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fs2open.github.com/code/object/object_flags.h
T
JohnAFernandez 19c19f1262 Remove the Unused Just_updated Flag
This flag is vestigal.  It was likely used in the FS1 codebase and then was not removed by the rushed FS2 multi team.  Whether or not an object uses physics_sim is determined earlier in `multi_oo_is_interp_object()`
2021-02-03 18:00:16 -05:00

35 lines
1.7 KiB
C++

#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)
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