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* Activate Lab Weapon viewer * Allow displaying weapon tech models * check for a valid tech model when switching * enable render options for weapons and tech models * Some cleanup * Clang * address feedback
65 lines
3.8 KiB
C++
65 lines
3.8 KiB
C++
#ifndef OBJECT_FLAGS_H
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#define OBJECT_FLAGS_H
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#include "globalincs/flagset.h"
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namespace Object {
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FLAG_LIST(Object_Flags) {
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Renders, // It renders as something ( objtype_render gets called)
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Collides, // It collides with stuff (objtype_check_impact & objtype_hit gets called)
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Physics, // It moves with standard physics.
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Should_be_dead, // this object should be dead, so next time we can, we should delete this object.
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Invulnerable, // invulnerable
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Protected, // Don't kill this object, probably mission-critical.
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Player_ship, // this object under control of some player -- don't do ai stuff on it!!!
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No_shields, // object has no shield generator system (i.e. no shields)
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Could_be_player, // for multiplayer -- indicates that it is selectable ingame joiners as their ship
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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().
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Not_in_coll, // object has not been added to collision list
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Beam_protected, // don't fire beam weapons at this type of object, probably mission critical.
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Special_warpin, // Object has special warp-in enabled.
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Docked_already_handled, // Goober5000 - a docked object that we already moved
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Targetable_as_bomb,
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Flak_protected, // Goober5000 - protected from flak turrets
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Laser_protected, // Goober5000 - protected from laser turrets
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Missile_protected, // Goober5000 - protected from missile turrets
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Immobile, // Goober5000 - doesn't change position or orientation, no matter what (legacy flag, but not deprecated due to the difficulty of mapping one flag to two for compatibility)
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Dont_change_position, // Goober5000 - doesn't change position, no matter what
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Dont_change_orientation, // Goober5000 - doesn't change orientation, no matter what
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Marked, // Object is marked (Fred). Can be reused in FreeSpace for anything that won't be used by Fred.
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Temp_marked, // Temporarily marked (Fred).
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Hidden, // Object is hidden (not shown in Fred) and can't be manipulated
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Locked_from_editing, // Object cannot be edited (Fred)
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Collides_with_parent, // Asteroth - Only used for weapons with 'Can_damage_shooter'
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Attackable_if_no_collide, // Cyborg - Allows the AI to attack this object, even if no-collide is set (Cue Admiral Ackbar)
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Collision_cache_stale, // This object has a stale collision cache, and will be recalculated this frame
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NUM_VALUES
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};
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FLAG_LIST(Aiming_Flags){
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Autoaim = 0, // has autoaim
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Auto_convergence, // has automatic convergence
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Std_convergence, // has standard - ie. non-automatic - convergence
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Autoaim_convergence, // has autoaim with convergence
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Convergence_offset, // marks that convergence has offset valuem, only used for ships not weapons
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NUM_VALUES
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};
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FLAG_LIST(Raw_Pof_Flags){Glowmaps_disabled, // No glowmaps for this weapon instance
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Draw_as_wireframe, // Render wireframe for this weapon instance
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Render_full_detail, // Render full detail for this weapon instance
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Render_without_light, // Render without light for this weapon instance
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Render_without_diffuse, // Render without diffuse for this weapon instance
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Render_without_glowmap, // Render without glowmap for this weapon instance
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Render_without_normalmap, // Render without normal map for this weapon instance
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Render_without_heightmap, // Render without height map for this weapon instance
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Render_without_ambientmap, // Render without ambient for this weapon instance
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Render_without_specmap, // Render without spec for this weapon instance
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Render_without_reflectmap, // Render without reflect for this weapon instance
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NUM_VALUES};
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}
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#endif |