Htflags

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Revision as of 22:54, 27 February 2014 by Daedolon (talk | contribs) (I think this is correct?)
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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 Is a projectile.
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

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.