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set_entity_flags -- Any idea what the flags are exactly?


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KaOs
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Old 03-13-2005 , 22:18   set_entity_flags -- Any idea what the flags are exactly?
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I need to know what flags can be used with this function, and what they do. I've looked in all the inc files that were related (engine/engine_stocks) and came up with nothing.

Help would be greatly appreciated

set_entity_flags
http://www.amxmodx.org/funcwiki.php?go=func&id=406
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Knare
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Old 03-14-2005 , 12:04  
Reply With Quote #2

flags basically execute functions when a parameter is met
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Old 03-14-2005 , 13:16  
Reply With Quote #3

Quote:
Originally Posted by Knare
flags basically execute functions when a parameter is met
Umm... No.

IIRC This function sets the EV_INT_flags entvar; You can try these flags for example (from engine_const.inc)
Code:
#define FL_FLY          (1<<0)      /* Changes the SV_Movestep() behavior to not need to be on ground */ #define FL_SWIM         (1<<1)      /* Changes the SV_Movestep() behavior to not need to be on ground (but stay in water) */ #define FL_CONVEYOR     (1<<2) #define FL_CLIENT       (1<<3) #define FL_INWATER      (1<<4) #define FL_MONSTER      (1<<5) #define FL_GODMODE      (1<<6) #define FL_NOTARGET     (1<<7) #define FL_SKIPLOCALHOST    (1<<8)      /* Don't send entity to local host, it's predicting this entity itself */ #define FL_ONGROUND     (1<<9)      /* At rest / on the ground */ #define FL_PARTIALGROUND    (1<<10)     /* not all corners are valid */ #define FL_WATERJUMP        (1<<11)     /* player jumping out of water */ #define FL_FROZEN       (1<<12)     /* Player is frozen for 3rd person camera */ #define FL_FAKECLIENT       (1<<13)     /* JAC: fake client, simulated server side; don't send network messages to them */ #define FL_DUCKING      (1<<14)     /* Player flag -- Player is fully crouched */ #define FL_FLOAT        (1<<15)     /* Apply floating force to this entity when in water */ #define FL_GRAPHED      (1<<16)     /* worldgraph has this ent listed as something that blocks a connection */ #define FL_IMMUNE_WATER     (1<<17) #define FL_IMMUNE_SLIME     (1<<18) #define FL_IMMUNE_LAVA      (1<<19) #define FL_PROXY        (1<<20)     /* This is a spectator proxy */ #define FL_ALWAYSTHINK      (1<<21)     /* Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path) */ #define FL_BASEVELOCITY     (1<<22)     /* Base velocity has been applied this frame (used to convert base velocity into momentum) */ #define FL_MONSTERCLIP      (1<<23)     /* Only collide in with monsters who have FL_MONSTERCLIP set */ #define FL_ONTRAIN      (1<<24)     /* Player is _controlling_ a train, so movement commands should be ignored on client during prediction. */ #define FL_WORLDBRUSH       (1<<25)     /* Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something) */ #define FL_SPECTATOR        (1<<26)     /* This client is a spectator, don't run touch functions, etc. */ #define FL_CUSTOMENTITY     (1<<29)     /* This is a custom entity */ #define FL_KILLME       (1<<30)     /* This entity is marked for death -- This allows the engine to kill ents at the appropriate time */ #define FL_DORMANT      (1<<31)     /* Entity is dormant, no updates to client */
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KaOs
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Old 03-14-2005 , 15:00  
Reply With Quote #4

Thanks, you're great, i'll mention you in the credits
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Knare
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Old 03-14-2005 , 15:34  
Reply With Quote #5

Well, thats what I used in, for example EntMod.
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