ObjectScriptStatusBits.h 2.1 KB

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  1. /*
  2. ** Command & Conquer Generals(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. // ObjectScriptStatusBits.h ///////////////////////////////////////////////////////////////////////
  24. // Part of header detangling
  25. // JKMCD Aug 2002
  26. #pragma once
  27. #ifndef __OBJECTSCRIPTSTATUSBITS_H__
  28. #define __OBJECTSCRIPTSTATUSBITS_H__
  29. //-------------------------------------------------------------------------------------------------
  30. /** Object status bits */
  31. //-------------------------------------------------------------------------------------------------
  32. enum ObjectScriptStatusBit
  33. {
  34. OBJECT_STATUS_SCRIPT_DISABLED = 0x01, ///< this object is disabled via script
  35. OBJECT_STATUS_SCRIPT_UNPOWERED = 0x02, ///< this object is unpowered via script
  36. OBJECT_STATUS_SCRIPT_UNSELLABLE = 0x04, ///< this object is unsellable
  37. OBJECT_STATUS_SCRIPT_UNSTEALTHED = 0x08, ///< this object can't stealth.
  38. OBJECT_STATUS_SCRIPT_TARGETABLE = 0x10, ///< This unit can be targeted by the player, but not autoacquired.
  39. // NOTE: Object currently only uses a Byte for this, so if you add status bits, you may need to enlarge that field.
  40. };
  41. #endif /* __OBJECTSCRIPTSTATUSBITS_H__ */