mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2025-12-08 02:58:24 +00:00
Update Flags_t (#318)
This commit is contained in:
parent
be703bd5ca
commit
0b23b5ae28
@ -105,41 +105,41 @@
|
|||||||
// CBaseEntity::m_fFlags
|
// CBaseEntity::m_fFlags
|
||||||
enum Flags_t : uint32
|
enum Flags_t : uint32
|
||||||
{
|
{
|
||||||
// PLAYER SPECIFIC FLAGS FIRST BECAUSE WE USE ONLY A FEW BITS OF NETWORK PRECISION
|
// PLAYER SPECIFIC FLAGS
|
||||||
FL_ONGROUND = (1 << 0), // At rest / on the ground
|
FL_ONGROUND = (1u << 0), // At rest / on the ground
|
||||||
FL_DUCKING = (1 << 1), // Player flag -- Player is fully crouched
|
FL_DUCKING = (1u << 1), // Player flag -- Player is fully crouched
|
||||||
FL_WATERJUMP = (1 << 2), // player jumping out of water
|
FL_WATERJUMP = (1u << 2), // player jumping out of water
|
||||||
// FL_EMPTY = (1 << 3),
|
// FL_EMPTY = (1u << 3),
|
||||||
FL_BOT = (1 << 4), // Fake client controlled pawn entity, mostly referenced in movement related code
|
FL_BOT = (1u << 4), // Fake client controlled pawn entity, mostly referenced in movement related code
|
||||||
FL_FROZEN = (1 << 5), // Player is frozen for 3rd person camera
|
FL_FROZEN = (1u << 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_ATCONTROLS = (1u << 6), // Player can't move, but keeps key inputs for controlling another entity
|
||||||
FL_CLIENT = (1 << 7), // Is a player
|
FL_CLIENT = (1u << 7), // Is a player
|
||||||
FL_FAKECLIENT = (1 << 8), // Fake client, simulated server side. Mainly set on controllers
|
FL_FAKECLIENT = (1u << 8), // Fake client, simulated server side. Mainly set on controllers
|
||||||
// FL_EMPTY = (1 << 9),
|
// FL_EMPTY = (1u << 9),
|
||||||
|
|
||||||
// NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though
|
// 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_FLY = (1u << 10), // Changes the SV_Movestep() behavior to not need to be on ground
|
||||||
FL_SUPPRESS_SAVE = (1 << 11),
|
FL_SUPPRESS_SAVE = (1u << 11),
|
||||||
FL_IN_VEHICLE = (1 << 12),
|
FL_IN_VEHICLE = (1u << 12),
|
||||||
FL_IN_VEHICLE_TRANSPORT = (1 << 13),
|
FL_IN_VEHICLE_TRANSPORT = (1u << 13),
|
||||||
FL_GODMODE = (1 << 14),
|
FL_GODMODE = (1u << 14),
|
||||||
FL_NOTARGET = (1 << 15),
|
FL_NOTARGET = (1u << 15),
|
||||||
FL_AIMTARGET = (1 << 16), // set if the crosshair needs to aim onto the entity
|
FL_AIMTARGET = (1u << 16), // set if the crosshair needs to aim onto the entity
|
||||||
// FL_EMPTY = (1 << 17),
|
// FL_EMPTY = (1u << 17),
|
||||||
FL_STATICPROP = (1 << 18), // Eetsa static prop!
|
FL_STATICPROP = (1u << 18), // Eetsa static prop!
|
||||||
// FL_EMPTY = (1 << 19),
|
// FL_EMPTY = (1u << 19),
|
||||||
FL_GRENADE = (1 << 20),
|
FL_GRENADE = (1u << 20),
|
||||||
// FL_EMPTY = (1 << 21),
|
// FL_EMPTY = (1u << 21),
|
||||||
FL_DONTTOUCH = (1 << 22), // Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set
|
FL_DONTTOUCH = (1u << 22), // Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set
|
||||||
// FL_EMPTY = (1 << 23),
|
FL_BASEVELOCITY = (1u << 23),
|
||||||
// FL_EMPTY = (1 << 24),
|
FL_CONVEYOR = (1u << 24),
|
||||||
FL_OBJECT = (1 << 25), // Terrible name. This is an object that NPCs should see. Missiles, for example.
|
FL_OBJECT = (1u << 25), // Terrible name. This is an object that NPCs should see. Missiles, for example.
|
||||||
// FL_EMPTY = (1 << 26),
|
// FL_EMPTY = (1u << 26),
|
||||||
FL_ONFIRE = (1 << 27), // You know...
|
FL_ONFIRE = (1u << 27), // You know...
|
||||||
FL_DISSOLVING = (1 << 28), // We're dissolving!
|
FL_DISSOLVING = (1u << 28), // We're dissolving!
|
||||||
FL_TRANSRAGDOLL = (1 << 29), // In the process of turning into a client side ragdoll.
|
FL_TRANSRAGDOLL = (1u << 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_UNBLOCKABLE_BY_PLAYER = (1u << 30) // pusher that can't be blocked by the player
|
||||||
// FL_EMPTY = (1 << 31),
|
// FL_EMPTY = (1u << 31),
|
||||||
};
|
};
|
||||||
|
|
||||||
// edict->movetype values
|
// edict->movetype values
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user