Initial value:{
MONFL_CHANGED_ORIGIN_X,
MONFL_CHANGED_ORIGIN_Y,
MONFL_CHANGED_ORIGIN_Z,
MONFL_CHANGED_ANGLES_X,
MONFL_CHANGED_ANGLES_Y,
MONFL_CHANGED_ANGLES_Z,
MONFL_CHANGED_MODELINDEX,
MONFL_CHANGED_SIZE,
MONFL_CHANGED_FLAGS,
MONFL_CHANGED_SOLID,
MONFL_CHANGED_FRAME,
MONFL_CHANGED_SKINHEALTH,
MONFL_CHANGED_MOVETYPE,
MONFL_CHANGED_EFFECTS,
MONFL_CHANGED_BODY,
MONFL_CHANGED_SCALE,
MONFL_CHANGED_VELOCITY,
MONFL_CHANGED_RENDERCOLOR,
MONFL_CHANGED_RENDERAMT,
MONFL_CHANGED_RENDERMODE,
MONFL_CHANGED_HEADYAW
} nsmonster_changed_t
Bitfield enumeration for NSMonster its SendFlags field.
For future use: SpawnFlags used in Source.
Monster flags, these are defined by the level designers.
These give hint as to which internal fields get networked to the client.
AI will be enabled once seen (1) Won't talk (2) Collides against func_monsterclip (4) Reserved for entityDef (8) Only reacts to scripted sequences (16) Reserved for entityDef (32) Ignores players (64) AI waits for scripted_sequence to end (128) Reserved for entityDef (256) Corpse fades instead of staying (512) Will spawn in multiplayer NSGameRules (1024) Is falling (2048) Part of a horde (4096)
AI will be enable once seen (1) Won't talk (2) Fall to ground, instead of dropping instantly (4) Drops healthkit (8) Walks direct paths (16) Reserved for entityDef (32) Reserved for entityDef (64) AI waits for scripted_sequence to end (128) Long visibility and line of sight (256) Corpse fades instead of staying (512) Think outside the PVS (1024) Will spawn through npc_maker (2048) Alternative collision, avoiding players (4096) Don't drop weapons (8192) Ignore pushing players (16384)