note description: "mobjflag_t from p_mobj.h" license: "[ Copyright (C) 1993-1996 by id Software, Inc. Copyright (C) 2005-2014 Simon Howard Copyright (C) 2021 Ilgiz Mustafin This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. ]" class MOBJFLAG_T create default_create feature -- mobjflag_t; Mf_special: INTEGER_32 = 1 -- Call P_SpecialThing when touched. Mf_solid: INTEGER_32 = 2 -- Blocks. Mf_shootable: INTEGER_32 = 4 -- Can be hit. Mf_nosector: INTEGER_32 = 8 -- Don't use the sector links (invisible but touchable). Mf_noblockmap: INTEGER_32 = 16 -- Don't use the blocklinks (inert but displayable) Mf_ambush: INTEGER_32 = 32 -- // Not to be activated by sound, deaf monster. Mf_justhit: INTEGER_32 = 64 -- Will try to attack right back. Mf_justattacked: INTEGER_32 = 128 -- // Will take at least one step before attacking. Mf_spawnceiling: INTEGER_32 = 256 -- On level spawning (initial position), -- hang from ceiling instead of stand on floor. Mf_nogravity: INTEGER_32 = 512 -- Don't apply gravity (every tic), -- that is, object will float, keeping current height -- or changing it actively. -- Movement flags. Mf_dropoff: INTEGER_32 = 1024 -- // This allows jumps from high places. Mf_pickup: INTEGER_32 = 2048 -- For players, will pick up items. Mf_noclip: INTEGER_32 = 4096 -- // Player cheat. ??? Mf_slide: INTEGER_32 = 8192 -- // Player: keep info about sliding along walls. Mf_float: INTEGER_32 = 16384 -- Allow moves to any height, no gravity. -- For active floaters, e.g. cacodemons, pain elementals. Mf_teleport: INTEGER_32 = 32768 -- Don't cross lines -- ??? or look at heights on teleport. Mf_missile: INTEGER_32 = 65536 -- Don't hit same species, explode on block. -- Player missiles as well as fireballs of various kinds. Mf_dropped: INTEGER_32 = 131072 -- Dropped by a demon, not level spawned. -- E.g. ammo clips dropped by dying former humans. Mf_shadow: INTEGER_32 = 262144 -- Use fuzzy draw (shadow demons or spectres), -- temporary player invisibility powerup. Mf_noblood: INTEGER_32 = 524288 -- Flag: don't bleed when shot (use puff), -- barrels and shootable furniture shall not bleed. Mf_corpse: INTEGER_32 = 1048576 -- Don't stop moving halfway off a step, -- that is, have dead bodies slide down all the way. Mf_infloat: INTEGER_32 = 2097152 -- Floating to a height for a move, ??? -- don't auto float to target's height. Mf_countkill: INTEGER_32 = 4194304 -- On kill, count this enemy object -- towards intermission kill total. -- Happy gathering. Mf_countitem: INTEGER_32 = 8388608 -- On picking up, count this item object -- towards intermission item total. Mf_skullfly: INTEGER_32 = 16777216 -- Special handling: skull in flight. -- Neither a cacodemon nor a missile. Mf_notdmatch: INTEGER_32 = 33554432 -- Don't spawn this object -- in death match mode (e.g. key cards). Mf_translation: INTEGER_32 = 201326592 -- Player sprites in multiplayer modes are modified -- using an internal color lookup table for re-indexing. -- If 0x4 0x8 or 0xc, -- use a translation table for player colormaps Mf_transshift: INTEGER_32 = 26 -- Hmm ???. end -- class MOBJFLAG_T
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