Gameflags
Jump to navigation
Jump to search
gameflags is a tiledata structure.
It returns the per-tile flags defined with spriteflags.
Flags
The following values are used with gameflags, htflags and spriteflags.
Exposed | Value | Hex | Label | Description | |
---|---|---|---|---|---|
Yes | 1 | 0x00000001 | SFLAG_SHADOW | Generates a shadow. See spriteshadow. | |
Yes | 2 | 0x00000002 | SFLAG_NVG | Turns palette 6 whenever night vision goggles are used. See spritenvg. | |
Yes | 4 | 0x00000004 | SFLAG_NOSHADE | The sprite's shade is unaffected by the shade of its sector. See spritenoshade. | |
No | 8 | 0x00000008 | SFLAG_PROJECTILE | Has been defined with defineprojectile. | |
No | 16 | 0x00000010 | SFLAG_DECAL | Prevents teleporting. The sprite is not entered into the decal deletion queue. | |
Yes | 32 | 0x00000020 | SFLAG_BADGUY | Is an enemy. See useractor. | |
Yes | 64 | 0x00000040 | SFLAG_NOPAL | Sprite will be insusceptible to floor palette of sector containing this sprite. See spritenopal. | |
Yes | 128 | 0x00000080 | SFLAG_NOEVENTS | Sprite will not be run through EVENT_GAME or EVENT_PREGAME. | |
Yes | 256 | 0x00000100 | SFLAG_NOLIGHT | Sprite will not emit hardcoded Polymer-based lights. | |
Yes | 512 | 0x00000200 | SFLAG_USEACTIVATOR | ||
Internal | 1024 | 0x00000400 | SFLAG_NULL | Null sprite in multiplayer [internal, do not use] | |
Yes | 2048 | 0x00000800 | SFLAG_NOCLIP | 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. | |
No | 4096 | 0x00001000 | SFLAG_NOFLOORSHADOW | ||
Yes | 8192 | 0x00002000 | SFLAG_SMOOTHMOVE | ||
Yes | 16384 | 0x00004000 | SFLAG_NOTELEPORT | ||
No | 32768 | 0x00008000 | SFLAG_BADGUYSTAYPUT | Actor will stay inside its original sector.. | |
No | 65536 | 0x00010000 | SFLAG_CACHE | ||
No | 131072 | 0x00020000 | SFLAG_ROTFIXED | rotation-fixed with respect to a pivot point to prevent position diverging due to roundoff error accumulation. | |
No | 262144 | 0x00040000 | SFLAG_HARDCODED_BADGUY | ||
No | 524288 | 0x00080000 | SFLAG_DIDNOSE7WATER | Used temporarily. | |
Yes | 1048576 | 0x00100000 | SFLAG_NODAMAGEPUSH | Actor should not be pushed back when damaged (by default TANK, RECON, ROTATEGUN, and the bosses). | |
Yes | 2097152 | 0x00200000 | SFLAG_NOWATERDIP | Actor will not appear to sink into the floor in sectors tagged Above Water (lotag 1). | |
Yes | 4194304 | 0x00400000 | SFLAG_HURTSPAWNBLOOD | Actor will spawn blood as hardcoded enemies do when hurt. | |
Yes | 8388608 | 0x00800000 | SFLAG_GREENSLIMEFOOD | 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. | |
Yes | 16777216 | 0x01000000 | SFLAG_REALCLIPDIST | Actor will always use its set clipdist instead of one potentially overridden in hardcoded circumstances based on its xrepeat and picnum. | |
Yes | 33554432 | 0x02000000 | SFLAG_WAKEUPBADGUYS | 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. | |
Yes | 67108864 | 0x04000000 | SFLAG_DAMAGEEVENT | Actor fires EVENT_(POST)DAMAGESPRITE when damaged. | |
Yes | 134217728 | 0x08000000 | SFLAG_NOWATERSECTOR | Will prevent a sprite from moving into water. | |
Yes | 268435456 | 0x10000000 | SFLAG_QUEUEDFORDELETE |
Defines |
define SFLAG_SHADOW 0x00000001 define SFLAG_NVG 0x00000002 define SFLAG_NOSHADE 0x00000004 define SFLAG_PROJECTILE 0x00000008 define SFLAG_DECAL 0x00000010 define SFLAG_NULL 0x00000400 define SFLAG_NOFLOORSHADOW 0x00001000 define SFLAG_BADGUYSTAYPUT 0x00008000 define SFLAG_CACHE 0x00010000 define SFLAG_ROTFIXED 0x00020000 define SFLAG_HARDCODED_BADGUY 0x00040000 define SFLAG_DIDNOSE7WATER 0x00080000 define SFLAG_HURTSPAWNBLOOD 0x00400000 define SFLAG_GREENSLIMEFOOD 0x00800000 define SFLAG_WAKEUPBADGUYS 0x02000000 define SFLAG_DAMAGEEVENT 0x04000000 |