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to move has the Connection flag, it cannot be destroyed due to running
into something sharp, but may still destroy other things if it is sharp
enough to do so (whether or not the other thing has a Connection flag).
Shovable : int16 [c]
Defines what directions the object may be shoved, where bit0 means east,
bit2 means north, bit4 means west, and bit6 means south. Bit1, bit3,
bit5, and bit7 can be used for diagonal shoving. Higher bits are
reserved for future and should not be used.
Stealthy : bool [c]
If this flag is set, then the Arrived and Departed variables of other
objects are not automatically set when this object moves.
Strength : int16/int32 [c]
When this object's code tries to move this or other objects by the use
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to move has the Connection flag, it cannot be destroyed due to running
into something sharp, but may still destroy other things if it is sharp
enough to do so (whether or not the other thing has a Connection flag).
Shovable : int16 [c]
Defines what directions the object may be shoved, where bit0 means east,
bit2 means north, bit4 means west, and bit6 means south. Bit1, bit3,
bit5, and bit7 can be used for diagonal shoving. Higher bits are used
for connection movement, if the Connection flag is also set; each bit
which is set makes it connect to an object in that direction which has
the same CollisionLayers value, the bit in the Shovable high 8-bits for
the opposite direction, and the Connection flag. If the Connection flag
is not set, then you can use the high bits of Shovable for your own use,
since the game engine will not use them in that case.
Stealthy : bool [c]
If this flag is set, then the Arrived and Departed variables of other
objects are not automatically set when this object moves.
Strength : int16/int32 [c]
When this object's code tries to move this or other objects by the use
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