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Table of contents:

Actor Flags

Thing type flags for Thing object of type Actor or Player.

Value Applicable To Description
0x1 Actor & Player Actor can rotate its head
0x2 Actor & Player Actor's view is centered (engine)
0x4 Actor & Player Actor has a headlight
0x8 Actor & Player Actor is invulnerable
0x10 Actor & Player Actor's view is centered (engine)
0x20 Actor Actor explodes when killed
0x40 Actor & Player Actor can breathe underwater
0x80 Actor & Player Actor is invisible to other actors
0x100 Actor & Player Actor is a droid
0x200 Actor Actor is a boss
0x400 Actor Actor is deaf
0x800 Actor Actor is blind
0x1000 Actor Actor can see through wall and see invisible objects
0x2000 Player Actor is poisoned (poisoned HUD is rendered)
0x4000 Actor & Player Actor moves 15% fast
0x8000 Actor & Player Actor moves 10% fast
0x10000 Actor Actor can't move onto slopes (e.g.: if jumps on slope it will slide down the slope)
0x20000 Actor Actor has delayed fire
0x40000 Actor & Player Actor is immobile
0x80000 Actor Actor can't fire underwater
0x100000 Actor & Player Actor can't be targeted
0x200000 Player Actor's controls are disabled
0x400000 Player Actor is killed by falling into fall death sector (engine)
0x800000 Actor & Player Idle camera is disabled for external camera (camera no. 1)
0x1000000 Actor & Player Actor receives full damage from weapon projectiles and explosions (default half the fire damage)
0x2000000 Actor Actor can see in the dark
0x4000000 Unknown Unknown
0x8000000 Actor & Player Actor is human
0x10000000 Actor Actor moves like aircraft
0x20000000 Unknown Unknown
0x40000000 Player Actor has an electric whip
0x80000000 Actor Actor is an arachnid e.g.: spider, scorpion etc...

Adjoin Flags

Value Description
0x1 Adjoin is visible
0x2 Adjoin is passable, i.e.: thing object can move through adjoin
0x4 Reserved (JKDF - Allows sound to pass)
0x8 Adjoin blocks AI actor movement
0x10 Adjoin blocks player movement
0x20 Adjoin is disabled by sector (engine)
0x80 Unknown (engine)

AI Mode

AI actor mode can be changed in COG script by calling AISetMode COG function.

Value Description
0x1 AI actor is moving towards it`s destination
0x2 AI actor is attacking it's target
0x4 AI actor is searching for target or danger
0x8 AI actor is turning to face it's look target
0x10 Unknown
0x20 AI actor has tough skin
0x40 AI actor does not check for cliffs
0x80 Unknown
0x100 AI actor is in block mode (blocks any AI event)
0x200 AI actor is active
0x400 AI actor has line of sight to it's target
0x800 AI actor is fleeing
0x1000 AI actor is sleeping
0x2000 AI actor is disabled
0x4000 AI actor is circle strafing
0x8000 Unknown
0x10000 AI actor wants all events
0x20000 AI actor lost sight of goal
0x40000 AI actor's instincts use waypoints
0x80000 AI actor is chasing goal
0x100000 Unknown
0x200000 AI actor is wall crawling
0x400000 Unknown
0x800000 AI actor is hunting
0x1000000 Unknown
0x2000000 AI actor does not chase it's target
0x4000000 AI actor is traversing waypoints
0x8000000 AI actor has armored skin
0x10000000 AI actor is fleeing to waypoint

AI SubMode

Value Description
0x1 Unknown
0x2 Unknown
0x4 Unknown
0x8 Unknown
0x10 Unknown
0x20 Skip check for fire field of view
0x40 Add eye offset when firing
0x80 AI actor cannot move backwards
0x100 Unknown
0x200 Active continuous motion
0x400 Unknown
0x800 Unknown
0x1000 Active head tracking motion
0x2000 Active body tracking motion
0x4000 Unknown
0x8000 Active continuous weapon motion
0x10000 Semi-continuous weapon motion
0x20000 Semi-continuous motion
0x40000 Quick mode fade
0x80000 Slow mode fade
0x100000 Use matching velocity
0x200000 Swim near the surface
0x400000 Unknown
0x800000 Allow step thing
0x1000000 Special turns
0x2000000 Unknown
0x8000000 Wall crawl locked

COG Flags

COG script flags

Value Description
0x1 COG is in debug mode
0x2 Execution disabled
0x4 COG has pulse set (engine)
0x8 COG has timer set (engine)
0x10 Message sending is paused
0x20 COG is linked to thing object
0x40 Local COG
0x80 Server COG (multiplayer)
0x100 Global COG (multiplayer)
0x200 No sync (multiplayer)

Collide Type

Value Description
0 None
1 Sphere collision
3 Face collision

Damage Class Flags

Value Description
0x1 Impact damage (e.g. bullet projectile)
0x2 Energy damage
0x4 Fire damage
0x8 Fist damage
0x10 Whip damage
0x20 Machete damage
0x40 Drowning damage
0x80 Crushing damage
0x100 Poison damage
0x200 Lava damage
0x400 Unknown damage
0x800 Electrified whip damage
0x1000 Infernal Machine part 1 damage
0x2000 Unknown damage. Maybe reserved for Infernal Machine part 2.
0x4000 Infernal Machine part 4 damage
0x5000 Infernal Machine part 5 damage
0x100000 Lightning damage
0x200000 Laser damage
0x400000 Razor rock damage
0x800000 Raft leak damage
0x1000000 Scraping damage
0x2000000 Vehicle impact damage
0x4000000 Bonk damage (e.g. hitting head in a pipe while riding a mine car)
0x8000000 Debris damage
0x10000000 Infernal Machine part Blast damage
0x20000000 Hit damage
0x40000000 Cold water damage
0x80000000 Dart damage

Debug Flags

Debug flags are set in COG script by calling COG function SetDebugModeFlags

Value Description
0x1 AI system is disabled
0x2 Puppet system is disabled
0x40 Print collision information
0x80 AI fire is disabled
0x100 Debug mode (i.e. in editor dev mode)
0x200 AI is disabled from looking for targets
0x400 Slow down animations

Explosion Flags

Thing type flags for Thing object of type Explosion

Value Description
0x1 Animated sprite effect
0x2 Has blast phase
0x4 Blast radius causes damage
0x8 Has child explosion effect
0x10 Variable light effect
0x20 Unknown
0x40 Explosion doesn't cause damage to it's shooter
0x80 Make random debris
0x100 Flash blinds things
0x200 Animate debris texture
0x400 Set texture of debris to texture of hit surface
0x800 Expand time effect
0x1000 Use fade time effect

Face Type Flags

Polygon face flags

Value Description
0x1 Double-sided geometry
0x2 Translucent texture
0x4 Clamp texture in X-axis (default repeat)
0x8 Clamp texture in Y-axis (default repeat)
0x10 Nearest-neighbor texture filter
0x20 Depth buffer disabled
0x40 Face is ledge player can grab onto and hang from (3DO model)
0x80 Unknown
0x100 Fog render enabled (default on for all but sky polygons)
0x200 Face triggers whip aim system (3DO model)

Geometry Mode

Value Description
0 None
1 Draw vertex only
2 Draw wireframe
3 Draw solid
4 Draw texture

Item Flags

Thing type flags for Thing object of type Item

Value Description
0x1 Item respawns in multiplayer mode
0x2 Item respawns in single-player mode
0x4 Item is a backpack

Lighting Mode

Value Description
0 Fully lit
1 Lit
2 Diffuse
3 Gouraud

Particle Flags

Thing type flags for Thing object of type Particle

Value Description
0x1 Outward expanding particle
0x2 Unused
0x4 Animate texture cels
0x8 Fade out over time
0x10 Emits light
0x20 Randomly change animated texture cels
0x40 Use timeout rate

Physics Flags

Value Description
0x1 Use gravity
0x2 Use thrust
0x4 Unknown
0x8 Unknown
0x10 Object aligns to surface
0x20 Object bounces off surfaces
0x40 Object sticks to floors
0x80 Object sticks to walls
0x100 Object is aligned (engine)
0x200 Use rotational velocity
0x400 Object banks when turning
0x800 Object aligns up, i.e.: pitch always 0
0x1000 Use angular thrust
0x2000 Object can fly
0x4000 Object is affected by explosion blast force
0x8000 Unknown flag
0x10000 Object is crouching
0x20000 When object is created it starts moving in oriented direction
0x40000 Partial gravity
0x80000 Unknown
0x100000 Object is on water surface, i.e.: afloat
0x200000 Unknown
0x400000 Object is not affected by thrust
0x800000 Physics is disabled
0x1000000 Object is a minecar
0x2000000 Object is a raft
0x4000000 Object is a jeep
0x8000000 Unknown
0x10000000 Unknown
0x20000000 Unknown
0x40000000 Unknown
0x80000000 Unknown

Sector Flags

Value Description
0x1 Sector has no gravity
0x2 Sector is underwater
0x4 Sector is COG linked
0x8 Sector uses thrust
0x10 Sector is hidden on the overlay map
0x20 AI actors can't enter the sector
0x40 Objects falling into the sector result in death (fall death)
0x80 Sector adjoins are turned off. Set by COG function SetSectorAdjoins (engine)
0x100 Sector is part of aetherium
0x1000 Sector uses collision box for collision instead of surface collision
0x4000 Sector has been seen by the player
0x8000 Sector should be synchronized (engine, multiplayer)

Sound Play Flags

Value Description
0x1 Loop until stopped
0x2 Remove when faded out
0x4 Ambient (no 3D specialization)
0x8 Used Doppler effects
0x10 Sound is fading in
0x20 Sound is fading out
0x40 Sound position is absolute
0x80 Sound is linked to position of thing
0x100 Sound has higher priority than default
0x200 Sound has highest priority
0x400 Sound can't play twice in mixer
0x800 Sound can't play twice when linked to thing
0x1000 Sound is pitch blended per velocity
0x2000 Sound is underwater
0x4000 Sound should be pre-cached
0x8000 Sound is using duplicate play buffer
0x10000 Sound is a voice
0x20000 Sound is currently audible
0x40000 Sound is playing but paused
0x80000 3D sound is disabled

Note, the flags meaning of the flags were sourced form the COG script ra.snd in the Star Wars Jedi Knight: Mysteries of the Sith game.

Surface Flags

Value Description
0x1 Floor surface
0x2 Surface is COG linked
0x4 Surface has face collision
0x8 AI can't movement onto the surface
0x10 2x scroll size (Affects the speed of SlideWall COG function)
0x20 1/2 scroll size (Affects the speed of SlideWall COG function)
0x40 1/8 scroll size (Affects the speed of SlideWall COG function)
0x80 Surface is part of aetherium sector
0x200 Surface is part of horizon sky
0x400 Surface is part of ceiling sky
0x800 Surface is scrolling (engine, set SlideWall COG function)
0x1000 Kill floor, i.e.: thing object is killed if it touches the surface
0x2000 Surface is climbable
0x4000 Track surface (e.g. minecar track)
0x8000 Surface should be synchronized (engine, multiplayer)
0x10000 Metal surface and makes metal sound fx when hit or walked on
0x20000 Surface is part of underwater sector
0x40000 Shallow water surface and makes water sound fx when hit or walked on
0x80000 Dirt surface and makes dirt sound fx when hit or walked on
0x100000 Spider web surface
0x200000 Lava surface. Player or AI actor is instantly killed if it touches the surface
0x400000 Snow surface and makes snow sound fx when hit or walked on
0x800000 Wood surface and makes wood sound fx when hit or walked on
0x1000000 Ledge surface. Player can grab onto and hang from it
0x2000000 Water ledge for climbing out of water
0x4000000 1/4 scroll size (Affects the speed of SlideWall COG function)
0x8000000 4x scroll size (Affects the speed of SlideWall COG function)
0x10000000 Whip aim. Surface triggers whip aim system for the player when standing on it
0x20000000 Makes indoor/echo sound fx when hit or walked on
0x40000000 Wood echo surface and makes wood indoor/echo sound fx when hit or walked on
0x80000000 Dirt echo surface and makes dirt indoor/echo sound fx when hit or walked on

Thing Flags

Value Description
0x1 Object emits light
0x2 Object is destroyed (engine)
0x4 Weapon object (projectile) doesn't collide with the object
0x8 Object is whip climb structure
0x10 Objet is invisible but interacts with other objects (e.g. sends COG messages)
0x20 Unknown/Reserved
0x40 Object can be stood on
0x80 Object is mountable
0x100 Object is remotely controlled (multiplayer)
0x200 Object is dying and will be removed from the game (engine)
0x400 Object is COG linked (engine)
0x800 Object can't be crushed by other objects
0x1000 Unknown, related to stand on collision and stand
0x2000 Object is made of wood and makes wood sound fx when hit
0x4000 Object casts shadow
0x8000 Object only blocks jeep player and doesn't collide with other type of objects
0x10000 Object is made of snow and makes snow sound fx when hit
0x20000 Object pulse timer is set by COG (engine)
0x40000 Object timer is set by COG (engine)
0x80000 Object is disabled, and is not rendered nor interacts with other objects
0x100000 Object has been already seen by camera (engine)
0x200000 Unknown
0x400000 Object is made of metal and makes metal sound fx when hit
0x800000 Object is made of dirt and makes dirt sound fx when hit
0x1000000 Object makes no sound
0x2000000 Object is submerged in water or aetherium (engine)
0x4000000 Object is a crate and can be climbed on
0x8000000 Object is destroyed in water
0x10000000 Object is destroyed in the air
0x20000000 Object creates splash effect (sends splash message to it's COG)
0x40000000 Object can be moved, i.e. pushed or pulled
0x80000000 Object is whip swing structure

Weapon Flags

Thing type flags for Thing object of type weapon.

Value Description
0x1 No damage to the shooter
0x4 Explode on surface hit
0x8 Explode on thing object hit
0x80 Stick to surface
0x100 Explode timer set (engine)
0x200 Damage destroys the weapon object
0x400 Produce impact sound fx
0x800 Stick to thing
0x1000 Close proximity trigger
0x2000 Instant impact
0x4000 Damage decays over time
0x8000 Object leaves a trail
0x20000 Targeted AI actor can't dodge the weapon object
0x40000 Decay emits AI sound awareness event
0x80000 Ricochets off of surface
0x200000 Emit AI target event
0x400000 Destroy when AI actor is killed by this object (default explode)
0x800000 Weapon is marduk mophia bomb