source: Daodan/src/Oni_Character.h@ 767

Last change on this file since 767 was 739, checked in by iritscen, 12 years ago

Fixed significant misspellings.

File size: 3.4 KB
Line 
1#ifndef ONI_CHARACTER_H
2#define ONI_CHARACTER_H
3
4#include "stdint.h"
5
6enum {
7 team_konoko,
8 team_tctf,
9 team_syndicate,
10 team_neutral,
11 team_securityguard,
12 team_roguekonoko,
13 team_switzerland,
14 team_syndicateaccessory,
15};
16
17
18//We need a Oni_Structs #include file.
19
20typedef enum {
21 ONcCharacterFlag_Dead_1_Animating = 0x00000001, // health is 0
22 ONcCharacterFlag_Dead = ONcCharacterFlag_Dead_1_Animating,
23 ONcCharacterFlag_Dead_2_Moving = 0x00000002, // no longer animating
24 ONcCharacterFlag_Dead_3_Cosmetic = 0x00000004, // no longer moving
25 ONcCharacterFlag_Dead_4_Gone = 0x00000008, // dead except but still drawn
26
27 ONcCharacterFlag_HastyAnim = 0x00000010, // do this queued animation ASAP
28 ONcCharacterFlag_Unkillable = 0x00000020, // the character cannot be killed, only defeated
29 ONcCharacterFlag_InfiniteAmmo = 0x00000040, // the character always has infinite ammo
30 ONcCharacterFlag_PleaseBlock = 0x00000080, // set if the character should block, cleared once block begins
31
32 ONcCharacterFlag_Unstoppable = 0x00000100, // this character cannot be knocked down, staggered, stunned, etc
33 ONcCharacterFlag_ScriptControl = 0x00000200, // set if the character is completely under script control
34 ONcCharacterFlag_DeathLock = 0x00000400, // this character should never die all the way
35 ONcCharacterFlag_WasUpdated = 0x00000800, // this character's animation was changed
36
37 ONcCharacterFlag_BeingThrown = 0x00001000, // this character is being thrown
38 ONcCharacterFlag_DontUseGunVariant = 0x00002000, // this character should not use a weapon variant
39 ONcCharacterFlag_Draw = 0x00004000, // DoFrame has been executed for this character
40 ONcCharacterFlag_InUse = 0x00008000, // this character is active and in use
41
42 ONcCharacterFlag_DontUseFightVariant = 0x00010000,
43 ONcCharacterFlag_NoCollision = 0x00020000, // no collision for this character
44 ONcCharacterFlag_Teleporting = 0x00040000, // this character is teleporting and does not accept collision
45 ONcCharacterFlag_NoCorpse = 0x00080000, // no corpse for this character
46
47 ONcCharacterFlag_ActiveLock = 0x00100000, // the character is locked active
48 ONcCharacterFlag_ChrAnimate = 0x00200000, // the character is currently runing a chr_animate command
49 ONcCharacterFlag_AIMovement = 0x00400000, // the character is using AI movement
50 ONcCharacterFlag_NeutralUninterruptible = 0x00800000, // running an uninterruptible neutral interaction
51
52 ONcCharacterFlag_NoShadow = 0x01000000, //
53 ONcCharacterFlag_Invincible = 0x02000000, // character is invincible
54 ONcCharacterFlag_NoAutoDrop = 0x04000000, // character should not automatically drop items when killed (invisibility, shield, LSI)
55 ONcCharacterFlag_RestrictedMovement = 0x08000000, // character cannot move fast (used for player holding barabbas' gun)
56
57 ONcCharacterFlag_Boss = 0x10000000, // character is a boss (used for final muro group fight)
58 ONcCharacterFlag_FinalFlash = 0x20000000, // 'final flash' has been played for this character's death
59 ONcCharacterFlag_BossShield = 0x40000000, // this character has the boss shield
60 ONcCharacterFlag_WeaponImmune = 0x80000000 // this character is immune to weapon damage
61
62} ONtCharacterFlags;
63
64typedef enum {
65 ONcCharacterFlag2_WeaponEmpty = 0x00000001, // character's weapon is empty, punch instead
66 ONcCharacterFlag2_UltraMode = 0x00000002
67
68} ONtCharacterFlags2;
69
70#endif
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