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* First draft of prop object type * Add prop editor dialog in FRED * prop sexps * lua table prop support * lab support * lua mission access to props * prop collision support * use std::optional so the object->instance id is always valid * allow props to block suns * minor cleanup and remove arbitrary limit. Still limited to 500 objects. * Sort props by category * cleanup * implement collision hooks * parse prop flags and further ensure props are inited and closed correctly * Add Cyborg's multi suggestions * fix missing header * add props to empty slots if available * add multi signature * fix rebase issues and match collisions to the new multithread style * appease Clang the Conquerer * save/parse mission prop classes by name * Clean up comments and finish TODOs * fix string errors * clang wants this to be static now * address feedback * address feedback * Use model num from prop info instead * merge prop and ship collision group sexps together * fix rebase bug * address feedback * fix name shadowing * ship heavy submodel * clang --------- Co-authored-by: Asteroth <[email protected]>
34 lines
1.4 KiB
C++
34 lines
1.4 KiB
C++
#ifndef PROP_FLAGS_H
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#define PROP_FLAGS_H
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#include "globalincs/flagset.h"
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namespace Prop {
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FLAG_LIST(Prop_Flags){
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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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Render_with_alpha_mult, // Render with an alpha multiplier
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NUM_VALUES};
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FLAG_LIST(Info_Flags){
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No_collide = 0, // No collisions
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No_fred, // not available in fred
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No_lighting,
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//No_impact_debris,
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NUM_VALUES};
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} // namespace Prop
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#endif
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