| 88 |
|
team_syndicateaccessory, |
| 89 |
|
}; |
| 90 |
|
|
| 91 |
+ |
|
| 92 |
+ |
int chr_isplayer = 0x00000001; //is player character |
| 93 |
+ |
int chr_randomskin = 0x00000002; //gets random skin from ONCV |
| 94 |
+ |
int chr_notprespawned = 0x00000004; //isn't spawned at level creation |
| 95 |
+ |
int chr_noncombatant = 0x00000008; //doesn't fight |
| 96 |
+ |
int chr_multispawnable = 0x00000010; //can spawn up to 5 without forcing |
| 97 |
+ |
int chr_unknown = 0x00000020; // |
| 98 |
+ |
int chr_unkillable = 0x00000040; //can only be brought to 1 hp |
| 99 |
+ |
int chr_superammo = 0x00000080; //infinite ammo |
| 100 |
+ |
int chr_omniscient = 0x00000100; //touchofdeath |
| 101 |
+ |
int chr_haslsi = 0x00000200; //drops an lsi |
| 102 |
+ |
int chr_boss = 0x00000400; //is a boss character |
| 103 |
+ |
int chr_upgradedifficulty = 0x00000800; //upgrade the difficulty if you play on med\hard |
| 104 |
+ |
int chr_noautodrop = 0x00001000; //uses drop fields instead of has fields on death |
| 105 |
+ |
|
| 106 |
|
int16_t ONICALL ONrGameState_NewCharacter(CharacterObject* CHAR, void* AISA, void* flag, int* list_location); |
| 107 |
|
|
| 108 |
|
#endif |