- Duke: deleted the obsolete script side actor flag definitions

This commit is contained in:
Christoph Oelckers 2023-04-12 20:10:13 +02:00
parent a155a09f9f
commit 8c831de9be

View file

@ -396,82 +396,3 @@ struct DukeSpriteIterator
}
// 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.
enum sflags_t
{
SFLAG_INVENTORY = 0x00000001,
SFLAG_SHRINKAUTOAIM = 0x00000002,
SFLAG_BADGUY = 0x00000004,
SFLAG_FORCEAUTOAIM = 0x00000008,
SFLAG_BOSS = 0x00000010,
SFLAG_BADGUYSTAYPUT = 0x00000020,
SFLAG_GREENSLIMEFOOD = 0x00800040,
SFLAG_NODAMAGEPUSH = 0x00000080,
SFLAG_NOWATERDIP = 0x00000100,
SFLAG_INTERNAL_BADGUY = 0x00000200, // a separate flag is needed for the internal ones because SFLAG_BADGUY has additional semantics.
SFLAG_KILLCOUNT = 0x00000400,
//SFLAG_NOCANSEECHECK = 0x00000800,
SFLAG_HITRADIUSCHECK = 0x00001000,
SFLAG_LOOKALLAROUND = 0x00002000,
SFLAG_MOVEFTA_MAKESTANDABLE = 0x00004000,
SFLAG_TRIGGER_IFHITSECTOR = 0x00008000,
SFLAG_MOVEFTA_WAKEUPCHECK = 0x00010000,
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
SFLAG_NOSHADOW = 0x00040000,
SFLAG_SE24_NOCARRY = 0x00080000,
SFLAG_NOINTERPOLATE = 0x00100000,
SFLAG_FALLINGFLAMMABLE = 0x00200000,
SFLAG_FLAMMABLEPOOLEFFECT = 0x00400000,
SFLAG_INFLAME = 0x00800000,
SFLAG_NOFLOORFIRE = 0x01000000,
SFLAG_HITRADIUS_FLAG1 = 0x02000000,
SFLAG_HITRADIUS_FLAG2 = 0x04000000,
SFLAG_CHECKSLEEP = 0x08000000,
SFLAG_NOTELEPORT = 0x10000000,
SFLAG_SE24_REMOVE = 0x20000000,
SFLAG_BLOCK_TRIPBOMB = 0x40000000,
SFLAG_NOFALLER = 0x80000000,
};
enum sflags2_t
{
SFLAG2_USEACTIVATOR = 0x00000001,
SFLAG2_NOROTATEWITHSECTOR = 0x00000002,
SFLAG2_SHOWWALLSPRITEONMAP = 0x00000004,
SFLAG2_NOFLOORPAL = 0x00000008,
SFLAG2_EXPLOSIVE = 0x00000010,
SFLAG2_BRIGHTEXPLODE = 0x00000020,
SFLAG2_DOUBLEDMGTHRUST = 0x00000040,
SFLAG2_BREAKMIRRORS = 0x00000080,
SFLAG2_CAMERA = 0x00000100,
SFLAG2_DONTANIMATE = 0x00000200,
//SFLAG2_INTERPOLATEANGLE = 0x00000400,
SFLAG2_GREENBLOOD = 0x00000800,
SFLAG2_ALWAYSROTATE1 = 0x00001000,
SFLAG2_DIENOW = 0x00002000,
SFLAG2_TRANSFERPALTOJIBS = 0x00004000,
SFLAG2_NORADIUSPUSH = 0x00008000,
SFLAG2_FREEZEDAMAGE = 0x00010000,
SFLAG2_REFLECTIVE = 0x00020000,
SFLAG2_ALWAYSROTATE2 = 0x00040000,
SFLAG2_SPECIALAUTOAIM = 0x00080000,
SFLAG2_NODAMAGEPUSH = 0x00100000,
SFLAG2_IGNOREHITOWNER = 0x00200000,
SFLAG2_DONTDIVE = 0x00400000,
SFLAG2_FLOATING = 0x00800000,
SFLAG2_PAL8OOZ = 0x01000000, // dirty hack - only needed because this needs to work from CON.
SFLAG2_SPAWNRABBITGUTS = 0x02000000, // this depends on the shooter, not the projectile so it has to be done with a flag.
SFLAG2_NONSMOKYROCKET = 0x04000000, // same with this one. Flags should later be copied to the projectile once posible.
SFLAG2_MIRRORREFLECT = 0x08000000,
SFLAG2_ALTPROJECTILESPRITE = 0x10000000, // yet another shooter flag. RRRA has some projectiles with alternative visuals, again this is on the caller thanks to CON.
SFLAG2_UNDERWATERSLOWDOWN = 0x20000000,
};
enum sflags3_t
{
SFLAG3_DONTDIVEALIVE = 0x00000001,
SFLAG3_BLOODY = 0x00000002,
SFLAG3_BROWNBLOOD = 0x00000004,
SFLAG3_LIGHTDAMAGE = 0x00000008,
};