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| PROJ_WORKSLIKE is a [[defineprojectile]] property used to set flags for projectile function. It is a [[bitfield]]. The flags (defined) are:
| | #REDIRECT [[defineprojectile]] |
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| define [[PROJECTILE_FLAG_HITSCAN]] 1
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| define [[PROJECTILE_FLAG_RPG]] 2
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| define [[PROJECTILE_FLAG_BOUNCESOFFWALLS]] 4
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| define [[PROJECTILE_FLAG_BOUNCESOFFMIRRORS]] 8
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| define [[PROJECTILE_FLAG_KNEE]] 16
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| define [[PROJECTILE_FLAG_WATERBUBBLES]] 32
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| define [[PROJECTILE_FLAG_TIMED]] 64
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| define [[PROJECTILE_FLAG_BOUNCESOFFSPRITES]] 128
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| define [[PROJECTILE_FLAG_SPIT]] 256
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| define [[PROJECTILE_FLAG_COOLEXPLOSION1]] 512
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| define [[PROJECTILE_FLAG_BLOOD]] 1024
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| define [[PROJECTILE_FLAG_LOSESVELOCITY]] 2048
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| define [[PROJECTILE_FLAG_NOAIM]] 4096
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| define [[PROJECTILE_FLAG_RANDDECALSIZE]] 8192
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| define [[PROJECTILE_FLAG_EXPLODEONTIMER]] 16384
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| define [[PROJECTILE_FLAG_RPG_IMPACT]] 32768
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| define [[PROJECTILE_FLAG_RADIUS_PICNUM]] 65536
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| define [[PROJECTILE_FLAG_ACCURATE_AUTOAIM]] 131072
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| define [[PROJECTILE_FLAG_FORCEIMPACT]] 262144
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| define [[PROJECTILE_FLAG_REALCLIPDIST]] 524288
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| define [[PROJECTILE_FLAG_ACCURATE]] 1048576
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| define [[PROJECTILE_NOSETOWNERSHADE]] 2097152
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| Note that the damage on impact bit (32768) must be set on the WORKSLIKE of any RPG type projectile (i.e. nonhitscan) for which the projectile itself does damage, as opposed to the damage being caused only by the hitradius.
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| Syntax is:
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| [[defineprojectile]] <tile number> '''PROJ_WORKSLIKE''' <flag value>
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| Add all the desired flags together, and use that value for <flag value>. This works similar to [[cstat]].
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| [[Category:Bitfields]]
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| [[Category:Projectile_structure_members]]
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