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Update Flags_t (#318)
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@ -105,41 +105,41 @@
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// CBaseEntity::m_fFlags
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enum Flags_t : uint32
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{
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// PLAYER SPECIFIC FLAGS FIRST BECAUSE WE USE ONLY A FEW BITS OF NETWORK PRECISION
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FL_ONGROUND = (1 << 0), // At rest / on the ground
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FL_DUCKING = (1 << 1), // Player flag -- Player is fully crouched
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FL_WATERJUMP = (1 << 2), // player jumping out of water
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// FL_EMPTY = (1 << 3),
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FL_BOT = (1 << 4), // Fake client controlled pawn entity, mostly referenced in movement related code
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FL_FROZEN = (1 << 5), // Player is frozen for 3rd person camera
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FL_ATCONTROLS = (1 << 6), // Player can't move, but keeps key inputs for controlling another entity
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FL_CLIENT = (1 << 7), // Is a player
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FL_FAKECLIENT = (1 << 8), // Fake client, simulated server side. Mainly set on controllers
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// FL_EMPTY = (1 << 9),
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// PLAYER SPECIFIC FLAGS
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FL_ONGROUND = (1u << 0), // At rest / on the ground
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FL_DUCKING = (1u << 1), // Player flag -- Player is fully crouched
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FL_WATERJUMP = (1u << 2), // player jumping out of water
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// FL_EMPTY = (1u << 3),
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FL_BOT = (1u << 4), // Fake client controlled pawn entity, mostly referenced in movement related code
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FL_FROZEN = (1u << 5), // Player is frozen for 3rd person camera
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FL_ATCONTROLS = (1u << 6), // Player can't move, but keeps key inputs for controlling another entity
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FL_CLIENT = (1u << 7), // Is a player
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FL_FAKECLIENT = (1u << 8), // Fake client, simulated server side. Mainly set on controllers
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// FL_EMPTY = (1u << 9),
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// NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though
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FL_FLY = (1 << 10), // Changes the SV_Movestep() behavior to not need to be on ground
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FL_SUPPRESS_SAVE = (1 << 11),
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FL_IN_VEHICLE = (1 << 12),
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FL_IN_VEHICLE_TRANSPORT = (1 << 13),
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FL_GODMODE = (1 << 14),
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FL_NOTARGET = (1 << 15),
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FL_AIMTARGET = (1 << 16), // set if the crosshair needs to aim onto the entity
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// FL_EMPTY = (1 << 17),
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FL_STATICPROP = (1 << 18), // Eetsa static prop!
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// FL_EMPTY = (1 << 19),
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FL_GRENADE = (1 << 20),
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// FL_EMPTY = (1 << 21),
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FL_DONTTOUCH = (1 << 22), // Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set
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// FL_EMPTY = (1 << 23),
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// FL_EMPTY = (1 << 24),
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FL_OBJECT = (1 << 25), // Terrible name. This is an object that NPCs should see. Missiles, for example.
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// FL_EMPTY = (1 << 26),
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FL_ONFIRE = (1 << 27), // You know...
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FL_DISSOLVING = (1 << 28), // We're dissolving!
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FL_TRANSRAGDOLL = (1 << 29), // In the process of turning into a client side ragdoll.
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FL_UNBLOCKABLE_BY_PLAYER = (1 << 30) // pusher that can't be blocked by the player
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// FL_EMPTY = (1 << 31),
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FL_FLY = (1u << 10), // Changes the SV_Movestep() behavior to not need to be on ground
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FL_SUPPRESS_SAVE = (1u << 11),
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FL_IN_VEHICLE = (1u << 12),
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FL_IN_VEHICLE_TRANSPORT = (1u << 13),
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FL_GODMODE = (1u << 14),
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FL_NOTARGET = (1u << 15),
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FL_AIMTARGET = (1u << 16), // set if the crosshair needs to aim onto the entity
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// FL_EMPTY = (1u << 17),
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FL_STATICPROP = (1u << 18), // Eetsa static prop!
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// FL_EMPTY = (1u << 19),
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FL_GRENADE = (1u << 20),
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// FL_EMPTY = (1u << 21),
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FL_DONTTOUCH = (1u << 22), // Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set
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FL_BASEVELOCITY = (1u << 23),
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FL_CONVEYOR = (1u << 24),
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FL_OBJECT = (1u << 25), // Terrible name. This is an object that NPCs should see. Missiles, for example.
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// FL_EMPTY = (1u << 26),
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FL_ONFIRE = (1u << 27), // You know...
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FL_DISSOLVING = (1u << 28), // We're dissolving!
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FL_TRANSRAGDOLL = (1u << 29), // In the process of turning into a client side ragdoll.
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FL_UNBLOCKABLE_BY_PLAYER = (1u << 30) // pusher that can't be blocked by the player
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// FL_EMPTY = (1u << 31),
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};
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// edict->movetype values
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