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Decoupled CUO libs from Shared, Server and Client
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Original file line number | Diff line number | Diff line change |
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namespace CentrED; | ||
|
||
[Flags] | ||
public enum TileDataFlag : ulong | ||
{ | ||
/// <summary> | ||
/// Nothing is flagged. | ||
/// </summary> | ||
None = 0x00000000, | ||
/// <summary> | ||
/// Not yet documented. | ||
/// </summary> | ||
Background = 0x00000001, | ||
/// <summary> | ||
/// Not yet documented. | ||
/// </summary> | ||
Weapon = 0x00000002, | ||
/// <summary> | ||
/// Not yet documented. | ||
/// </summary> | ||
Transparent = 0x00000004, | ||
/// <summary> | ||
/// The tile is rendered with partial alpha-transparency. | ||
/// </summary> | ||
Translucent = 0x00000008, | ||
/// <summary> | ||
/// The tile is a wall. | ||
/// </summary> | ||
Wall = 0x00000010, | ||
/// <summary> | ||
/// The tile can cause damage when moved over. | ||
/// </summary> | ||
Damaging = 0x00000020, | ||
/// <summary> | ||
/// The tile may not be moved over or through. | ||
/// </summary> | ||
Impassable = 0x00000040, | ||
/// <summary> | ||
/// Not yet documented. | ||
/// </summary> | ||
Wet = 0x00000080, | ||
/// <summary> | ||
/// Unknown. | ||
/// </summary> | ||
Unknown1 = 0x00000100, | ||
/// <summary> | ||
/// The tile is a surface. It may be moved over, but not through. | ||
/// </summary> | ||
Surface = 0x00000200, | ||
/// <summary> | ||
/// The tile is a stair, ramp, or ladder. | ||
/// </summary> | ||
Bridge = 0x00000400, | ||
/// <summary> | ||
/// The tile is stackable | ||
/// </summary> | ||
Generic = 0x00000800, | ||
/// <summary> | ||
/// The tile is a window. Like <see cref="TileDataFlag.NoShoot" />, tiles with this flag block line of sight. | ||
/// </summary> | ||
Window = 0x00001000, | ||
/// <summary> | ||
/// The tile blocks line of sight. | ||
/// </summary> | ||
NoShoot = 0x00002000, | ||
/// <summary> | ||
/// For single-amount tiles, the string "a " should be prepended to the tile name. | ||
/// </summary> | ||
ArticleA = 0x00004000, | ||
/// <summary> | ||
/// For single-amount tiles, the string "an " should be prepended to the tile name. | ||
/// </summary> | ||
ArticleAn = 0x00008000, | ||
/// <summary> | ||
/// Not yet documented. | ||
/// </summary> | ||
Internal = 0x00010000, | ||
/// <summary> | ||
/// The tile becomes translucent when walked behind. Boat masts also have this flag. | ||
/// </summary> | ||
Foliage = 0x00020000, | ||
/// <summary> | ||
/// Only gray pixels will be hued | ||
/// </summary> | ||
PartialHue = 0x00040000, | ||
/// <summary> | ||
/// Unknown. | ||
/// </summary> | ||
NoHouse = 0x00080000, | ||
/// <summary> | ||
/// The tile is a map--in the cartography sense. Unknown usage. | ||
/// </summary> | ||
Map = 0x00100000, | ||
/// <summary> | ||
/// The tile is a container. | ||
/// </summary> | ||
Container = 0x00200000, | ||
/// <summary> | ||
/// The tile may be equiped. | ||
/// </summary> | ||
Wearable = 0x00400000, | ||
/// <summary> | ||
/// The tile gives off light. | ||
/// </summary> | ||
LightSource = 0x00800000, | ||
/// <summary> | ||
/// The tile is animated. | ||
/// </summary> | ||
Animation = 0x01000000, | ||
/// <summary> | ||
/// Gargoyles can fly over | ||
/// </summary> | ||
NoDiagonal = 0x02000000, | ||
/// <summary> | ||
/// Unknown. | ||
/// </summary> | ||
Unknown2 = 0x04000000, | ||
/// <summary> | ||
/// Not yet documented. | ||
/// </summary> | ||
Armor = 0x08000000, | ||
/// <summary> | ||
/// The tile is a slanted roof. | ||
/// </summary> | ||
Roof = 0x10000000, | ||
/// <summary> | ||
/// The tile is a door. Tiles with this flag can be moved through by ghosts and GMs. | ||
/// </summary> | ||
Door = 0x20000000, | ||
/// <summary> | ||
/// Not yet documented. | ||
/// </summary> | ||
StairBack = 0x40000000, | ||
/// <summary> | ||
/// Not yet documented. | ||
/// </summary> | ||
StairRight = 0x80000000, | ||
/// Blend Alphas, tile blending. | ||
AlphaBlend = 0x0100000000, | ||
/// Uses new art style? | ||
UseNewArt = 0x0200000000, | ||
/// Has art being used? | ||
ArtUsed = 0x0400000000, | ||
/// Disallow shadow on this tile, lightsource? lava? | ||
NoShadow = 0x1000000000, | ||
/// Let pixels bleed in to other tiles? Is this Disabling Texture Clamp? | ||
PixelBleed = 0x2000000000, | ||
/// Play tile animation once. | ||
PlayAnimOnce = 0x4000000000, | ||
/// Movable multi? Cool ships and vehicles etc? | ||
MultiMovable = 0x10000000000 | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,19 @@ | ||
namespace CentrED; | ||
|
||
public struct TileDataLand | ||
{ | ||
public TileDataLand(ulong flags, ushort textId, string name) | ||
{ | ||
Flags = (TileDataFlag) flags; | ||
TexID = textId; | ||
Name = name; | ||
} | ||
|
||
public TileDataFlag Flags; | ||
public ushort TexID; | ||
public string Name; | ||
|
||
public bool IsWet => (Flags & TileDataFlag.Wet) != 0; | ||
public bool IsImpassable => (Flags & TileDataFlag.Impassable) != 0; | ||
public bool IsNoDiagonal => (Flags & TileDataFlag.NoDiagonal) != 0; | ||
} |
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