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GOConstants.cs
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GOConstants.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace WCell.Constants.GameObjects
{
public static class GOConstants
{
public const int EntryFieldCount = 24;
public const int MaxRotations = 4;
}
public enum GameObjectState
{
Disabled = 0x00,
Enabled = 0x01,
Destroyed = 0x02
}
[Flags]
public enum GameObjectFlags // :ushort
{
/// <summary>
/// 0x1
/// Disables interaction while animated
/// </summary>
InUse = 0x01,
/// <summary>
/// 0x2
/// Requires a key, spell, event, etc to be opened.
/// Makes "Locked" appear in tooltip
/// </summary>
Locked = 0x02,
/// <summary>
/// 0x4
/// Objects that require a condition to be met before they are usable
/// </summary>
ConditionalInteraction = 0x04,
/// <summary>
/// 0x8
/// any kind of transport? Object can transport (elevator, boat, car)
/// </summary>
Transport = 0x08,
GOFlag_0x10 = 0x10,
/// <summary>
/// 0x20
/// These objects never de-spawn, but typically just change state in response to an event
/// Ex: doors
/// </summary>
DoesNotDespawn = 0x20,
/// <summary>
/// 0x40
/// Typically, summoned objects. Triggered by spell or other events
/// </summary>
Triggered = 0x40,
GOFlag_0x80 = 0x80,
GOFlag_0x100 = 0x100,
/// <summary>
/// Use for GO type 33
/// </summary>
Damaged = 0x200,
Destroyed = 0x400,
GOFlag_0x800 = 0x800,
GOFlag_0x1000 = 0x1000,
GOFlag_0x2000 = 0x2000,
GOFlag_0x4000 = 0x4000,
GOFlag_0x8000 = 0x8000,
Flag_0x10000 = 0x10000,
Flag_0x20000 = 0x20000,
Flag_0x40000 = 0x40000,
}
[Flags]
public enum GameObjectDynamicFlagsLow
{
Deactivated = 0x00,
Activated = 0x01,
}
[Flags]
public enum GameObjectDynamicFlagsHigh
{
}
}