#ifndef OBJECT_FLAGS_H #define OBJECT_FLAGS_H #include "globalincs/flagset.h" namespace Object { FLAG_LIST(Object_Flags) { Renders, // It renders as something ( objtype_render gets called) Collides, // It collides with stuff (objtype_check_impact & objtype_hit gets called) Physics, // It moves with standard physics. Should_be_dead, // this object should be dead, so next time we can, we should delete this object. Invulnerable, // invulnerable Protected, // Don't kill this object, probably mission-critical. Player_ship, // this object under control of some player -- don't do ai stuff on it!!! No_shields, // object has no shield generator system (i.e. no shields) Just_updated, // for multiplayer -- indicates that we received object update this frame Could_be_player, // for multiplayer -- indicates that it is selectable ingame joiners as their ship Was_rendered, // Set if this object was rendered this frame. Only gets set if OF_RENDERS set. Gets cleared or set in obj_render_all(). Not_in_coll, // object has not been added to collision list Beam_protected, // don't fire beam weapons at this type of object, probably mission critical. Special_warpin, // Object has special warp-in enabled. Docked_already_handled, // Goober5000 - a docked object that we already moved Targetable_as_bomb, Flak_protected, // Goober5000 - protected from flak turrets Laser_protected, // Goober5000 - protected from laser turrets Missile_protected, // Goober5000 - protected from missile turrets Immobile, // Goober5000 - doesn't move, no matter what Marked, // Object is marked (Fred). Can be reused in FreeSpace for anything that won't be used by Fred. Temp_marked, // Temporarily marked (Fred). Hidden, // Object is hidden (not shown) and can't be manipulated NUM_VALUES }; } #endif