From 0b23b5ae287877364e2a40fa7dce61fb8bd8c60f Mon Sep 17 00:00:00 2001 From: Artiik373 Date: Sat, 2 Aug 2025 16:08:21 +0200 Subject: [PATCH] Update Flags_t (#318) --- public/const.h | 66 +++++++++++++++++++++++++------------------------- 1 file changed, 33 insertions(+), 33 deletions(-) diff --git a/public/const.h b/public/const.h index 69860227..a99a43b5 100644 --- a/public/const.h +++ b/public/const.h @@ -105,41 +105,41 @@ // CBaseEntity::m_fFlags enum Flags_t : uint32 { - // PLAYER SPECIFIC FLAGS FIRST BECAUSE WE USE ONLY A FEW BITS OF NETWORK PRECISION - FL_ONGROUND = (1 << 0), // At rest / on the ground - FL_DUCKING = (1 << 1), // Player flag -- Player is fully crouched - FL_WATERJUMP = (1 << 2), // player jumping out of water - // FL_EMPTY = (1 << 3), - FL_BOT = (1 << 4), // Fake client controlled pawn entity, mostly referenced in movement related code - FL_FROZEN = (1 << 5), // Player is frozen for 3rd person camera - FL_ATCONTROLS = (1 << 6), // Player can't move, but keeps key inputs for controlling another entity - FL_CLIENT = (1 << 7), // Is a player - FL_FAKECLIENT = (1 << 8), // Fake client, simulated server side. Mainly set on controllers - // FL_EMPTY = (1 << 9), + // PLAYER SPECIFIC FLAGS + FL_ONGROUND = (1u << 0), // At rest / on the ground + FL_DUCKING = (1u << 1), // Player flag -- Player is fully crouched + FL_WATERJUMP = (1u << 2), // player jumping out of water + // FL_EMPTY = (1u << 3), + FL_BOT = (1u << 4), // Fake client controlled pawn entity, mostly referenced in movement related code + FL_FROZEN = (1u << 5), // Player is frozen for 3rd person camera + FL_ATCONTROLS = (1u << 6), // Player can't move, but keeps key inputs for controlling another entity + FL_CLIENT = (1u << 7), // Is a player + FL_FAKECLIENT = (1u << 8), // Fake client, simulated server side. Mainly set on controllers + // FL_EMPTY = (1u << 9), // NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though - FL_FLY = (1 << 10), // Changes the SV_Movestep() behavior to not need to be on ground - FL_SUPPRESS_SAVE = (1 << 11), - FL_IN_VEHICLE = (1 << 12), - FL_IN_VEHICLE_TRANSPORT = (1 << 13), - FL_GODMODE = (1 << 14), - FL_NOTARGET = (1 << 15), - FL_AIMTARGET = (1 << 16), // set if the crosshair needs to aim onto the entity - // FL_EMPTY = (1 << 17), - FL_STATICPROP = (1 << 18), // Eetsa static prop! - // FL_EMPTY = (1 << 19), - FL_GRENADE = (1 << 20), - // FL_EMPTY = (1 << 21), - FL_DONTTOUCH = (1 << 22), // Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set - // FL_EMPTY = (1 << 23), - // FL_EMPTY = (1 << 24), - FL_OBJECT = (1 << 25), // Terrible name. This is an object that NPCs should see. Missiles, for example. - // FL_EMPTY = (1 << 26), - FL_ONFIRE = (1 << 27), // You know... - FL_DISSOLVING = (1 << 28), // We're dissolving! - FL_TRANSRAGDOLL = (1 << 29), // In the process of turning into a client side ragdoll. - FL_UNBLOCKABLE_BY_PLAYER = (1 << 30) // pusher that can't be blocked by the player - // FL_EMPTY = (1 << 31), + FL_FLY = (1u << 10), // Changes the SV_Movestep() behavior to not need to be on ground + FL_SUPPRESS_SAVE = (1u << 11), + FL_IN_VEHICLE = (1u << 12), + FL_IN_VEHICLE_TRANSPORT = (1u << 13), + FL_GODMODE = (1u << 14), + FL_NOTARGET = (1u << 15), + FL_AIMTARGET = (1u << 16), // set if the crosshair needs to aim onto the entity + // FL_EMPTY = (1u << 17), + FL_STATICPROP = (1u << 18), // Eetsa static prop! + // FL_EMPTY = (1u << 19), + FL_GRENADE = (1u << 20), + // FL_EMPTY = (1u << 21), + FL_DONTTOUCH = (1u << 22), // Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set + FL_BASEVELOCITY = (1u << 23), + FL_CONVEYOR = (1u << 24), + FL_OBJECT = (1u << 25), // Terrible name. This is an object that NPCs should see. Missiles, for example. + // FL_EMPTY = (1u << 26), + FL_ONFIRE = (1u << 27), // You know... + FL_DISSOLVING = (1u << 28), // We're dissolving! + FL_TRANSRAGDOLL = (1u << 29), // In the process of turning into a client side ragdoll. + FL_UNBLOCKABLE_BY_PLAYER = (1u << 30) // pusher that can't be blocked by the player + // FL_EMPTY = (1u << 31), }; // edict->movetype values