Htflags: Difference between revisions
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|SFLAG_WAKEUPBADGUYS||||33554432||When awoken (changed to an active actor), any sprite with this flag set will wake up any enemy with which it has a line of sight | |SFLAG_WAKEUPBADGUYS||||33554432||When awoken (changed to an active actor), any sprite with this flag set will wake up any enemy with which it has a line of sight | ||
|- | |||
|SFLAG_DAMAGEEVENT||||67108864||Actor fires EVENT_(POST)DAMAGESPRITE when damaged. | |||
|} | |} | ||
Revision as of 00:46, 17 November 2018
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 | |
SFLAG_GREENSLIMEFOOD | 8388608 | Actor can be eaten by GREENSLIME actor (Protozoid Slimer). Can only be set outside of actor and event code whereupon it is applied to all sprites of the same picnum e.g. "spriteflags NEWBEASTHANG 8388608" will make all NEWBEASTHANG in the entire game into greenslime fodder. | |
SFLAG_REALCLIPDIST | SFLAG_REALCLIPDIST | 16777216 | Actor will always use its set clipdist instead of one potentially overridden in hardcoded circumstances based on its xrepeat and picnum |
SFLAG_WAKEUPBADGUYS | 33554432 | When awoken (changed to an active actor), any sprite with this flag set will wake up any enemy with which it has a line of sight | |
SFLAG_DAMAGEEVENT | 67108864 | Actor fires EVENT_(POST)DAMAGESPRITE when damaged. |
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.