ObjectCaps (GoldSrc): Difference between revisions
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(Created page with "{{TabsBar|main=gs|base=ObjectCaps}} {{stub}} From [https://github.com/ValveSoftware/halflife/blob/b1b5cf5892918535619b2937bb927e46cb097ba1/dlls/cbase.h#L31C1-L43C78 cbase.h] <syntaxhighlight lang=cpp> // These are caps bits to indicate what an object's capabilities (currently used for save/restore and level transitions) #define FCAP_CUSTOMSAVE 0x00000001 #define FCAP_ACROSS_TRANSITION 0x00000002 // should transfer between transitions #define FCAP_MUST_SPAWN 0...") |
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== Flags == | |||
From [https://github.com/ValveSoftware/halflife/blob/b1b5cf5892918535619b2937bb927e46cb097ba1/dlls/cbase.h#L31C1-L43C78 cbase.h] | From [https://github.com/ValveSoftware/halflife/blob/b1b5cf5892918535619b2937bb927e46cb097ba1/dlls/cbase.h#L31C1-L43C78 cbase.h] | ||
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#define FCAP_FORCE_TRANSITION 0x00000080 // ALWAYS goes across transitions | #define FCAP_FORCE_TRANSITION 0x00000080 // ALWAYS goes across transitions | ||
</syntaxhighlight> | </syntaxhighlight> | ||
=== FCAP_MASTER === | |||
Entities that have this flag and therefore can be used as master: | |||
* {{goldent|multisource}} | |||
* {{goldent|game_team_master}} |
Latest revision as of 17:00, 7 May 2025
Flags
From cbase.h
// These are caps bits to indicate what an object's capabilities (currently used for save/restore and level transitions)
#define FCAP_CUSTOMSAVE 0x00000001
#define FCAP_ACROSS_TRANSITION 0x00000002 // should transfer between transitions
#define FCAP_MUST_SPAWN 0x00000004 // Spawn after restore
#define FCAP_DONT_SAVE 0x80000000 // Don't save this
#define FCAP_IMPULSE_USE 0x00000008 // can be used by the player
#define FCAP_CONTINUOUS_USE 0x00000010 // can be used by the player
#define FCAP_ONOFF_USE 0x00000020 // can be used by the player
#define FCAP_DIRECTIONAL_USE 0x00000040 // Player sends +/- 1 when using (currently only tracktrains)
#define FCAP_MASTER 0x00000080 // Can be used to "master" other entities (like multisource)
// UNDONE: This will ignore transition volumes (trigger_transition), but not the PVS!!!
#define FCAP_FORCE_TRANSITION 0x00000080 // ALWAYS goes across transitions
FCAP_MASTER
Entities that have this flag and therefore can be used as master: