duke and RR variants of movefta
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SFLAG_NOSHADOW = 0x00040000,
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SFLAG_SE24_NOCARRY = 0x00080000,
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SFLAG_NOINTERPOLATE = 0x00100000,
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SFLAG_FALLINGFLAMMABLE = 0x00200000,
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SFLAG_FLAMMABLEPOOLEFFECT = 0x00400000,
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SFLAG_INFLAME = 0x00800000,
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SFLAG_NOFLOORFIRE = 0x01000000,
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SFLAG_HITRADIUS_FLAG1 = 0x02000000,
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SFLAG_HITRADIUS_FLAG2 = 0x04000000,
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SFLAG_CHECKSLEEP = 0x08000000,
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SFLAG_NOTELEPORT = 0x10000000,
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SFLAG_SE24_REMOVE = 0x20000000,
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SFLAG_BLOCK_TRIPBOMB = 0x40000000,
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SFLAG_NOFALLER = 0x80000000,
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};
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enum sflags2_t
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{
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SFLAG2_USEACTIVATOR = 0x00000001,
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SFLAG2_NOROTATEWITHSECTOR = 0x00000002,
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SFLAG2_SHOWWALLSPRITEONMAP = 0x00000004,
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SFLAG2_NOFLOORPAL = 0x00000008,
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SFLAG2_EXPLOSIVE = 0x00000010,
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SFLAG2_BRIGHTEXPLODE = 0x00000020,
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SFLAG2_DOUBLEDMGTHRUST = 0x00000040,
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SFLAG2_BREAKMIRRORS = 0x00000080,
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SFLAG2_CAMERA = 0x00000100,
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SFLAG2_DONTANIMATE = 0x00000200,
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//SFLAG2_INTERPOLATEANGLE = 0x00000400,
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SFLAG2_GREENBLOOD = 0x00000800,
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SFLAG2_ALWAYSROTATE1 = 0x00001000,
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SFLAG2_DIENOW = 0x00002000,
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SFLAG2_TRANSFERPALTOJIBS = 0x00004000,
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SFLAG2_NORADIUSPUSH = 0x00008000,
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SFLAG2_FREEZEDAMAGE = 0x00010000,
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SFLAG2_REFLECTIVE = 0x00020000,
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SFLAG2_ALWAYSROTATE2 = 0x00040000,
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SFLAG2_SPECIALAUTOAIM = 0x00080000,
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SFLAG2_NODAMAGEPUSH = 0x00100000,
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SFLAG2_IGNOREHITOWNER = 0x00200000,
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SFLAG2_DONTDIVE = 0x00400000,
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SFLAG2_FLOATING = 0x00800000,
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SFLAG2_PAL8OOZ = 0x01000000, // dirty hack - only needed because this needs to work from CON.
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SFLAG2_SPAWNRABBITGUTS = 0x02000000, // this depends on the shooter, not the projectile so it has to be done with a flag.
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SFLAG2_NONSMOKYROCKET = 0x04000000, // same with this one. Flags should later be copied to the projectile once posible.
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SFLAG2_MIRRORREFLECT = 0x08000000,
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SFLAG2_ALTPROJECTILESPRITE = 0x10000000, // yet another shooter flag. RRRA has some projectiles with alternative visuals, again this is on the caller thanks to CON.
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SFLAG2_UNDERWATERSLOWDOWN = 0x20000000,
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};
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enum sflags3_t
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{
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SFLAG3_DONTDIVEALIVE = 0x00000001,
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SFLAG3_BLOODY = 0x00000002,
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SFLAG3_BROWNBLOOD = 0x00000004,
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SFLAG3_LIGHTDAMAGE = 0x00000008,
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};
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