ObjectCaps (GoldSrc)

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Revision as of 16:42, 7 May 2025 by Nescius (talk | contribs) (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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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