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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