Rename/annotate object flags with editor's names
This commit is contained in:
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662663703b
commit
bdae3055a4
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@ -1735,7 +1735,7 @@ u8 func0414_programmer[] = {
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restart_timer
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set_stage_flag(STAGEFLAG_PROGRAMMER_RAN_TO_GUARD)
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try_set_chrpreset_to_unalerted_teammate(0, /*goto*/ LABEL_RUN_TO_GUARD)
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unset_object_flag2(OBJ_LAPTOPGUNDOOR, OBJFLAG2_20000000)
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unset_object_flag2(OBJ_LAPTOPGUNDOOR, OBJFLAG2_AICANNOTUSE)
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jog_to_pad(0x0086)
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beginloop(0x97)
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@ -2295,8 +2295,8 @@ u8 func1008_doorswitch[] = {
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// A and SA
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unlock_door(OBJ_OFFICEDOOR1, 0x01)
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unlock_door(OBJ_OFFICEDOOR2, 0x01)
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unset_object_flag2(OBJ_OFFICEDOOR1, OBJFLAG2_20000000)
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unset_object_flag2(OBJ_OFFICEDOOR2, OBJFLAG2_20000000)
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unset_object_flag2(OBJ_OFFICEDOOR1, OBJFLAG2_AICANNOTUSE)
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unset_object_flag2(OBJ_OFFICEDOOR2, OBJFLAG2_AICANNOTUSE)
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set_stage_flag(STAGEFLAG_OFFICE_DOOR_UNLOCKED)
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set_ailist(CHR_SELF, GAILIST_IDLE)
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@ -2313,8 +2313,8 @@ u8 func1008_doorswitch[] = {
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set_stage_flag(STAGEFLAG_OFFICE_DOOR_UNLOCKED)
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unlock_door(OBJ_OFFICEDOOR1, 0x01)
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unlock_door(OBJ_OFFICEDOOR2, 0x01)
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unset_object_flag2(OBJ_OFFICEDOOR1, OBJFLAG2_20000000)
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unset_object_flag2(OBJ_OFFICEDOOR2, OBJFLAG2_20000000)
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unset_object_flag2(OBJ_OFFICEDOOR1, OBJFLAG2_AICANNOTUSE)
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unset_object_flag2(OBJ_OFFICEDOOR2, OBJFLAG2_AICANNOTUSE)
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yield
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restart_timer
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@ -1463,7 +1463,7 @@ u8 func1005_check_bodyguards_dead[] = {
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set_stage_flag(STAGEFLAG_TOP_BODYGUARDS_DEAD)
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unlock_door(OBJ_TOPROOMDOOR, 0x02)
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unset_object_flag2(OBJ_TOPROOMDOOR, OBJFLAG2_20000000)
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unset_object_flag2(OBJ_TOPROOMDOOR, OBJFLAG2_AICANNOTUSE)
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if_difficulty_lt(DIFF_SA, /*goto*/ 0x26)
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if_alive_goto_00(0x16, 0x20)
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@ -1584,7 +1584,7 @@ u8 func1009_init_top_room[] = {
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endloop(0x1f)
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label(0x00)
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set_object_flag(OBJ_TOPROOMDOOR, OBJFLAG_02000000)
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set_object_flag(OBJ_TOPROOMDOOR, OBJFLAG_CANNOT_ACTIVATE)
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set_chr_target_chr(CHR_CASS, CHR_P1P2)
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set_chr_target_chr(CHR_TOPGUARD1, CHR_P1P2)
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set_chr_target_chr(CHR_TOPGUARD2, CHR_P1P2)
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@ -1959,7 +1959,7 @@ u8 func040d_cass[] = {
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endloop(0x25)
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label(0x26)
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unset_object_flag(OBJ_TOPROOMDOOR, OBJFLAG_02000000)
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unset_object_flag(OBJ_TOPROOMDOOR, OBJFLAG_CANNOT_ACTIVATE)
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grant_control(CHR_BOND)
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close_door(OBJ_TOPROOMDOOR)
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if_chr_in_room(CHR_BOND, 0x00, 0x0045, /*goto*/ 0x20)
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@ -1975,7 +1975,7 @@ u8 func040d_cass[] = {
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goto_next(0x00)
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label(0x89)
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unset_object_flag(OBJ_TOPROOMDOOR, OBJFLAG_02000000)
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unset_object_flag(OBJ_TOPROOMDOOR, OBJFLAG_CANNOT_ACTIVATE)
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restart_timer
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beginloop(0x8a)
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@ -2108,7 +2108,7 @@ u8 func101f_unlock_top_door[] = {
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label(0x20)
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unlock_door(OBJ_TOPROOMDOOR, 0x02)
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unset_object_flag2(OBJ_TOPROOMDOOR, OBJFLAG2_20000000)
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unset_object_flag2(OBJ_TOPROOMDOOR, OBJFLAG2_AICANNOTUSE)
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set_ailist(CHR_SELF, GAILIST_IDLE)
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endlist
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};
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@ -2931,7 +2931,7 @@ u8 func101a_set_rocketlauncher_flag[] = {
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if_difficulty_lt(DIFF_SA, /*goto*/ 0x20)
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// SA and PA
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set_object_flag2(OBJ_ROCKETLAUNCHER, OBJFLAG2_20000000)
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set_object_flag2(OBJ_ROCKETLAUNCHER, OBJFLAG2_AICANNOTUSE)
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label(0x20)
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set_ailist(CHR_SELF, GAILIST_IDLE)
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@ -3525,17 +3525,17 @@ u8 func1018_safe_switch[] = {
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set_object_flag(OBJ_SAFEDOOR, OBJFLAG_40000000)
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unset_object_flag2(OBJ_FLIGHTPLANS, OBJFLAG2_INVISIBLE)
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unset_object_flag(OBJ_FLIGHTPLANS, OBJFLAG_00100000)
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unset_object_flag(OBJ_FLIGHTPLANS, OBJFLAG_UNCOLLECTABLE)
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set_object_flag(OBJ_FLIGHTPLANS, OBJFLAG_COLLECTABLE)
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set_object_flag2(OBJ_FLIGHTPLANS, OBJFLAG2_00001000)
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// 0x32 = a shield
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set_object_flag2(0x34, OBJFLAG2_00001000)
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unset_object_flag(0x34, OBJFLAG_00100000)
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unset_object_flag(0x34, OBJFLAG_UNCOLLECTABLE)
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// 0x32 = invalid object
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unset_object_flag2(0x32, OBJFLAG2_INVISIBLE)
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unset_object_flag(0x32, OBJFLAG_00100000)
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unset_object_flag(0x32, OBJFLAG_UNCOLLECTABLE)
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label(0x31)
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@ -3568,7 +3568,7 @@ u8 func1018_safe_switch_cover[] = {
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endloop(0x04)
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label(0x31)
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set_object_flag(OBJ_SAFE_SWITCH_COVER, OBJFLAG_02000000)
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set_object_flag(OBJ_SAFE_SWITCH_COVER, OBJFLAG_CANNOT_ACTIVATE)
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set_ailist(CHR_SELF, GAILIST_IDLE)
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endlist
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};
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@ -3953,9 +3953,9 @@ u8 func1023_check_office2_dead[] = {
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};
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u8 func1024_double_dy357[] = {
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set_object_flag(0x30, OBJFLAG_00100000)
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set_object_flag(0x30, OBJFLAG_UNCOLLECTABLE)
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set_object_flag2(0x30, OBJFLAG2_INVISIBLE)
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set_object_flag(0x31, OBJFLAG_00100000)
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set_object_flag(0x31, OBJFLAG_UNCOLLECTABLE)
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set_object_flag2(0x31, OBJFLAG2_INVISIBLE)
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beginloop(0x00)
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@ -3967,9 +3967,9 @@ u8 func1024_double_dy357[] = {
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endloop(0x00)
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label(0x31)
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unset_object_flag(0x30, OBJFLAG_00100000)
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unset_object_flag(0x30, OBJFLAG_UNCOLLECTABLE)
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unset_object_flag2(0x30, OBJFLAG2_INVISIBLE)
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unset_object_flag(0x31, OBJFLAG_00100000)
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unset_object_flag(0x31, OBJFLAG_UNCOLLECTABLE)
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unset_object_flag2(0x31, OBJFLAG2_INVISIBLE)
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set_ailist(CHR_SELF, GAILIST_IDLE)
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endlist
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@ -2843,8 +2843,8 @@ u8 func101e_alarm_images[] = {
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endloop(0x00)
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label(0x07)
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set_object_flag(0x27, OBJFLAG_00100000)
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set_object_flag(0x28, OBJFLAG_00100000)
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set_object_flag(0x27, OBJFLAG_UNCOLLECTABLE)
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set_object_flag(0x28, OBJFLAG_UNCOLLECTABLE)
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set_object_flag2(0x27, OBJFLAG2_INVISIBLE)
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set_object_flag2(0x28, OBJFLAG2_INVISIBLE)
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set_object_image(0x21, 0x00, 0x0f)
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@ -1110,12 +1110,12 @@ u8 func0402_init_swat2[] = {
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};
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u8 func100a_give_keycards[] = {
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set_object_flag(OBJ_KEYCARD1, OBJFLAG_00100000)
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set_object_flag(OBJ_KEYCARD1, OBJFLAG_UNCOLLECTABLE)
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set_object_flag2(OBJ_KEYCARD1, OBJFLAG2_INVISIBLE)
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set_object_flag(OBJ_KEYCARD2, OBJFLAG_00100000)
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set_object_flag(OBJ_KEYCARD2, OBJFLAG_UNCOLLECTABLE)
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set_object_flag2(OBJ_KEYCARD2, OBJFLAG2_INVISIBLE)
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set_object_flag2(OBJ_CROSSBOW, OBJFLAG2_INVISIBLE)
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set_object_flag(OBJ_CROSSBOW, OBJFLAG_00100000)
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set_object_flag(OBJ_CROSSBOW, OBJFLAG_UNCOLLECTABLE)
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set_chr_chrflag(CHR_CLOAK_1A, CHRCFLAG_KILLCOUNTABLE)
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set_chr_chrflag(CHR_CLOAK_1B, CHRCFLAG_KILLCOUNTABLE)
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@ -1147,10 +1147,10 @@ u8 func100a_give_keycards[] = {
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set_target_chr(CHR_CLOAK_1B)
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label(0x2c)
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unset_object_flag(OBJ_KEYCARD1, OBJFLAG_00100000)
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unset_object_flag(OBJ_KEYCARD1, OBJFLAG_UNCOLLECTABLE)
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unset_object_flag2(OBJ_KEYCARD1, OBJFLAG2_INVISIBLE)
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unset_object_flag2(OBJ_CROSSBOW, OBJFLAG2_INVISIBLE)
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unset_object_flag(OBJ_CROSSBOW, OBJFLAG_00100000)
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unset_object_flag(OBJ_CROSSBOW, OBJFLAG_UNCOLLECTABLE)
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// Wait for the chr who holds the keycard to die
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beginloop(0x55)
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@ -1161,7 +1161,7 @@ u8 func100a_give_keycards[] = {
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label(0x2c)
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set_object_flag2(OBJ_CROSSBOW, OBJFLAG2_INVISIBLE)
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set_object_flag(OBJ_CROSSBOW, OBJFLAG_00100000)
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set_object_flag(OBJ_CROSSBOW, OBJFLAG_UNCOLLECTABLE)
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hide_object(OBJ_CROSSBOW)
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beginloop(0x08)
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@ -1204,7 +1204,7 @@ u8 func100a_give_keycards[] = {
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dprint 'G','I','V','E',' ','T','O','7',0,
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label(0x2c)
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unset_object_flag(OBJ_KEYCARD2, OBJFLAG_00100000)
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unset_object_flag(OBJ_KEYCARD2, OBJFLAG_UNCOLLECTABLE)
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unset_object_flag2(OBJ_KEYCARD2, OBJFLAG2_INVISIBLE)
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set_ailist(CHR_SELF, GAILIST_IDLE)
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endlist
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@ -1248,18 +1248,18 @@ u8 func100e_check_conspirators_alerted[] = {
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// These objects are doors
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label(0x06)
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unset_object_flag2(0x3f, OBJFLAG2_20000000)
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unset_object_flag2(0x40, OBJFLAG2_20000000)
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unset_object_flag2(0x41, OBJFLAG2_20000000)
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unset_object_flag2(0x42, OBJFLAG2_20000000)
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unset_object_flag2(0x43, OBJFLAG2_20000000)
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unset_object_flag2(0x44, OBJFLAG2_20000000)
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unset_object_flag2(0x45, OBJFLAG2_20000000)
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unset_object_flag2(0x46, OBJFLAG2_20000000)
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unset_object_flag2(0x34, OBJFLAG2_20000000)
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unset_object_flag2(0x35, OBJFLAG2_20000000)
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unset_object_flag2(0x36, OBJFLAG2_20000000)
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unset_object_flag2(0x37, OBJFLAG2_20000000)
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unset_object_flag2(0x3f, OBJFLAG2_AICANNOTUSE)
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unset_object_flag2(0x40, OBJFLAG2_AICANNOTUSE)
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unset_object_flag2(0x41, OBJFLAG2_AICANNOTUSE)
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unset_object_flag2(0x42, OBJFLAG2_AICANNOTUSE)
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unset_object_flag2(0x43, OBJFLAG2_AICANNOTUSE)
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unset_object_flag2(0x44, OBJFLAG2_AICANNOTUSE)
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unset_object_flag2(0x45, OBJFLAG2_AICANNOTUSE)
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unset_object_flag2(0x46, OBJFLAG2_AICANNOTUSE)
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unset_object_flag2(0x34, OBJFLAG2_AICANNOTUSE)
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unset_object_flag2(0x35, OBJFLAG2_AICANNOTUSE)
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unset_object_flag2(0x36, OBJFLAG2_AICANNOTUSE)
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unset_object_flag2(0x37, OBJFLAG2_AICANNOTUSE)
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set_stage_flag(STAGEFLAG_ALARM_SOUNDING)
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if_stage_flag_eq(STAGEFLAG_MEETING_STARTED, TRUE, /*goto*/ 0x06)
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@ -1375,7 +1375,7 @@ u8 func1010_safe_cracking[] = {
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control_sound_from_object(CHANNEL_1, OBJ_SAFEKEYPAD, TRUE)
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message(CHR_P1P2, 0x1825) // "Door Decoder finished - door unlocked."
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unlock_door(OBJ_SAFEDOOR, 0x40)
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unset_object_flag2(OBJ_SAFEDOOR, OBJFLAG2_20000000)
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unset_object_flag2(OBJ_SAFEDOOR, OBJFLAG2_AICANNOTUSE)
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open_door(OBJ_SAFEDOOR)
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hide_countdown_timer
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set_ailist(CHR_SELF, GAILIST_IDLE)
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@ -2377,10 +2377,10 @@ u8 func101b_cloak2_entry[] = {
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lock_door(0x35, 0x10)
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lock_door(0x36, 0x10)
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lock_door(0x37, 0x10)
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set_object_flag2(0x34, OBJFLAG2_10000000)
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set_object_flag2(0x35, OBJFLAG2_10000000)
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set_object_flag2(0x36, OBJFLAG2_08000000)
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set_object_flag2(0x37, OBJFLAG2_10000000)
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set_object_flag2(0x34, OBJFLAG2_LOCKEDBACK)
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set_object_flag2(0x35, OBJFLAG2_LOCKEDBACK)
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set_object_flag2(0x36, OBJFLAG2_LOCKEDFRONT)
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set_object_flag2(0x37, OBJFLAG2_LOCKEDBACK)
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close_door(0x34)
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close_door(0x35)
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close_door(0x36)
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@ -810,7 +810,7 @@ u8 func1002_devicetraining_camspy[] = {
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lock_door(0x89, 0x40)
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show_object(OBJ_CAMSPY)
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move_object_to_pad(OBJ_CAMSPY, 0x011d)
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unset_object_flag(OBJ_CAMSPY, OBJFLAG_00100000)
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unset_object_flag(OBJ_CAMSPY, OBJFLAG_UNCOLLECTABLE)
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unset_object_flag2(OBJ_CAMSPY, OBJFLAG2_INVISIBLE)
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unset_stage_flag(STAGEFLAG_TRIGGER_CANNOTEXIT_MSG)
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close_door(0x31)
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@ -924,7 +924,7 @@ u8 func1003_devicetraining_nightvision[] = {
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lock_door(0x89, 0x40)
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show_object(0x27)
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move_object_to_pad(0x27, 0x011d)
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unset_object_flag(0x27, OBJFLAG_00100000)
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unset_object_flag(0x27, OBJFLAG_UNCOLLECTABLE)
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unset_object_flag2(0x27, OBJFLAG2_INVISIBLE)
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unset_stage_flag(STAGEFLAG_TRIGGER_CANNOTEXIT_MSG)
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close_door(0x31)
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@ -1058,7 +1058,7 @@ u8 func1004_devicetraining_doordecoder[] = {
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lock_door(0x89, 0x40)
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show_object(0x28)
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move_object_to_pad(0x28, 0x011d)
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unset_object_flag(0x28, OBJFLAG_00100000)
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unset_object_flag(0x28, OBJFLAG_UNCOLLECTABLE)
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unset_object_flag2(0x28, OBJFLAG2_INVISIBLE)
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unset_stage_flag(STAGEFLAG_TRIGGER_CANNOTEXIT_MSG)
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close_door(0x31)
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@ -1221,7 +1221,7 @@ u8 func1005_devicetraining_xray[] = {
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dprint 't','r','a','i','n','i','n','g',0,
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show_object(0x29)
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move_object_to_pad(0x29, 0x011d)
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unset_object_flag(0x29, OBJFLAG_00100000)
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unset_object_flag(0x29, OBJFLAG_UNCOLLECTABLE)
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unset_object_flag2(0x29, OBJFLAG2_INVISIBLE)
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unset_object_flag2(0x38, OBJFLAG2_00000001)
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unset_object_flag2(0x39, OBJFLAG2_00000001)
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@ -1244,13 +1244,13 @@ u8 func1005_devicetraining_xray[] = {
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beginloop(0x86)
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if_chr_has_weapon_equipped(CHR_BOND, WEAPON_XRAYSCANNER, /*goto*/ 0x2f)
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set_object_flag(0x38, OBJFLAG_02000000)
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set_object_flag(0x39, OBJFLAG_02000000)
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set_object_flag(0x38, OBJFLAG_CANNOT_ACTIVATE)
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set_object_flag(0x39, OBJFLAG_CANNOT_ACTIVATE)
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goto_next(0x30)
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label(0x2f)
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unset_object_flag(0x38, OBJFLAG_02000000)
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unset_object_flag(0x39, OBJFLAG_02000000)
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unset_object_flag(0x38, OBJFLAG_CANNOT_ACTIVATE)
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unset_object_flag(0x39, OBJFLAG_CANNOT_ACTIVATE)
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label(0x30)
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if_stage_flag_eq(STAGEFLAG_DEVICE_ABORTING, TRUE, /*goto*/ 0x90)
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if_chr_activated_object(CHR_BOND, 0x31, /*goto*/ 0x57)
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@ -1298,13 +1298,13 @@ u8 func1005_devicetraining_xray[] = {
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set_stage_flag(STAGEFLAG_TRIGGER_CANNOTEXIT_MSG)
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label(0x59)
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if_chr_has_weapon_equipped(CHR_BOND, WEAPON_XRAYSCANNER, /*goto*/ 0x2f)
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set_object_flag(0x38, OBJFLAG_02000000)
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set_object_flag(0x39, OBJFLAG_02000000)
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set_object_flag(0x38, OBJFLAG_CANNOT_ACTIVATE)
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set_object_flag(0x39, OBJFLAG_CANNOT_ACTIVATE)
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goto_next(0x30)
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label(0x2f)
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unset_object_flag(0x38, OBJFLAG_02000000)
|
||||
unset_object_flag(0x39, OBJFLAG_02000000)
|
||||
unset_object_flag(0x38, OBJFLAG_CANNOT_ACTIVATE)
|
||||
unset_object_flag(0x39, OBJFLAG_CANNOT_ACTIVATE)
|
||||
label(0x30)
|
||||
if_chr_activated_object(CHR_BOND, 0x38, /*goto*/ 0x5b)
|
||||
if_chr_activated_object(CHR_BOND, 0x39, /*goto*/ 0x5c)
|
||||
|
|
@ -1433,7 +1433,7 @@ u8 func1006_devicetraining_disguise[] = {
|
|||
dprint 't','r','a','i','n','i','n','g',0,
|
||||
show_object(0x2a)
|
||||
move_object_to_pad(0x2a, 0x011d)
|
||||
unset_object_flag(0x2a, OBJFLAG_00100000)
|
||||
unset_object_flag(0x2a, OBJFLAG_UNCOLLECTABLE)
|
||||
unset_object_flag2(0x2a, OBJFLAG2_INVISIBLE)
|
||||
set_ailist(0x03, AILIST_GRIMSHAW_DISGUISE)
|
||||
unset_stage_flag(STAGEFLAG_TRIGGER_CANNOTEXIT_MSG)
|
||||
|
|
@ -1576,7 +1576,7 @@ u8 func1007_devicetrainign_ir[] = {
|
|||
dprint 't','r','a','i','n','i','n','g',0,
|
||||
show_object(0x2b)
|
||||
move_object_to_pad(0x2b, 0x011d)
|
||||
unset_object_flag(0x2b, OBJFLAG_00100000)
|
||||
unset_object_flag(0x2b, OBJFLAG_UNCOLLECTABLE)
|
||||
unset_object_flag2(0x2b, OBJFLAG2_INVISIBLE)
|
||||
unset_stage_flag(STAGEFLAG_TRIGGER_CANNOTEXIT_MSG)
|
||||
close_door(0x31)
|
||||
|
|
@ -1597,10 +1597,10 @@ u8 func1007_devicetrainign_ir[] = {
|
|||
|
||||
beginloop(0x86)
|
||||
if_chr_has_weapon_equipped(CHR_BOND, WEAPON_IRSCANNER, /*goto*/ 0x2f)
|
||||
set_object_flag(0x37, OBJFLAG_02000000)
|
||||
set_object_flag(0x37, OBJFLAG_CANNOT_ACTIVATE)
|
||||
goto_next(0x30)
|
||||
label(0x2f)
|
||||
unset_object_flag(0x37, OBJFLAG_02000000)
|
||||
unset_object_flag(0x37, OBJFLAG_CANNOT_ACTIVATE)
|
||||
label(0x30)
|
||||
if_stage_flag_eq(STAGEFLAG_DEVICE_ABORTING, TRUE, /*goto*/ 0x90)
|
||||
if_chr_activated_object(CHR_BOND, 0x31, /*goto*/ 0x57)
|
||||
|
|
@ -1626,11 +1626,11 @@ u8 func1007_devicetrainign_ir[] = {
|
|||
|
||||
beginloop(0x8e)
|
||||
if_chr_has_weapon_equipped(CHR_BOND, WEAPON_IRSCANNER, /*goto*/ 0x2f)
|
||||
set_object_flag(0x37, OBJFLAG_02000000)
|
||||
set_object_flag(0x37, OBJFLAG_CANNOT_ACTIVATE)
|
||||
goto_next(0x30)
|
||||
|
||||
label(0x2f)
|
||||
unset_object_flag(0x37, OBJFLAG_02000000)
|
||||
unset_object_flag(0x37, OBJFLAG_CANNOT_ACTIVATE)
|
||||
label(0x30)
|
||||
if_stage_flag_eq(STAGEFLAG_DEVICE_ABORTING, TRUE, /*goto*/ 0x90)
|
||||
if_chr_has_weapon_equipped(CHR_BOND, WEAPON_IRSCANNER, /*goto*/ 0x2f)
|
||||
|
|
@ -1646,10 +1646,10 @@ u8 func1007_devicetrainign_ir[] = {
|
|||
|
||||
beginloop(0x82)
|
||||
if_chr_has_weapon_equipped(CHR_BOND, WEAPON_IRSCANNER, /*goto*/ 0x2f)
|
||||
set_object_flag(0x37, OBJFLAG_02000000)
|
||||
set_object_flag(0x37, OBJFLAG_CANNOT_ACTIVATE)
|
||||
goto_next(0x30)
|
||||
label(0x2f)
|
||||
unset_object_flag(0x37, OBJFLAG_02000000)
|
||||
unset_object_flag(0x37, OBJFLAG_CANNOT_ACTIVATE)
|
||||
label(0x30)
|
||||
if_stage_flag_eq(STAGEFLAG_DEVICE_ABORTING, TRUE, /*goto*/ 0x90)
|
||||
if_door_state(0x31, (DOORSTATE_OPEN | DOORSTATE_OPENING), /*goto*/ 0x85)
|
||||
|
|
@ -1714,7 +1714,7 @@ u8 func1008_devicetraining_rtracker[] = {
|
|||
dprint 't','r','a','i','n','i','n','g',0,
|
||||
show_object(0x2c)
|
||||
move_object_to_pad(0x2c, 0x011d)
|
||||
unset_object_flag(0x2c, OBJFLAG_00100000)
|
||||
unset_object_flag(0x2c, OBJFLAG_UNCOLLECTABLE)
|
||||
unset_object_flag2(0x2c, OBJFLAG2_INVISIBLE)
|
||||
unset_stage_flag(STAGEFLAG_TRIGGER_CANNOTEXIT_MSG)
|
||||
close_door(0x31)
|
||||
|
|
@ -1767,7 +1767,7 @@ u8 func1008_devicetraining_rtracker[] = {
|
|||
goto_first(0x8d)
|
||||
|
||||
label(0x2f)
|
||||
unset_object_flag(0x36, OBJFLAG_00100000)
|
||||
unset_object_flag(0x36, OBJFLAG_UNCOLLECTABLE)
|
||||
unset_object_flag2(0x36, OBJFLAG2_INVISIBLE)
|
||||
show_object(0x36)
|
||||
move_object_to_pad(0x36, 0x011e)
|
||||
|
|
@ -1845,7 +1845,7 @@ u8 func1009_devicetraining_cloak[] = {
|
|||
move_object_to_pad(0x2d, 0x011d)
|
||||
unset_stage_flag(STAGEFLAG_CLOAK_FAILED)
|
||||
unset_stage_flag(STAGEFLAG_CLOAK_COMPLETE)
|
||||
unset_object_flag(0x2d, OBJFLAG_00100000)
|
||||
unset_object_flag(0x2d, OBJFLAG_UNCOLLECTABLE)
|
||||
unset_object_flag2(0x2d, OBJFLAG2_INVISIBLE)
|
||||
unset_stage_flag(STAGEFLAG_TRIGGER_CANNOTEXIT_MSG)
|
||||
close_door(0x31)
|
||||
|
|
@ -1994,7 +1994,7 @@ u8 func100a_devicetraining_ecmmine[] = {
|
|||
lock_door(0x89, 0x40)
|
||||
show_object(0x2e)
|
||||
move_object_to_pad(0x2e, 0x011d)
|
||||
unset_object_flag(0x2e, OBJFLAG_00100000)
|
||||
unset_object_flag(0x2e, OBJFLAG_UNCOLLECTABLE)
|
||||
unset_object_flag2(0x2e, OBJFLAG2_INVISIBLE)
|
||||
unset_stage_flag(STAGEFLAG_TRIGGER_CANNOTEXIT_MSG)
|
||||
close_door(0x31)
|
||||
|
|
@ -2141,7 +2141,7 @@ u8 func100b_devicetraining_uplink[] = {
|
|||
unset_stage_flag(STAGEFLAG_TRIGGER_DEVICE_FAILURE)
|
||||
show_object(0x2f)
|
||||
move_object_to_pad(0x2f, 0x0131)
|
||||
unset_object_flag(0x2f, OBJFLAG_00100000)
|
||||
unset_object_flag(0x2f, OBJFLAG_UNCOLLECTABLE)
|
||||
unset_object_flag2(0x2f, OBJFLAG2_INVISIBLE)
|
||||
dprint 't','r','a','i','n','i','n','g',0,
|
||||
close_door(0x31)
|
||||
|
|
|
|||
|
|
@ -1309,9 +1309,9 @@ u8 func1009_weaponscache[] = {
|
|||
control_sound_from_object(CHANNEL_5, OBJ_CMP150_1, TRUE)
|
||||
hide_object(OBJ_CACHEDOOR1)
|
||||
hide_object(OBJ_CACHEDOOR2)
|
||||
unset_object_flag(OBJ_CMP150_1, OBJFLAG_00100000)
|
||||
unset_object_flag(OBJ_CMP150_1, OBJFLAG_UNCOLLECTABLE)
|
||||
unset_object_flag2(OBJ_CMP150_1, OBJFLAG2_INVISIBLE)
|
||||
unset_object_flag(OBJ_CMP150_2, OBJFLAG_00100000)
|
||||
unset_object_flag(OBJ_CMP150_2, OBJFLAG_UNCOLLECTABLE)
|
||||
unset_object_flag2(OBJ_CMP150_2, OBJFLAG2_INVISIBLE)
|
||||
set_object_flag2(OBJ_CMP150_1, OBJFLAG2_00001000)
|
||||
set_object_flag2(OBJ_CMP150_2, OBJFLAG2_00001000)
|
||||
|
|
|
|||
|
|
@ -2082,7 +2082,7 @@ u8 func1009_windmill_switch[] = {
|
|||
message(CHR_P1P2, 0x2012) // "Windmill has been reactivated."
|
||||
yield
|
||||
set_stage_flag(STAGEFLAG_WINDMILL_ACTIVATED)
|
||||
set_object_flag2(OBJ_WINDMILL, OBJFLAG2_20000000)
|
||||
set_object_flag2(OBJ_WINDMILL, OBJFLAG2_AICANNOTUSE)
|
||||
unlock_door(0x06, 0x02)
|
||||
unlock_door(0x07, 0x02)
|
||||
set_ailist(CHR_SELF, GAILIST_IDLE)
|
||||
|
|
@ -2423,7 +2423,7 @@ u8 func1014_give_keycard[] = {
|
|||
set_chr_chrflag(CHR_BASEMENT7, CHRCFLAG_KILLCOUNTABLE)
|
||||
set_chr_chrflag(CHR_BASEMENT8, CHRCFLAG_KILLCOUNTABLE)
|
||||
set_chr_chrflag(CHR_BASEMENT9, CHRCFLAG_KILLCOUNTABLE)
|
||||
set_object_flag(OBJ_KEYCARD, OBJFLAG_00100000)
|
||||
set_object_flag(OBJ_KEYCARD, OBJFLAG_UNCOLLECTABLE)
|
||||
set_object_flag2(OBJ_KEYCARD, OBJFLAG2_INVISIBLE)
|
||||
|
||||
// Wait until one basement guard remaining
|
||||
|
|
@ -2458,7 +2458,7 @@ u8 func1014_give_keycard[] = {
|
|||
|
||||
// Gave key
|
||||
label(0x09)
|
||||
unset_object_flag(OBJ_KEYCARD, OBJFLAG_00100000)
|
||||
unset_object_flag(OBJ_KEYCARD, OBJFLAG_UNCOLLECTABLE)
|
||||
unset_object_flag2(OBJ_KEYCARD, OBJFLAG2_INVISIBLE)
|
||||
set_ailist(CHR_SELF, GAILIST_IDLE)
|
||||
endlist
|
||||
|
|
@ -2931,8 +2931,8 @@ u8 func101d_dual_cmp150[] = {
|
|||
endloop(0x08)
|
||||
|
||||
label(0x2d)
|
||||
unset_object_flag(OBJ_CMP150_1, OBJFLAG_00100000)
|
||||
unset_object_flag(OBJ_CMP150_2, OBJFLAG_00100000)
|
||||
unset_object_flag(OBJ_CMP150_1, OBJFLAG_UNCOLLECTABLE)
|
||||
unset_object_flag(OBJ_CMP150_2, OBJFLAG_UNCOLLECTABLE)
|
||||
unset_object_flag2(OBJ_CMP150_1, OBJFLAG2_INVISIBLE)
|
||||
unset_object_flag2(OBJ_CMP150_1, OBJFLAG2_INVISIBLE)
|
||||
|
||||
|
|
|
|||
|
|
@ -2956,7 +2956,7 @@ u8 func1015_firingrange_pc[] = {
|
|||
|
||||
label(0x08)
|
||||
message(CHR_P1P2, 0x221f) // "Emergency overrides have been engaged."
|
||||
unset_object_flag(OBJ_RCP120, OBJFLAG_00100000)
|
||||
unset_object_flag(OBJ_RCP120, OBJFLAG_UNCOLLECTABLE)
|
||||
unset_object_flag(OBJ_RCP120_GLASS, OBJFLAG_INVINCIBLE)
|
||||
destroy_object(OBJ_RCP120_GLASS)
|
||||
set_ailist(CHR_SELF, GAILIST_IDLE)
|
||||
|
|
@ -3686,8 +3686,8 @@ u8 func100e_setup_firingrange_doors[] = {
|
|||
|
||||
// Unset some flags on them
|
||||
label(0x2e)
|
||||
unset_object_flag2(0x23, OBJFLAG2_20000000)
|
||||
unset_object_flag2(0x24, OBJFLAG2_20000000)
|
||||
unset_object_flag2(0x23, OBJFLAG2_AICANNOTUSE)
|
||||
unset_object_flag2(0x24, OBJFLAG2_AICANNOTUSE)
|
||||
set_ailist(CHR_SELF, GAILIST_IDLE)
|
||||
endlist
|
||||
};
|
||||
|
|
|
|||
|
|
@ -575,10 +575,10 @@ u8 func1019_check_shields_lowered[] = {
|
|||
|
||||
u8 func1004_check_hangar_doors_opened[] = {
|
||||
yield
|
||||
set_object_flag(OBJ_HANGARDOOR1, OBJFLAG_02000000)
|
||||
set_object_flag(OBJ_HANGARDOOR2, OBJFLAG_02000000)
|
||||
set_object_flag(OBJ_HANGARDOOR3, OBJFLAG_02000000)
|
||||
set_object_flag(OBJ_HANGARDOOR4, OBJFLAG_02000000)
|
||||
set_object_flag(OBJ_HANGARDOOR1, OBJFLAG_CANNOT_ACTIVATE)
|
||||
set_object_flag(OBJ_HANGARDOOR2, OBJFLAG_CANNOT_ACTIVATE)
|
||||
set_object_flag(OBJ_HANGARDOOR3, OBJFLAG_CANNOT_ACTIVATE)
|
||||
set_object_flag(OBJ_HANGARDOOR4, OBJFLAG_CANNOT_ACTIVATE)
|
||||
|
||||
beginloop(0x04)
|
||||
chr_toggle_p1p2(CHR_SELF)
|
||||
|
|
@ -1385,8 +1385,8 @@ u8 func1008_hangar_lifts[] = {
|
|||
// attempting to warp him.
|
||||
beginloop(0x64)
|
||||
set_object_flag(OBJ_HANGARLIFT_ELVIS, OBJFLAG_DEACTIVATED)
|
||||
unset_object_flag(0x3b, OBJFLAG_02000000)
|
||||
unset_object_flag(0x3c, OBJFLAG_02000000)
|
||||
unset_object_flag(0x3b, OBJFLAG_CANNOT_ACTIVATE)
|
||||
unset_object_flag(0x3c, OBJFLAG_CANNOT_ACTIVATE)
|
||||
unset_chr_hiddenflag(CHR_BOND, CHRHFLAG_TRIGGER_BUDDY_WARP)
|
||||
if_chr_y(CHR_ELVIS, 400, OPERATOR_LESS_THAN, /*goto*/ 0x06)
|
||||
goto_next(0x68)
|
||||
|
|
@ -1974,8 +1974,8 @@ u8 func100d_prebridgelift[] = {
|
|||
label(0x2c)
|
||||
label(0x64)
|
||||
set_object_flag(OBJ_PREBRIDGELIFT, OBJFLAG_DEACTIVATED)
|
||||
unset_object_flag(0x3d, OBJFLAG_02000000)
|
||||
unset_object_flag(0x3e, OBJFLAG_02000000)
|
||||
unset_object_flag(0x3d, OBJFLAG_CANNOT_ACTIVATE)
|
||||
unset_object_flag(0x3e, OBJFLAG_CANNOT_ACTIVATE)
|
||||
|
||||
// Wait until lift called at bottom by buddy or counterop
|
||||
beginloop(0x68)
|
||||
|
|
@ -2056,8 +2056,8 @@ u8 func100e_bridgelift[] = {
|
|||
// Deactive lift
|
||||
label(0x64)
|
||||
set_object_flag(OBJ_BRIDGELIFT, OBJFLAG_DEACTIVATED)
|
||||
unset_object_flag(0x2f, OBJFLAG_02000000)
|
||||
unset_object_flag(0x30, OBJFLAG_02000000)
|
||||
unset_object_flag(0x2f, OBJFLAG_CANNOT_ACTIVATE)
|
||||
unset_object_flag(0x30, OBJFLAG_CANNOT_ACTIVATE)
|
||||
|
||||
// Wait until lift called from below by buddy or counterop
|
||||
beginloop(0x68)
|
||||
|
|
@ -3481,10 +3481,10 @@ u8 func040c_elvis_run_from_engineroom[] = {
|
|||
u8 func101f_enable_bridge_skedar[] = {
|
||||
lock_door(0x41, 0x80)
|
||||
lock_door(0x42, 0x80)
|
||||
set_object_flag2(0x41, OBJFLAG2_10000000)
|
||||
set_object_flag2(0x42, OBJFLAG2_08000000)
|
||||
set_object_flag2(0x41, OBJFLAG2_20000000)
|
||||
set_object_flag2(0x42, OBJFLAG2_20000000)
|
||||
set_object_flag2(0x41, OBJFLAG2_LOCKEDBACK)
|
||||
set_object_flag2(0x42, OBJFLAG2_LOCKEDFRONT)
|
||||
set_object_flag2(0x41, OBJFLAG2_AICANNOTUSE)
|
||||
set_object_flag2(0x42, OBJFLAG2_AICANNOTUSE)
|
||||
|
||||
// Wait until first 4 objectives complete
|
||||
beginloop(0x04)
|
||||
|
|
@ -3508,10 +3508,10 @@ u8 func101f_enable_bridge_skedar[] = {
|
|||
label(0x2c)
|
||||
unlock_door(0x41, 0x80)
|
||||
unlock_door(0x42, 0x80)
|
||||
unset_object_flag2(0x41, OBJFLAG2_10000000)
|
||||
unset_object_flag2(0x42, OBJFLAG2_08000000)
|
||||
unset_object_flag2(0x41, OBJFLAG2_20000000)
|
||||
unset_object_flag2(0x42, OBJFLAG2_20000000)
|
||||
unset_object_flag2(0x41, OBJFLAG2_LOCKEDBACK)
|
||||
unset_object_flag2(0x42, OBJFLAG2_LOCKEDFRONT)
|
||||
unset_object_flag2(0x41, OBJFLAG2_AICANNOTUSE)
|
||||
unset_object_flag2(0x42, OBJFLAG2_AICANNOTUSE)
|
||||
show_chr(0x21)
|
||||
show_chr(0x22)
|
||||
show_chr(CHR_BRIDGE1)
|
||||
|
|
|
|||
|
|
@ -1597,14 +1597,14 @@ u8 func100a_random_doors[] = {
|
|||
endloop(0x04)
|
||||
|
||||
label(0x06)
|
||||
set_object_flag(0x07, OBJFLAG_02000000)
|
||||
set_object_flag(0x09, OBJFLAG_02000000)
|
||||
set_object_flag(0x0b, OBJFLAG_02000000)
|
||||
set_object_flag(0x0d, OBJFLAG_02000000)
|
||||
set_object_flag(0x08, OBJFLAG_02000000)
|
||||
set_object_flag(0x0a, OBJFLAG_02000000)
|
||||
set_object_flag(0x0c, OBJFLAG_02000000)
|
||||
set_object_flag(0x0e, OBJFLAG_02000000)
|
||||
set_object_flag(0x07, OBJFLAG_CANNOT_ACTIVATE)
|
||||
set_object_flag(0x09, OBJFLAG_CANNOT_ACTIVATE)
|
||||
set_object_flag(0x0b, OBJFLAG_CANNOT_ACTIVATE)
|
||||
set_object_flag(0x0d, OBJFLAG_CANNOT_ACTIVATE)
|
||||
set_object_flag(0x08, OBJFLAG_CANNOT_ACTIVATE)
|
||||
set_object_flag(0x0a, OBJFLAG_CANNOT_ACTIVATE)
|
||||
set_object_flag(0x0c, OBJFLAG_CANNOT_ACTIVATE)
|
||||
set_object_flag(0x0e, OBJFLAG_CANNOT_ACTIVATE)
|
||||
|
||||
beginloop(0x03)
|
||||
// 55 in 256 chance of doing anything on a given frame
|
||||
|
|
@ -1812,8 +1812,8 @@ u8 func0418_doorman[] = {
|
|||
|
||||
// Unlocking
|
||||
label(0x06)
|
||||
unset_object_flag2(0x4a, OBJFLAG2_20000000)
|
||||
unset_object_flag2(0x4b, OBJFLAG2_20000000)
|
||||
unset_object_flag2(0x4a, OBJFLAG2_AICANNOTUSE)
|
||||
unset_object_flag2(0x4b, OBJFLAG2_AICANNOTUSE)
|
||||
unlock_door(0x4a, 0x40)
|
||||
unlock_door(0x4b, 0x40)
|
||||
open_door(0x4a)
|
||||
|
|
|
|||
|
|
@ -4475,7 +4475,7 @@ u8 func102b_proxymines[] = {
|
|||
endloop(0x04)
|
||||
|
||||
label(0x2e)
|
||||
set_object_flag(OBJ_PROXYMINES, OBJFLAG_00100000)
|
||||
set_object_flag(OBJ_PROXYMINES, OBJFLAG_UNCOLLECTABLE)
|
||||
set_object_flag2(OBJ_PROXYMINES, OBJFLAG2_INVISIBLE)
|
||||
|
||||
label(0x06)
|
||||
|
|
@ -4491,8 +4491,8 @@ u8 func102c_lock_doors[] = {
|
|||
// PA
|
||||
lock_door(0xb1, 0x80)
|
||||
lock_door(0xb2, 0x80)
|
||||
set_object_flag2(0xb1, OBJFLAG2_20000000)
|
||||
set_object_flag2(0xb2, OBJFLAG2_20000000)
|
||||
set_object_flag2(0xb1, OBJFLAG2_AICANNOTUSE)
|
||||
set_object_flag2(0xb2, OBJFLAG2_AICANNOTUSE)
|
||||
|
||||
// A and SA
|
||||
label(0x2e)
|
||||
|
|
@ -4591,8 +4591,8 @@ u8 func102f_unlock_drcaroll_door[] = {
|
|||
label(0x2e)
|
||||
unlock_door(0x75, 0x02)
|
||||
unlock_door(0x76, 0x02)
|
||||
unset_object_flag2(0x75, OBJFLAG2_20000000)
|
||||
unset_object_flag2(0x76, OBJFLAG2_20000000)
|
||||
unset_object_flag2(0x75, OBJFLAG2_AICANNOTUSE)
|
||||
unset_object_flag2(0x76, OBJFLAG2_AICANNOTUSE)
|
||||
set_ailist(CHR_SELF, GAILIST_IDLE)
|
||||
endlist
|
||||
};
|
||||
|
|
|
|||
|
|
@ -572,13 +572,13 @@ u8 func1024_give_objects[] = {
|
|||
|
||||
label(0x2d)
|
||||
set_object_flag2(OBJ_DATAUPLINK_BOND, OBJFLAG2_INVISIBLE)
|
||||
set_object_flag(OBJ_DATAUPLINK_BOND, OBJFLAG_00100000)
|
||||
set_object_flag(OBJ_DATAUPLINK_BOND, OBJFLAG_UNCOLLECTABLE)
|
||||
set_object_flag2(OBJ_REMOTEMINE_BOND, OBJFLAG2_INVISIBLE)
|
||||
set_object_flag(OBJ_REMOTEMINE_BOND, OBJFLAG_00100000)
|
||||
set_object_flag(OBJ_REMOTEMINE_BOND, OBJFLAG_UNCOLLECTABLE)
|
||||
set_object_flag2(OBJ_DATAUPLINK_COOP, OBJFLAG2_INVISIBLE)
|
||||
set_object_flag(OBJ_DATAUPLINK_COOP, OBJFLAG_00100000)
|
||||
set_object_flag(OBJ_DATAUPLINK_COOP, OBJFLAG_UNCOLLECTABLE)
|
||||
set_object_flag2(OBJ_REMOTEMINE_COOP, OBJFLAG2_INVISIBLE)
|
||||
set_object_flag(OBJ_REMOTEMINE_COOP, OBJFLAG_00100000)
|
||||
set_object_flag(OBJ_REMOTEMINE_COOP, OBJFLAG_UNCOLLECTABLE)
|
||||
|
||||
beginloop(0x04)
|
||||
chr_toggle_p1p2(CHR_SELF)
|
||||
|
|
|
|||
|
|
@ -1055,8 +1055,8 @@ u8 func100c_check_army_defeated[] = {
|
|||
endloop(0x91)
|
||||
|
||||
label(0x2d)
|
||||
unset_object_flag2(0x45, OBJFLAG2_08000000)
|
||||
unset_object_flag2(0x46, OBJFLAG2_10000000)
|
||||
unset_object_flag2(0x45, OBJFLAG2_LOCKEDFRONT)
|
||||
unset_object_flag2(0x46, OBJFLAG2_LOCKEDBACK)
|
||||
set_ailist(CHR_SELF, GAILIST_IDLE)
|
||||
endlist
|
||||
};
|
||||
|
|
@ -3585,9 +3585,9 @@ u8 func1020_show_phoenix[] = {
|
|||
if_object_in_good_condition(0x2c, /*goto*/ 0x2d)
|
||||
if_object_in_good_condition(0x2d, /*goto*/ 0x2d)
|
||||
if_object_in_good_condition(0x2e, /*goto*/ 0x2d)
|
||||
unset_object_flag(OBJ_PHOENIX1, OBJFLAG_00100000)
|
||||
unset_object_flag(OBJ_PHOENIX1, OBJFLAG_UNCOLLECTABLE)
|
||||
unset_object_flag2(OBJ_PHOENIX1, OBJFLAG2_INVISIBLE)
|
||||
unset_object_flag(OBJ_PHOENIX2, OBJFLAG_00100000)
|
||||
unset_object_flag(OBJ_PHOENIX2, OBJFLAG_UNCOLLECTABLE)
|
||||
unset_object_flag2(OBJ_PHOENIX2, OBJFLAG2_INVISIBLE)
|
||||
set_ailist(CHR_SELF, GAILIST_IDLE)
|
||||
label(0x2d)
|
||||
|
|
@ -3615,8 +3615,8 @@ u8 func1021_handle_mine[] = {
|
|||
|
||||
u8 func1022_armyroom_exitdoors[] = {
|
||||
yield
|
||||
set_object_flag2(0x45, OBJFLAG2_08000000)
|
||||
set_object_flag2(0x46, OBJFLAG2_10000000)
|
||||
set_object_flag2(0x45, OBJFLAG2_LOCKEDFRONT)
|
||||
set_object_flag2(0x46, OBJFLAG2_LOCKEDBACK)
|
||||
if_difficulty_gt(DIFF_SA, /*goto*/ 0x2d)
|
||||
|
||||
// A and SA
|
||||
|
|
@ -3625,8 +3625,8 @@ u8 func1022_armyroom_exitdoors[] = {
|
|||
endloop(0x91)
|
||||
|
||||
label(0x06)
|
||||
unset_object_flag2(0x45, OBJFLAG2_08000000)
|
||||
unset_object_flag2(0x46, OBJFLAG2_10000000)
|
||||
unset_object_flag2(0x45, OBJFLAG2_LOCKEDFRONT)
|
||||
unset_object_flag2(0x46, OBJFLAG2_LOCKEDBACK)
|
||||
|
||||
// All difficulties
|
||||
label(0x2d)
|
||||
|
|
|
|||
|
|
@ -742,8 +742,8 @@ u8 func1005_jon_msgs_meetup[] = {
|
|||
label(0x06)
|
||||
set_stage_flag(STAGEFLAG_ELVIS_STASHED)
|
||||
mute_channel(CHANNEL_0)
|
||||
unset_object_flag2(0x0d, OBJFLAG2_08000000)
|
||||
set_object_flag2(0x0d, OBJFLAG2_10000000)
|
||||
unset_object_flag2(0x0d, OBJFLAG2_LOCKEDFRONT)
|
||||
set_object_flag2(0x0d, OBJFLAG2_LOCKEDBACK)
|
||||
unlock_door(0x0d, 0x20)
|
||||
release_grabbed_object(CHR_BOND)
|
||||
yield
|
||||
|
|
@ -2967,7 +2967,7 @@ u8 func0c01_midcutscene[] = {
|
|||
set_object_flag3(0x11, OBJFLAG3_00000010)
|
||||
object_do_animation(0x01cf, 0x11, 0x04ff, 0xfe)
|
||||
|
||||
unset_object_flag2(0x0a, OBJFLAG2_20000000)
|
||||
unset_object_flag2(0x0a, OBJFLAG2_AICANNOTUSE)
|
||||
unset_chr_chrflag(CHR_ELVIS, CHRCFLAG_INVINCIBLE_TO_GUNFIRE)
|
||||
unset_chr_chrflag(CHR_JONATHAN, CHRCFLAG_INVINCIBLE_TO_GUNFIRE)
|
||||
set_ailist(CHR_JONATHAN, AILIST_JONATHAN_HANGAR)
|
||||
|
|
@ -3581,7 +3581,7 @@ u8 func102f_toggle_remotemines[] = {
|
|||
set_ailist(CHR_SELF, GAILIST_IDLE)
|
||||
|
||||
label(0x06)
|
||||
unset_object_flag(OBJ_REMOTEMINES, OBJFLAG_00100000)
|
||||
unset_object_flag(OBJ_REMOTEMINES, OBJFLAG_UNCOLLECTABLE)
|
||||
unset_object_flag2(OBJ_REMOTEMINES, OBJFLAG2_INVISIBLE)
|
||||
set_ailist(CHR_SELF, GAILIST_IDLE)
|
||||
endlist
|
||||
|
|
|
|||
|
|
@ -12543,7 +12543,7 @@ struct prop *chrGetEquippedWeaponPropWithCheck(struct chrdata *chr, s32 hand)
|
|||
if (prop) {
|
||||
struct weaponobj *weapon = prop->weapon;
|
||||
|
||||
if (!weaponHasFlag(weapon->weapon_id, 0x00000010)) {
|
||||
if (!weaponHasFlag(weapon->weapon_id, WEAPONFLAG_00000010)) {
|
||||
prop = NULL;
|
||||
}
|
||||
}
|
||||
|
|
@ -33291,7 +33291,7 @@ s32 chrConsiderGrenadeThrow(struct chrdata *chr, u32 entitytype, u32 entityid)
|
|||
|
||||
if (prop) {
|
||||
weapon = prop->weapon;
|
||||
weapon->hidden |= 0x00000800;
|
||||
weapon->hidden |= OBJHFLAG_00000800;
|
||||
chrThrowGrenade(chr, rightprop == NULL ? 0 : 1, true);
|
||||
chr->act_throwgrenade.entitytype = entitytype;
|
||||
chr->act_throwgrenade.entityid = entityid;
|
||||
|
|
@ -49032,7 +49032,7 @@ bool chrHasStageFlag(struct chrdata *chr, u32 flag)
|
|||
|
||||
bool chrHasHiddenFlag00000002(struct chrdata *chr)
|
||||
{
|
||||
return (chr->hidden & 0x00000002) != 0;
|
||||
return (chr->hidden & CHRHFLAG_00000002) != 0;
|
||||
}
|
||||
|
||||
void chrRestartTimer(struct chrdata *chr)
|
||||
|
|
|
|||
|
|
@ -2960,7 +2960,7 @@ bool aiIfGunUnclaimed(void)
|
|||
struct weaponobj *weapon = g_Vars.chrdata->gunprop->weapon;
|
||||
|
||||
if (weapon && weapon->prop) {
|
||||
weapon->flags |= 0x00400000;
|
||||
weapon->flags |= OBJFLAG_00400000;
|
||||
g_Vars.aioffset = chraiGoToLabel(g_Vars.ailist, g_Vars.aioffset, cmd[4]);
|
||||
} else {
|
||||
g_Vars.aioffset += 5;
|
||||
|
|
@ -3160,7 +3160,7 @@ bool aiDestroyObject(void)
|
|||
struct defaultobj *entity = obj->prop->obj;
|
||||
|
||||
if (entity->obj == 0xeb) {
|
||||
obj->flags = (obj->flags & 0xfffeffff) | 0x20000;
|
||||
obj->flags = (obj->flags & ~OBJFLAG_00010000) | OBJFLAG_INVINCIBLE;
|
||||
func0f129900(entity->prop, &entity->prop->pos, &entity->prop->rooms[0], 3, 0);
|
||||
func0f12e714(entity->prop, 0x16);
|
||||
} else {
|
||||
|
|
@ -3259,12 +3259,12 @@ bool aiChrDropWeapon(void)
|
|||
} else if (chr && chr->prop) {
|
||||
if (chr->weapons_held[0]) {
|
||||
func0f082964(chr->weapons_held[0], 1);
|
||||
chr->hidden = chr->hidden | 0x00000001;
|
||||
chr->hidden |= CHRHFLAG_00000001;
|
||||
}
|
||||
|
||||
if (chr->weapons_held[1]) {
|
||||
func0f082964(chr->weapons_held[1], 1);
|
||||
chr->hidden = chr->hidden | 0x00000001;
|
||||
chr->hidden |= CHRHFLAG_00000001;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -13927,15 +13927,15 @@ bool aiMiscellaneous(void)
|
|||
var8006ae28 = value;
|
||||
break;
|
||||
case 5:
|
||||
g_RoomPtrs[room_id].flags &= ~0x00004000;
|
||||
g_RoomPtrs[room_id].flags &= ~ROOMFLAG_00004000;
|
||||
if (value) {
|
||||
g_RoomPtrs[room_id].flags |= 0x00004000;
|
||||
g_RoomPtrs[room_id].flags |= ROOMFLAG_00004000;
|
||||
}
|
||||
break;
|
||||
case 6:
|
||||
g_RoomPtrs[room_id].flags &= ~0x00008000;
|
||||
g_RoomPtrs[room_id].flags &= ~ROOMFLAG_00008000;
|
||||
if (value) {
|
||||
g_RoomPtrs[room_id].flags |= 0x00008000;
|
||||
g_RoomPtrs[room_id].flags |= ROOMFLAG_00008000;
|
||||
}
|
||||
break;
|
||||
case 7:
|
||||
|
|
@ -13947,9 +13947,9 @@ bool aiMiscellaneous(void)
|
|||
case 9:
|
||||
for (i = 1; i < g_Vars.roomcount; i++) {
|
||||
if (value) {
|
||||
g_RoomPtrs[i].flags |= 0x00004000;
|
||||
g_RoomPtrs[i].flags |= ROOMFLAG_00004000;
|
||||
} else {
|
||||
g_RoomPtrs[i].flags &= ~0x00004000;
|
||||
g_RoomPtrs[i].flags &= ~ROOMFLAG_00004000;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
|
@ -14111,7 +14111,7 @@ bool aiChrKill(void)
|
|||
chr->act_dead.unk034 = 0;
|
||||
chr->act_dead.unk03c = 0;
|
||||
chr->sleep = 0;
|
||||
chr->chrflags |= 0x04000000 | 0x00010000;
|
||||
chr->chrflags |= CHRCFLAG_04000000 | CHRCFLAG_00010000;
|
||||
}
|
||||
|
||||
g_Vars.aioffset += 3;
|
||||
|
|
|
|||
|
|
@ -46188,7 +46188,7 @@ void func0f08e0c4(struct doorobj *door)
|
|||
|
||||
if (door->doortype == DOORTYPE_8) {
|
||||
struct obj44 *obj44 = door->base.unk44;
|
||||
door->base.flags |= OBJFLAG_02000000;
|
||||
door->base.flags |= OBJFLAG_CANNOT_ACTIVATE;
|
||||
door->perimfrac = 0;
|
||||
|
||||
if (obj44 && (door->base.flags & OBJFLAG_00000100)) {
|
||||
|
|
|
|||
|
|
@ -237,7 +237,7 @@
|
|||
#define CHRFLAG1_80000000 0x80000000 // Globals
|
||||
|
||||
// chr->hidden
|
||||
#define CHRHFLAG_00000001 0x00000001 // Not used in scripts - sunglasses?
|
||||
#define CHRHFLAG_00000001 0x00000001 // Set when chr drops weapon
|
||||
#define CHRHFLAG_00000002 0x00000002 // Not used in scripts
|
||||
#define CHRHFLAG_00000004 0x00000004 // Related to firing - hand 1
|
||||
#define CHRHFLAG_00000008 0x00000008 // Related to firing - hand 0
|
||||
|
|
@ -618,72 +618,72 @@
|
|||
#define NUM_WEAPONS 94
|
||||
|
||||
// obj->flags
|
||||
#define OBJFLAG_00000001 0x00000001 // Not used in scripts
|
||||
#define OBJFLAG_00000002 0x00000002 // Not used in scripts
|
||||
#define OBJFLAG_00000004 0x00000004 // Not used in scripts
|
||||
#define OBJFLAG_00000008 0x00000008 // Not used in scripts
|
||||
#define OBJFLAG_00000010 0x00000010 // Not used in scripts
|
||||
#define OBJFLAG_00000020 0x00000020 // Not used in scripts
|
||||
#define OBJFLAG_00000040 0x00000040 // Not used in scripts
|
||||
#define OBJFLAG_00000080 0x00000080 // Not used in scripts
|
||||
#define OBJFLAG_00000100 0x00000100 // G5 mines, Air Base brown door, AF1 grate and escape door, Defense shuttle, Ruins mines, MBR lift door
|
||||
#define OBJFLAG_00000200 0x00000200 // Not used in scripts
|
||||
#define OBJFLAG_00000001 0x00000001 // Editor: "Fall to Ground"
|
||||
#define OBJFLAG_00000002 0x00000002 // Editor: "In Air Rotated 90 Deg Upside-Down"
|
||||
#define OBJFLAG_00000004 0x00000004 // Editor: "In Air Upside-Down"
|
||||
#define OBJFLAG_00000008 0x00000008 // Editor: "In Air"
|
||||
#define OBJFLAG_00000010 0x00000010 // Editor: "Scale to Pad Bounds"
|
||||
#define OBJFLAG_00000020 0x00000020 // Editor: "X to Pad Bounds"
|
||||
#define OBJFLAG_00000040 0x00000040 // Editor: "Y to Pad Bounds"
|
||||
#define OBJFLAG_00000080 0x00000080 // Editor: "Z to Pad Bounds"
|
||||
#define OBJFLAG_00000100 0x00000100 // G5 mines, Air Base brown door, AF1 grate and escape door, Defense shuttle, Ruins mines, MBR lift door. Editor suggests "Force Collisions" but this seems wrong
|
||||
#define OBJFLAG_00000200 0x00000200 // Editor: "Special Environment Mapping"
|
||||
#define OBJFLAG_ILLUMINATED 0x00000400
|
||||
#define OBJFLAG_00000800 0x00000800 // Not used in scripts
|
||||
#define OBJFLAG_00001000 0x00001000 // Not used in scripts
|
||||
#define OBJFLAG_00002000 0x00002000 // AF1 commhubs
|
||||
#define OBJFLAG_00004000 0x00004000 // Not used in scripts
|
||||
#define OBJFLAG_00008000 0x00008000 // Not used in scripts
|
||||
#define OBJFLAG_00000800 0x00000800 // Editor: "Free Standing Glass"
|
||||
#define OBJFLAG_00001000 0x00001000 // Editor: "Absolute Position"
|
||||
#define OBJFLAG_00002000 0x00002000 // AF1 commhubs. Editor suggests "Weapon Not Dropped"
|
||||
#define OBJFLAG_00004000 0x00004000 // Editor: "Assigned to Actor"
|
||||
#define OBJFLAG_00008000 0x00008000 // Editor: "Embedded Object"
|
||||
#define OBJFLAG_00010000 0x00010000 // Not used in scripts
|
||||
#define OBJFLAG_INVINCIBLE 0x00020000
|
||||
#define OBJFLAG_COLLECTABLE 0x00040000
|
||||
#define OBJFLAG_00080000 0x00080000 // Not used in scripts
|
||||
#define OBJFLAG_00100000 0x00100000 // Lots of stages - mainly keycards?
|
||||
#define OBJFLAG_00200000 0x00200000 // Not used in scripts
|
||||
#define OBJFLAG_UNCOLLECTABLE 0x00100000
|
||||
#define OBJFLAG_00200000 0x00200000 // Editor: "Bounce and Destroy If Shot"
|
||||
#define OBJFLAG_00400000 0x00400000 // Not used in scripts
|
||||
#define OBJFLAG_00800000 0x00800000 // Not used in scripts
|
||||
#define OBJFLAG_01000000 0x01000000 // Not used in scripts
|
||||
#define OBJFLAG_02000000 0x02000000 // Extraction "winddoor", Rescue doors, Air Base lift door, Attack Ship hanger doors, CI xray comhubs
|
||||
#define OBJFLAG_04000000 0x04000000 // Not used in scripts
|
||||
#define OBJFLAG_01000000 0x01000000 // Editor: "Embedded Object"
|
||||
#define OBJFLAG_CANNOT_ACTIVATE 0x02000000 // Makes it do nothing if player presses B on object. Used mostly for doors.
|
||||
#define OBJFLAG_04000000 0x04000000 // Editor: "AI Sees Through Door/Object"
|
||||
#define OBJFLAG_08000000 0x08000000 // Not used in scripts
|
||||
#define OBJFLAG_DEACTIVATED 0x10000000
|
||||
#define OBJFLAG_20000000 0x20000000 // Not used in scripts
|
||||
#define OBJFLAG_40000000 0x40000000 // Used quite a lot
|
||||
#define OBJFLAG_20000000 0x20000000 // Editor: "Door Opens Backwards/Special Function/Conceal Weapon"
|
||||
#define OBJFLAG_40000000 0x40000000 // Editor: "Door open by default/Empty weapon"
|
||||
#define OBJFLAG_INTERCEPTOR_DISABLED 0x80000000
|
||||
|
||||
// obj->flags2
|
||||
#define OBJFLAG2_00000001 0x00000001 // Used only in CI Training
|
||||
#define OBJFLAG2_00000002 0x00000002 // Ruins spikes
|
||||
#define OBJFLAG2_00000004 0x00000004 // Defense hostage doors - openable by AI?
|
||||
#define OBJFLAG2_00000008 0x00000008 // Not used in scripts
|
||||
#define OBJFLAG2_00000010 0x00000010 // Not used in scripts
|
||||
#define OBJFLAG2_00000020 0x00000020 // Not used in scripts
|
||||
#define OBJFLAG2_00000040 0x00000040 // Not used in scripts
|
||||
#define OBJFLAG2_00000080 0x00000080 // Not used in scripts
|
||||
#define OBJFLAG2_00000100 0x00000100 // Not used in scripts
|
||||
#define OBJFLAG2_00000200 0x00000200 // Not used in scripts
|
||||
#define OBJFLAG2_00000400 0x00000400 // Not used in scripts
|
||||
#define OBJFLAG2_00000800 0x00000800 // Not used in scripts
|
||||
#define OBJFLAG2_00001000 0x00001000 // Investigation CMP150s, Air Base safe item and shield
|
||||
#define OBJFLAG2_00002000 0x00002000 // Ruins commhub
|
||||
#define OBJFLAG2_00004000 0x00004000 // Not used in scripts
|
||||
#define OBJFLAG2_00008000 0x00008000 // Not used in scripts
|
||||
#define OBJFLAG2_00010000 0x00010000 // Not used in scripts
|
||||
#define OBJFLAG2_00020000 0x00020000 // G5 mine, Air Base mine
|
||||
#define OBJFLAG2_00040000 0x00040000 // Only used in CI training
|
||||
#define OBJFLAG2_INVISIBLE 0x00080000
|
||||
#define OBJFLAG2_00100000 0x00100000 // Not used in scripts
|
||||
#define OBJFLAG2_00200000 0x00200000 // Ruins spikes
|
||||
#define OBJFLAG2_00400000 0x00400000 // Not used in scripts
|
||||
#define OBJFLAG2_00800000 0x00800000 // Not used in scripts
|
||||
#define OBJFLAG2_01000000 0x01000000 // Not used in scripts
|
||||
#define OBJFLAG2_02000000 0x02000000 // Not used in scripts
|
||||
#define OBJFLAG2_04000000 0x04000000 // Used quite a lot - gravity?
|
||||
#define OBJFLAG2_08000000 0x08000000 // Locked door?
|
||||
#define OBJFLAG2_10000000 0x10000000 // Locked door?
|
||||
#define OBJFLAG2_20000000 0x20000000 // Locked door? Or indestructible by counter op?
|
||||
#define OBJFLAG2_40000000 0x40000000 // Used by doors
|
||||
#define OBJFLAG2_80000000 0x80000000 // Attack Ship glass
|
||||
#define OBJFLAG2_00000001 0x00000001 // Used only in CI Training
|
||||
#define OBJFLAG2_00000002 0x00000002 // Ruins spikes
|
||||
#define OBJFLAG2_00000004 0x00000004 // Defense hostage doors - openable by AI?
|
||||
#define OBJFLAG2_00000008 0x00000008 // Editor: "Don't load in Multiplayer"
|
||||
#define OBJFLAG2_00000010 0x00000010 // Editor: "Don't Load on Agent Mode"
|
||||
#define OBJFLAG2_00000020 0x00000020 // Editor: "Don't Load on Secret Agent Mode"
|
||||
#define OBJFLAG2_00000040 0x00000040 // Editor: "Don't Load on Perfect Agent Mode"
|
||||
#define OBJFLAG2_00000080 0x00000080 // Not used in scripts
|
||||
#define OBJFLAG2_00000100 0x00000100 // Editor: "Immobile"
|
||||
#define OBJFLAG2_00000200 0x00000200 // Editor: "Mines"
|
||||
#define OBJFLAG2_00000400 0x00000400 // Not used in scripts
|
||||
#define OBJFLAG2_00000800 0x00000800 // Editor: "Don't activate if clipping gap Jo/Object"
|
||||
#define OBJFLAG2_00001000 0x00001000 // Investigation CMP150s, Air Base safe item and shield
|
||||
#define OBJFLAG2_00002000 0x00002000 // Ruins commhub - used as a "shown message" flag
|
||||
#define OBJFLAG2_00004000 0x00004000 // Editor: "Immune to Gunfire"
|
||||
#define OBJFLAG2_SHOOTTHROUGH 0x00008000
|
||||
#define OBJFLAG2_DRAWONTOP 0x00010000
|
||||
#define OBJFLAG2_00020000 0x00020000 // G5 mine, Air Base mine
|
||||
#define OBJFLAG2_00040000 0x00040000 // Only used in CI training
|
||||
#define OBJFLAG2_INVISIBLE 0x00080000
|
||||
#define OBJFLAG2_00100000 0x00100000 // Editor: "Bulletproof Glass"
|
||||
#define OBJFLAG2_00200000 0x00200000 // Editor: "Immune to Explosions" (Ruins spikes)
|
||||
#define OBJFLAG2_00400000 0x00400000 // Editor: "Don't load on 2P (coop/anti)"
|
||||
#define OBJFLAG2_00800000 0x00800000 // Editor: "Don't load on 3P"
|
||||
#define OBJFLAG2_01000000 0x01000000 // Editor: "Don't load on 4P"
|
||||
#define OBJFLAG2_THROWTHROUGH 0x02000000 // Rockets/mines/grenades etc pass through object
|
||||
#define OBJFLAG2_04000000 0x04000000 // Used quite a lot - gravity?
|
||||
#define OBJFLAG2_LOCKEDFRONT 0x08000000 // One-way door lock
|
||||
#define OBJFLAG2_LOCKEDBACK 0x10000000 // One-way door lock
|
||||
#define OBJFLAG2_AICANNOTUSE 0x20000000
|
||||
#define OBJFLAG2_40000000 0x40000000 // Used by doors
|
||||
#define OBJFLAG2_80000000 0x80000000 // Attack Ship glass
|
||||
|
||||
// obj->flags3
|
||||
#define OBJFLAG3_PUSHABLE 0x00000001
|
||||
|
|
@ -696,13 +696,13 @@
|
|||
#define OBJFLAG3_00000080 0x00000080 // Not used in scripts
|
||||
#define OBJFLAG3_00000100 0x00000100 // Not used in scripts
|
||||
#define OBJFLAG3_00000200 0x00000200 // Not used in scripts
|
||||
#define OBJFLAG3_NO_COLLISION 0x00000400
|
||||
#define OBJFLAG3_WALKTRHOUGH 0x00000400
|
||||
#define OBJFLAG3_RTRACKED_BLUE 0x00000800
|
||||
#define OBJFLAG3_00001000 0x00001000 // Show shield around object (always)
|
||||
#define OBJFLAG3_SHOWSHIELD 0x00001000 // Show shield effect around object (always)
|
||||
#define OBJFLAG3_00002000 0x00002000 // Not used in scripts
|
||||
#define OBJFLAG3_00004000 0x00004000 // Not used in scripts
|
||||
#define OBJFLAG3_00008000 0x00008000 // Not used in scripts
|
||||
#define OBJFLAG3_00010000 0x00010000 // Not used in scripts
|
||||
#define OBJFLAG3_00010000 0x00010000 // Editor: "Can be activated"
|
||||
#define OBJFLAG3_00020000 0x00020000 // Not used in scripts
|
||||
#define OBJFLAG3_00040000 0x00040000 // Not used in scripts
|
||||
#define OBJFLAG3_00080000 0x00080000 // Not used in scripts
|
||||
|
|
@ -714,14 +714,15 @@
|
|||
#define OBJFLAG3_02000000 0x02000000 // Not used in scripts
|
||||
#define OBJFLAG3_04000000 0x04000000 // Not used in scripts
|
||||
#define OBJFLAG3_08000000 0x08000000 // Not used in scripts
|
||||
#define OBJFLAG3_10000000 0x10000000 // Not used in scripts
|
||||
#define OBJFLAG3_10000000 0x10000000 // Editor: "Keep Collisions After Fully Destroyed"
|
||||
#define OBJFLAG3_20000000 0x20000000 // Not used in scripts
|
||||
#define OBJFLAG3_40000000 0x40000000 // Not used in scripts
|
||||
#define OBJFLAG3_40000000 0x40000000 // Editor: "Door Highlighted IR Scanner"
|
||||
#define OBJFLAG3_80000000 0x80000000 // Not used in scripts
|
||||
|
||||
// obj->hidden
|
||||
#define OBJHFLAG_00000080 0x00000080
|
||||
#define OBJHFLAG_00000200 0x00000200
|
||||
#define OBJHFLAG_00000800 0x00000800
|
||||
#define OBJHFLAG_ACTIVATED_BY_BOND 0x00004000
|
||||
#define OBJHFLAG_ACTIVATED_BY_COOP 0x00040000
|
||||
#define OBJHFLAG_00200000 0x00200000
|
||||
|
|
@ -853,6 +854,9 @@
|
|||
#define RACE_EYESPY 3
|
||||
#define RACE_ROBOT 4
|
||||
|
||||
#define ROOMFLAG_00004000 0x00004000
|
||||
#define ROOMFLAG_00008000 0x00008000
|
||||
|
||||
#define SAVEFILEFLAG_USED_TRANSFERPAK 0x23
|
||||
#define SAVEFILEFLAG_CI_TOUR_DONE 0x24
|
||||
#define SAVEFILEFLAG_CI_HOLO7_DONE 0x29
|
||||
|
|
@ -1146,6 +1150,8 @@
|
|||
#define WEAPON_5C 0x5c
|
||||
#define WEAPON_SUICIDEPILL 0x5d
|
||||
|
||||
#define WEAPONFLAG_00000010 0x00000010
|
||||
|
||||
// Heads and bodies
|
||||
#define HEAD_RANDOM -1
|
||||
#define BODY_DJBOND 0x00
|
||||
|
|
|
|||
Loading…
Reference in New Issue