Htflags: Difference between revisions
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m added this sflag added in revision 5250 (but no number was given for it in the changelog) |
Hendricks266 (talk | contribs) No edit summary |
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|SFLAG_NODAMAGEPUSH||SFLAG_NODAMAGEPUSH||1048576||Actor should not be pushed back when damaged (by default TANK, RECON, ROTATEGUN, and the bosses) | |SFLAG_NODAMAGEPUSH||SFLAG_NODAMAGEPUSH||1048576||Actor should not be pushed back when damaged (by default TANK, RECON, ROTATEGUN, and the bosses) | ||
|- | |- | ||
|SFLAG_HURTSPAWNBLOOD|| | |SFLAG_NOWATERDIP||SFLAG_NOWATERDIP||2097152||Actor will not appear to sink into the floor in sectors tagged Above Water (lotag 1) | ||
|- | |||
|SFLAG_HURTSPAWNBLOOD||||4194304||Actor will spawn blood as hardcoded enemies do when hurt | |||
|- | |- | ||
|} | |} |
Revision as of 14:26, 3 August 2015
A per-actor property, this controls special flags for sprites.
Internal Name | Provided CON Label | Value | Description |
---|---|---|---|
SFLAG_SHADOW | SFLAG_SHADOW | 1 | Generates a shadow. See spriteshadow. |
SFLAG_NVG | SFLAG_NVG | 2 | Turns palette 6 whenever night vision goggles are used. See spritenvg. |
SFLAG_NOSHADE | SFLAG_NOSHADE | 4 | The sprite's shade is unaffected by the shade of its sector. See spritenoshade. |
SFLAG_PROJECTILE | 8 | Has been defined with defineprojectile. | |
SFLAG_DECAL | 16 | Prevents teleporting. The sprite is not entered into the decal deletion queue. | |
SFLAG_BADGUY | SFLAG_BADGUY | 32 | Is an enemy. See useractor. |
SFLAG_NOPAL | SFLAG_NOPAL | 64 | Sprite will be insusceptible to floor palette of sector containing this sprite. See spritenopal. |
SFLAG_NOEVENTCODE | SFLAG_NOEVENTS | 128 | Sprite will not be run through EVENT_GAME or EVENT_PREGAME. |
SFLAG_NOLIGHT | SFLAG_NOLIGHT | 256 | Sprite will not emit hardcoded Polymer-based lights. |
SFLAG_USEACTIVATOR | SFLAG_USEACTIVATOR | 512 | |
SFLAG_NULL | 1024 | null sprite in multiplayer [internal, do not use] | |
SFLAG_NOCLIP | SFLAG_NOCLIP | 2048 | Sprite will call "clipmove()" with a clipmask of 0, skipping collision detection with other sprites to increase performance. (Specifically, to prevent runtime behavior that is quadratic with the number of sprites.) Useful for particle effects. |
SFLAG_NOFLOORSHADOW | 4096 | ||
SFLAG_SMOOTHMOVE | SFLAG_SMOOTHMOVE | 8192 | |
SFLAG_NOTELEPORT | SFLAG_NOTELEPORT | 16384 | |
SFLAG_BADGUYSTAYPUT | 32768 | Actor will stay inside its original sector. | |
SFLAG_CACHE | 65536 | ||
SFLAG_ROTFIXED | 131072 | rotation-fixed with respect to a pivot point to prevent position diverging due to roundoff error accumulation | |
SFLAG_HARDCODED_BADGUY | 262144 | ||
SFLAG_DIDNOSE7WATER | 524288 | used temporarily | |
SFLAG_NODAMAGEPUSH | SFLAG_NODAMAGEPUSH | 1048576 | Actor should not be pushed back when damaged (by default TANK, RECON, ROTATEGUN, and the bosses) |
SFLAG_NOWATERDIP | SFLAG_NOWATERDIP | 2097152 | Actor will not appear to sink into the floor in sectors tagged Above Water (lotag 1) |
SFLAG_HURTSPAWNBLOOD | 4194304 | Actor will spawn blood as hardcoded enemies do when hurt |
htflags is a bitfield, so add together the values you want and then set htflags to the sum.
This member can also be set using the per-sprite form of the spriteflags command.