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root/Oni2/Daodan/MSVC/Oni_Character.h
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Comparing Daodan/MSVC/Oni_Character.h (file contents):
Revision 567 by gumby, Fri Jun 25 03:52:34 2010 UTC vs.
Revision 573 by gumby, Thu Sep 9 09:27:04 2010 UTC

# Line 37 | Line 37 | int32_t* ONICALL ONrGetActiveCharacter(v
37  
38   //We need a Oni_Structs #include file.
39  
40 + typedef enum {
41 +        ONcCharacterFlag_Dead_1_Animating               =       0x00000001,     // health is 0
42 +        ONcCharacterFlag_Dead                                   =       ONcCharacterFlag_Dead_1_Animating,
43 +        ONcCharacterFlag_Dead_2_Moving                  =       0x00000002,     // no longer animating
44 +        ONcCharacterFlag_Dead_3_Cosmetic                =       0x00000004,     // no longer moving
45 +        ONcCharacterFlag_Dead_4_Gone                    =       0x00000008,     // dead except but still drawn
46  
47 +        ONcCharacterFlag_HastyAnim                              =       0x00000010,     // do this queued animation ASAP
48 +        ONcCharacterFlag_Unkillable                             =       0x00000020,     // the character cannot be killed, only defeated
49 +        ONcCharacterFlag_InfiniteAmmo                   =       0x00000040,     // the character always has infinite ammo
50 +        ONcCharacterFlag_PleaseBlock                    =       0x00000080,     // set if the character should block, cleared once block begins
51 +        
52 +        ONcCharacterFlag_Unstoppable                    =       0x00000100,     // this character cannot be knocked down, staggered, stunned, etc
53 +        ONcCharacterFlag_ScriptControl                  =       0x00000200,     // set if the character is completely under script control
54 +        ONcCharacterFlag_DeathLock                              =       0x00000400,     // this character should never die all the way
55 +        ONcCharacterFlag_WasUpdated                             =       0x00000800,     // this character's animation was changed
56 +                
57 +        ONcCharacterFlag_BeingThrown                    =       0x00001000,     // this character is being thrown
58 +        ONcCharacterFlag_DontUseGunVarient              =       0x00002000,     // this character should not use a weapon varient
59 +        ONcCharacterFlag_Draw                                   =       0x00004000,     // DoFrame has been executed for this character
60 +        ONcCharacterFlag_InUse                                  =       0x00008000,     // this character is active and in use
61 +
62 +        ONcCharacterFlag_DontUseFightVarient    =       0x00010000,
63 +        ONcCharacterFlag_NoCollision                    =       0x00020000,     // no collision for this character
64 +        ONcCharacterFlag_Teleporting                    =       0x00040000,     // this character is teleporting and does not accept collision
65 +        ONcCharacterFlag_NoCorpse                               =       0x00080000,     // no corpse for this character
66 +
67 +        ONcCharacterFlag_ActiveLock                             =       0x00100000,     // the character is locked active
68 +        ONcCharacterFlag_ChrAnimate                             =       0x00200000,     // the character is currently runing a chr_animate command
69 +        ONcCharacterFlag_AIMovement                             =       0x00400000,     // the character is using AI movement
70 +        ONcCharacterFlag_NeutralUninterruptable =       0x00800000,     // running an uninterruptable neutral interaction
71 +
72 +        ONcCharacterFlag_NoShadow                               =       0x01000000,     //
73 +        ONcCharacterFlag_Invincible                             =       0x02000000,     // character is invincible
74 +        ONcCharacterFlag_NoAutoDrop                             =       0x04000000,     // character should not automatically drop items when killed (invisibility, shield, LSI)
75 +        ONcCharacterFlag_RestrictedMovement             =       0x08000000,     // character cannot move fast (used for player holding barabbas' gun)
76 +
77 +        ONcCharacterFlag_Boss                                   =       0x10000000,     // character is a boss (used for final muro group fight)
78 +        ONcCharacterFlag_FinalFlash                             =       0x20000000,     // 'final flash' has been played for this character's death
79 +        ONcCharacterFlag_BossShield                             =       0x40000000, // this character has the boss shield
80 +        ONcCharacterFlag_WeaponImmune                   =       0x80000000      // this character is immune to weapon damage
81 +
82 + } ONtCharacterFlags;
83 +
84 + typedef enum {
85 +        ONcCharacterFlag2_WeaponEmpty                   =       0x00000001, // character's weapon is empty, punch instead
86 +        ONcCharacterFlag2_UltraMode                             =       0x00000002
87 +
88 + } ONtCharacterFlags2;
89  
90   #endif

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