Spriteflags: Difference between revisions

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bit 32 of spriteflags is via SpriteFlags[] while useractor enemy types are via ActorType[]. Be careful in the wording that suggests these two being the same.
add second (per-tile) form of 'spriteflags'
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It is a [[bitfield]], so add together the values you want and then use spriteflags with the sum.
It is a [[bitfield]], so add together the values you want and then use spriteflags with the sum.
Outside of actors and states,<br/>
'''spriteflags''' <picnum> <value> <br/>
sets the same flags per-tile. When a flag is checked, the per-tile value is XORed with the per-sprite value, i.e. one reverses the other.


[[Category:Bitfields]]
[[Category:Bitfields]]
[[Category:EDuke32 specific commands]]
[[Category:EDuke32 specific commands]]
[[Category:Sprite manipulation]]
[[Category:Sprite manipulation]]

Revision as of 15:30, 15 December 2011

spriteflags <value>

Sets special flags for sprites. The values are:

1 - Generates a shadow. See spriteshadow.
2 - Turns palette 6 whenever night vision goggles are used. See spritenvg.
4 - The sprite's shade is unaffected by the shade of its sector. See spritenoshade.
8 - Is a projectile.
16 - Prevents teleporting. The sprite is not entered into the decal deletion queue.
32 - Is an enemy. See useractor, but note that this is distinct from setting the useractor type to either of the enemy types.
64 - Sprite will be insusceptible to floor palette of sector containing this sprite. See spritenopal.

It is a bitfield, so add together the values you want and then use spriteflags with the sum.


Outside of actors and states,
spriteflags <picnum> <value>
sets the same flags per-tile. When a flag is checked, the per-tile value is XORed with the per-sprite value, i.e. one reverses the other.