BSP (Source)/Static prop flags: Difference between revisions

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(Created page with "These flags are defined in {{file|public/gamebspfile|h}}. == Flags == This is 8-bit in all versions of the static prop lump except for {{src13mp}}, where it is 32-bit. {| clas...")
 
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| Set by engine at runtime
| Set by engine at runtime
|-  
|-  
| 0x00000004<br>{{since|{{portal2}}
| 0x00000004<br>{{since|{{portal2}}}}
| STATIC_PROP_NO_FLASHLIGHT
| STATIC_PROP_NO_FLASHLIGHT
| N/A (source code not public)
| N/A (source code not public)

Revision as of 10:11, 17 September 2024

These flags are defined in 🖿public/gamebspfile.h.

Flags

This is 8-bit in all versions of the static prop lump except for Source 2013 Multiplayer, where it is 32-bit.

Bit Name Dev comment Description
0x00000001 STATIC_PROP_FLAG_FADES Set by engine at runtime
0x00000002 STATIC_PROP_USE_LIGHTING_ORIGIN Set by engine at runtime
0x00000004
(removed since Portal 2)
STATIC_PROP_NO_DRAW computed at run time based on dx level Set by engine at runtime
0x00000004
(in all games since Portal 2)
STATIC_PROP_NO_FLASHLIGHT N/A (source code not public) Set by engine at runtime
0x00000008 STATIC_PROP_IGNORE_NORMALS none
0x00000010 STATIC_PROP_NO_SHADOW none
0x00000020
(removed since Portal 2)
STATIC_PROP_SCREEN_SPACE_FADE none
0x00000020
(in all games since Portal 2)
STATIC_PROP_MARKED_FOR_FAST_REFLECTION
0x00000040 STATIC_PROP_NO_PER_VERTEX_LIGHTING in vrad, compute lighting at lighting origin, not for each vertex
0x00000080 STATIC_PROP_NO_SELF_SHADOWING disable self shadowing in vrad
0x00000100
(only in Source 2013 Multiplayer)
STATIC_PROP_NO_PER_TEXEL_LIGHTING whether we should do per-texel lightmaps in vrad.

FlagsEX

Counter-Strike: Global Offensive Counter-Strike: Global Offensive's static prop lump adds an extra 32-bit set of flags, most of which are unused.

Bit Name Description
0x00000001 STATIC_PROP_FLAGS_EX_DISABLE_SHADOW_DEPTH
0x00000002 STATIC_PROP_FLAGS_EX_DISABLE_CSM Automatically set at runtime
0x00000004 STATIC_PROP_FLAGS_EX_ENABLE_LIGHT_BOUNCE