… | |
… | |
382 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
382 | #define FLAG_WIZLOOK 4 /* disable los and lighting */ |
383 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
383 | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
384 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
384 | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
385 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
385 | #define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ |
386 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
386 | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
387 | /*#define FLAG_WALK_ON 9*/ |
387 | #define FLAG_IS_TRANSPARENT_FLOOR 9 // floor shows things on lower z-level(s), CF: walk_on |
388 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
388 | /*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ |
389 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
389 | #define FLAG_ANIMATE 11 /* The object looks at archetype for faces */ |
390 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
390 | /*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ |
391 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
391 | /*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ |
392 | #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |
392 | #define FLAG_HIDDEN 13 /* hidden monster (not invisible), TODO: used how, what for? TODO: why not saved? */ |