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https://gitlab.com/ryandwyer/perfect-dark
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Identify OBJFLAG2_AUTOGUN_WINDMILL
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+40
-40
@@ -3063,46 +3063,46 @@
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#define OBJFLAG_WEAPON_CANMIXDUAL 0x80000000
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// obj->flags2
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#define OBJFLAG2_IMMUNETOANTI 0x00000001 // Counter-op cannot damage this object
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#define OBJFLAG2_BOUNCEIFSHOTWHENDEAD 0x00000002 // Ruins spikes
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#define OBJFLAG2_SKIPDOORLOCKEDMSG 0x00000004
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#define OBJFLAG2_DOOR_PENDINGACTIVATION 0x00000008 // Editor: "Don't load in Multiplayer"
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#define OBJFLAG2_EXCLUDE_A 0x00000010
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#define OBJFLAG2_EXCLUDE_SA 0x00000020
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#define OBJFLAG2_EXCLUDE_PA 0x00000040
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#define OBJFLAG2_EXCLUDE_PD 0x00000080
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#define OBJFLAG2_NOFALL 0x00000100
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#define OBJFLAG2_FALLWITHOUTROTATION 0x00000200
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#define OBJFLAG2_LINKEDTOSAFE 0x00000400 // Applied to safe door and item
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#define OBJFLAG2_INTERACTCHECKLOS 0x00000800 // Check line of sight when attempting to interact with object
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#define OBJFLAG2_PICKUPWITHOUTLOS 0x00001000 // Object can be picked up without having line of sight
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#define OBJFLAG2_REMOVEWHENDESTROYED 0x00002000
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#define OBJFLAG2_IMMUNETOGUNFIRE 0x00004000
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#define OBJFLAG2_SHOOTTHROUGH 0x00008000
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#define OBJFLAG2_DRAWONTOP 0x00010000
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#define OBJFLAG2_DONTPAUSE 0x00020000 // Don't allow prop to pause
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#define OBJFLAG2_INVHIDDEN 0x00040000 // Don't show in inventory menu
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#define OBJFLAG2_INVISIBLE 0x00080000
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#define OBJFLAG2_BULLETPROOF 0x00100000 // Only magnum and FarSight can shoot through it
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#define OBJFLAG2_IMMUNETOEXPLOSIONS 0x00200000
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#define OBJFLAG2_EXCLUDE_2P 0x00400000
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#define OBJFLAG2_EXCLUDE_3P 0x00800000
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#define OBJFLAG2_EXCLUDE_4P 0x01000000
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#define OBJFLAG2_THROWTHROUGH 0x02000000 // Rockets/mines/grenades etc pass through object
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#define OBJFLAG2_CANFILLVIEWPORT 0x04000000
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#define OBJFLAG2_LOCKEDFRONT 0x08000000 // One-way door lock
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#define OBJFLAG2_LOCKEDBACK 0x10000000 // One-way door lock
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#define OBJFLAG2_AICANNOTUSE 0x20000000 // AI can't equip weapon
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#define OBJFLAG2_AUTOGUN_MALFUNCTIONING2 0x20000000
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#define OBJFLAG2_AIRLOCKDOOR 0x40000000 // Door waits for sibling to close before it can open
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#define OBJFLAG2_AUTOGUN_ZEROTOROT 0x40000000 // set xzero/yzero to xrot/yrot when malfunctioning
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#define OBJFLAG2_AUTOGUN_MALFUNCTIONING1 0x80000000
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#define OBJFLAG2_DEBRIS_80000000 0x80000000
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#define OBJFLAG2_DEFAULT_80000000 0x80000000
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#define OBJFLAG2_DOOR_ALTCOORDSYSTEM 0x80000000 // Floor grates, but also Temple doors
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#define OBJFLAG2_GLASS_80000000 0x80000000
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#define OBJFLAG2_HOVERPROP_80000000 0x80000000
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#define OBJFLAG2_WEAPON_HUGEEXP 0x80000000
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#define OBJFLAG2_IMMUNETOANTI 0x00000001 // Counter-op cannot damage this object
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#define OBJFLAG2_BOUNCEIFSHOTWHENDEAD 0x00000002 // Ruins spikes
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#define OBJFLAG2_SKIPDOORLOCKEDMSG 0x00000004
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#define OBJFLAG2_DOOR_PENDINGACTIVATION 0x00000008 // Editor: "Don't load in Multiplayer"
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#define OBJFLAG2_EXCLUDE_A 0x00000010
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#define OBJFLAG2_EXCLUDE_SA 0x00000020
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#define OBJFLAG2_EXCLUDE_PA 0x00000040
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#define OBJFLAG2_EXCLUDE_PD 0x00000080
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#define OBJFLAG2_NOFALL 0x00000100
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#define OBJFLAG2_FALLWITHOUTROTATION 0x00000200
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#define OBJFLAG2_LINKEDTOSAFE 0x00000400 // Applied to safe door and item
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#define OBJFLAG2_INTERACTCHECKLOS 0x00000800 // Check line of sight when attempting to interact with object
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#define OBJFLAG2_PICKUPWITHOUTLOS 0x00001000 // Object can be picked up without having line of sight
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#define OBJFLAG2_REMOVEWHENDESTROYED 0x00002000
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#define OBJFLAG2_IMMUNETOGUNFIRE 0x00004000
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#define OBJFLAG2_SHOOTTHROUGH 0x00008000
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#define OBJFLAG2_DRAWONTOP 0x00010000
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#define OBJFLAG2_DONTPAUSE 0x00020000 // Don't allow prop to pause
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#define OBJFLAG2_INVHIDDEN 0x00040000 // Don't show in inventory menu
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#define OBJFLAG2_INVISIBLE 0x00080000
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#define OBJFLAG2_BULLETPROOF 0x00100000 // Only magnum and FarSight can shoot through it
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#define OBJFLAG2_IMMUNETOEXPLOSIONS 0x00200000
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#define OBJFLAG2_EXCLUDE_2P 0x00400000
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#define OBJFLAG2_EXCLUDE_3P 0x00800000
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#define OBJFLAG2_EXCLUDE_4P 0x01000000
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#define OBJFLAG2_THROWTHROUGH 0x02000000 // Rockets/mines/grenades etc pass through object
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#define OBJFLAG2_CANFILLVIEWPORT 0x04000000
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#define OBJFLAG2_LOCKEDFRONT 0x08000000 // One-way door lock
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#define OBJFLAG2_LOCKEDBACK 0x10000000 // One-way door lock
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#define OBJFLAG2_AICANNOTUSE 0x20000000 // AI can't equip weapon
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#define OBJFLAG2_AUTOGUN_WINDMILL 0x20000000
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#define OBJFLAG2_AIRLOCKDOOR 0x40000000 // Door waits for sibling to close before it can open
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#define OBJFLAG2_AUTOGUN_ZEROTOROT 0x40000000 // set xzero/yzero to xrot/yrot when malfunctioning
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#define OBJFLAG2_AUTOGUN_MALFUNCTIONING 0x80000000
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#define OBJFLAG2_DEBRIS_80000000 0x80000000
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#define OBJFLAG2_DEFAULT_80000000 0x80000000
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#define OBJFLAG2_DOOR_ALTCOORDSYSTEM 0x80000000 // Floor grates, but also Temple doors
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#define OBJFLAG2_GLASS_80000000 0x80000000
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#define OBJFLAG2_HOVERPROP_80000000 0x80000000
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#define OBJFLAG2_WEAPON_HUGEEXP 0x80000000
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// obj->flags3
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#define OBJFLAG3_PUSHABLE 0x00000001
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