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Rename a heap of obj flags
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@@ -444,7 +444,7 @@
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#define CHRHFLAG_REAPED 0x00000020
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#define CHRHFLAG_TIMER_RUNNING 0x00000040
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#define CHRHFLAG_00000080 0x00000080 // Not used in scripts
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#define CHRHFLAG_00000100 0x00000100 // Not used in scripts
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#define CHRHFLAG_PERIMDISABLED 0x00000100
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#define CHRHFLAG_00000200 0x00000200 // Not used in scripts
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#define CHRHFLAG_PASSIVE 0x00000400
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#define CHRHFLAG_00000800 0x00000800
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@@ -486,7 +486,7 @@
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#define CHRCFLAG_NEAR_MISS 0x00000004
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#define CHRCFLAG_NEVER_BEEN_ON_SCREEN 0x00000008
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#define CHRCFLAG_INVINCIBLE 0x00000010
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#define CHRCFLAG_LOSEXTRAHEIGHT 0x00000020 // Chicago, Infiltration, AF1, Ruins, WAR
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#define CHRCFLAG_LOSEXTRAHEIGHT 0x00000020 // Chicago, Infiltration, AF1, Ruins, WAR
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#define CHRCFLAG_00000040 0x00000040 // Used quite a lot
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#define CHRCFLAG_00000080 0x00000080 // Defection programmer, Rescue lab techs, globals when doing idle animation
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#define CHRCFLAG_JUST_INJURED 0x00000100
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@@ -532,10 +532,10 @@
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#define CDTYPE_DOORS 0x0002
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#define CDTYPE_PLAYERS 0x0004
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#define CDTYPE_CHRS 0x0008
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#define CDTYPE_10 0x0010
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#define CDTYPE_PATHBLOCKER 0x0010 // glass and scenery with OBJFLAG_PATHBLOCKER
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#define CDTYPE_BG 0x0020
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#define CDTYPE_OBJSWITHFLAG 0x0080
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#define CDTYPE_OBJSWITHOUTFLAG 0x0100
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#define CDTYPE_AIOPAQUE 0x0100 // exclude objects with OBJFLAG_AISEETHROUGH
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#define CDTYPE_OBJSWITHFLAG2 0x0200
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#define CDTYPE_OBJSNOTSAFEORHELI 0x0400
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#define CDTYPE_DOORSWITHOUTFLAG 0x0800
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@@ -2813,56 +2813,56 @@
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#define OBJECTIVEFLAG_AUTOCOMPLETE 0x01
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// obj->flags
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#define OBJFLAG_00000001 0x00000001 // Editor: "Fall to Ground"
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#define OBJFLAG_00000002 0x00000002 // Editor: "In Air Rotated 90 Deg Upside-Down"
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#define OBJFLAG_00000004 0x00000004 // Editor: "In Air Upside-Down"
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#define OBJFLAG_00000008 0x00000008 // Editor: "In Air"
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#define OBJFLAG_00000010 0x00000010 // Editor: "Scale to Pad Bounds"
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#define OBJFLAG_00000020 0x00000020 // Editor: "X to Pad Bounds"
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#define OBJFLAG_00000040 0x00000040 // Editor: "Y to Pad Bounds"
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#define OBJFLAG_00000080 0x00000080 // Editor: "Z to Pad Bounds"
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#define OBJFLAG_00000100 0x00000100 // G5 mines, Air Base brown door, AF1 grate and escape door, Defense shuttle, Ruins mines, MBR lift door. Editor suggests "Force Collisions" but this seems wrong
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#define OBJFLAG_00000200 0x00000200 // Editor: "Special Environment Mapping"
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#define OBJFLAG_ILLUMINATED 0x00000400
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#define OBJFLAG_00000800 0x00000800 // Editor: "Free Standing Glass"
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#define OBJFLAG_00001000 0x00001000 // Editor: "Absolute Position"
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#define OBJFLAG_00002000 0x00002000 // AF1 commhubs. Editor suggests "Weapon Not Dropped"
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#define OBJFLAG_ASSIGNEDTOCHR 0x00004000
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#define OBJFLAG_00008000 0x00008000 // Editor: "Embedded Object"
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#define OBJFLAG_00010000 0x00010000 // Not used in scripts
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#define OBJFLAG_INVINCIBLE 0x00020000
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#define OBJFLAG_COLLECTABLE 0x00040000
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#define OBJFLAG_THROWNLAPTOP 0x00080000
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#define OBJFLAG_UNCOLLECTABLE 0x00100000
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#define OBJFLAG_00200000 0x00200000 // Editor: "Bounce and Destroy If Shot"
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#define OBJFLAG_00400000 0x00400000 // Not used in scripts
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#define OBJFLAG_00800000 0x00800000 // Not used in scripts
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#define OBJFLAG_01000000 0x01000000 // Editor: "Embedded Object"
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#define OBJFLAG_CANNOT_ACTIVATE 0x02000000 // Makes it do nothing if player presses B on object. Used mostly for doors.
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#define OBJFLAG_04000000 0x04000000 // Editor: "AI Sees Through Door/Object"
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#define OBJFLAG_08000000 0x08000000 // Not used in scripts
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#define OBJFLAG_DEACTIVATED 0x10000000
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#define OBJFLAG_AMMOCRATE_EXPLODENOW 0x10000000
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#define OBJFLAG_DOOR_HASPORTAL 0x10000000
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#define OBJFLAG_GLASS_HASPORTAL 0x10000000
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#define OBJFLAG_WEAPON_LEFTHANDED 0x10000000
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#define OBJFLAG_ESCSTEP_ZALIGNED 0x10000000
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#define OBJFLAG_20000000 0x20000000 // Editor: "Door Opens Backwards/Special Function/Conceal Weapon"
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#define OBJFLAG_CAMERA_DISABLED 0x20000000
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#define OBJFLAG_DOOR_OPENTOFRONT 0x20000000
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#define OBJFLAG_HOVERCAR_20000000 0x20000000
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#define OBJFLAG_WEAPON_AICANNOTUSE 0x20000000
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#define OBJFLAG_AUTOGUN_ALERTED 0x40000000
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#define OBJFLAG_CAMERA_BONDINVIEW 0x40000000
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#define OBJFLAG_DOOR_KEEPOPEN 0x40000000 // Editor: "Door open by default/Empty weapon"
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#define OBJFLAG_HOVERBIKE_MOVINGWHILEEMPTY 0x40000000
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#define OBJFLAG_HOVERCAR_40000000 0x40000000
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#define OBJFLAG_LIFT_TRIGGERDISABLE 0x40000000
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#define OBJFLAG_MONITOR_40000000 0x40000000
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#define OBJFLAG_WEAPON_40000000 0x40000000
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#define OBJFLAG_80000000 0x80000000
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#define OBJFLAG_CHOPPER_INACTIVE 0x80000000 // Or lift disabled, or hovercar something
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#define OBJFLAG_DOOR_TWOWAY 0x80000000 // Door swings in both directions
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#define OBJFLAG_00000001 0x00000001 // Editor: "Fall to Ground"
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#define OBJFLAG_00000002 0x00000002 // Editor: "In Air Rotated 90 Deg Upside-Down"
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#define OBJFLAG_00000004 0x00000004 // Editor: "In Air Upside-Down"
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#define OBJFLAG_00000008 0x00000008 // Editor: "In Air"
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#define OBJFLAG_00000010 0x00000010 // Editor: "Scale to Pad Bounds"
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#define OBJFLAG_00000020 0x00000020 // Editor: "X to Pad Bounds"
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#define OBJFLAG_00000040 0x00000040 // Editor: "Y to Pad Bounds"
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#define OBJFLAG_00000080 0x00000080 // Editor: "Z to Pad Bounds"
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#define OBJFLAG_00000100 0x00000100 // G5 mines, Air Base brown door, AF1 grate and escape door, Defense shuttle, Ruins mines, MBR lift door. Editor suggests "Force Collisions" but this seems wrong
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#define OBJFLAG_00000200 0x00000200 // Editor: "Special Environment Mapping"
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#define OBJFLAG_ILLUMINATED 0x00000400
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#define OBJFLAG_PATHBLOCKER 0x00000800 // Glass and explodable scenery which may be blocking a path segment
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#define OBJFLAG_00001000 0x00001000 // Editor: "Absolute Position"
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#define OBJFLAG_AIUNDROPPABLE 0x00002000 // AI cannot drop item
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#define OBJFLAG_ASSIGNEDTOCHR 0x00004000
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#define OBJFLAG_INSIDEANOTHEROBJ 0x00008000 // Eg. gun inside a crate or suitcase inside a dumpster
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#define OBJFLAG_00010000 0x00010000 // Not used in scripts
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#define OBJFLAG_INVINCIBLE 0x00020000
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#define OBJFLAG_COLLECTABLE 0x00040000
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#define OBJFLAG_THROWNLAPTOP 0x00080000
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#define OBJFLAG_UNCOLLECTABLE 0x00100000
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#define OBJFLAG_REACTIFSHOT 0x00200000 // Bounce or explode
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#define OBJFLAG_00400000 0x00400000 // Not used in scripts
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#define OBJFLAG_00800000 0x00800000 // Not used in scripts
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#define OBJFLAG_01000000 0x01000000 // Editor: "Embedded Object"
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#define OBJFLAG_CANNOT_ACTIVATE 0x02000000 // Makes it do nothing if player presses B on object. Used mostly for doors.
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#define OBJFLAG_AISEETHROUGH 0x04000000 // Glass, glass doors, small objects such as plant pots
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#define OBJFLAG_08000000 0x08000000 // Not used in scripts
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#define OBJFLAG_DEACTIVATED 0x10000000
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#define OBJFLAG_AMMOCRATE_EXPLODENOW 0x10000000
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#define OBJFLAG_DOOR_HASPORTAL 0x10000000
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#define OBJFLAG_GLASS_HASPORTAL 0x10000000
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#define OBJFLAG_WEAPON_LEFTHANDED 0x10000000
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#define OBJFLAG_ESCSTEP_ZALIGNED 0x10000000
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#define OBJFLAG_20000000 0x20000000 // Editor: "Door Opens Backwards/Special Function/Conceal Weapon"
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#define OBJFLAG_CAMERA_DISABLED 0x20000000
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#define OBJFLAG_DOOR_OPENTOFRONT 0x20000000
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#define OBJFLAG_HOVERCAR_20000000 0x20000000
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#define OBJFLAG_WEAPON_AICANNOTUSE 0x20000000
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#define OBJFLAG_AUTOGUN_ALERTED 0x40000000
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#define OBJFLAG_CAMERA_BONDINVIEW 0x40000000
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#define OBJFLAG_DOOR_KEEPOPEN 0x40000000 // Editor: "Door open by default/Empty weapon"
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#define OBJFLAG_HOVERBIKE_MOVINGWHILEEMPTY 0x40000000
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#define OBJFLAG_HOVERCAR_40000000 0x40000000
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#define OBJFLAG_LIFT_TRIGGERDISABLE 0x40000000
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#define OBJFLAG_MONITOR_40000000 0x40000000
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#define OBJFLAG_WEAPON_40000000 0x40000000
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#define OBJFLAG_80000000 0x80000000
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#define OBJFLAG_CHOPPER_INACTIVE 0x80000000 // Or lift disabled, or hovercar something
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#define OBJFLAG_DOOR_TWOWAY 0x80000000 // Door swings in both directions
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// obj->flags2
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#define OBJFLAG2_00000001 0x00000001 // Used only in CI Training
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@@ -2885,7 +2885,7 @@
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#define OBJFLAG2_00020000 0x00020000 // G5 mine, Air Base mine
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#define OBJFLAG2_00040000 0x00040000 // Only used in CI training
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#define OBJFLAG2_INVISIBLE 0x00080000
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#define OBJFLAG2_00100000 0x00100000 // Editor: "Bulletproof Glass"
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#define OBJFLAG2_BULLETPROOF 0x00100000 // Only magnum and FarSight can shoot through it
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#define OBJFLAG2_00200000 0x00200000 // Editor: "Immune to Explosions" (Ruins spikes)
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#define OBJFLAG2_EXCLUDE_2P 0x00400000
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#define OBJFLAG2_EXCLUDE_3P 0x00800000
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@@ -2906,60 +2906,60 @@
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#define OBJFLAG3_00000010 0x00000010 // Used heaps
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#define OBJFLAG3_AUTOCUTSCENESOUNDS 0x00000020 // For doors and objs - play default open/close noises
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#define OBJFLAG3_RTRACKED_YELLOW 0x00000040
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#define OBJFLAG3_CANHARDFREE 0x00000080
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#define OBJFLAG3_CANHARDFREE 0x00000080 // Can free prop while on screen (MP weapons only)
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#define OBJFLAG3_HARDFREEING 0x00000100
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#define OBJFLAG3_00000200 0x00000200 // Not used in scripts
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#define OBJFLAG3_WALKTHROUGH 0x00000400
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#define OBJFLAG3_RTRACKED_BLUE 0x00000800
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#define OBJFLAG3_SHOWSHIELD 0x00001000 // Show shield effect around object (always)
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#define OBJFLAG3_HTMTERMINAL 0x00002000 // Terminal for Hacker Central scenario (HTM = Hack That Mac)
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#define OBJFLAG3_00004000 0x00004000 // Not used in scripts
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#define OBJFLAG3_00008000 0x00008000 // Not used in scripts
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#define OBJFLAG3_ISFETCHTARGET 0x00004000 // AI bot is fetching this obj
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#define OBJFLAG3_REACTTOSIGHT 0x00008000 // Turn sight blue or red when targeted with R
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#define OBJFLAG3_INTERACTABLE 0x00010000
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#define OBJFLAG3_00020000 0x00020000 // Equivalent to CHRH2FLAG_0002
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#define OBJFLAG3_00040000 0x00040000 // Not used in scripts
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#define OBJFLAG3_00080000 0x00080000 // Not used in scripts
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#define OBJFLAG3_00100000 0x00100000 // Ruins spikes
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#define OBJFLAG3_HOVERBEDSHIELD 0x00100000
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#define OBJFLAG3_INTERACTSHORTRANGE 0x00200000
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#define OBJFLAG3_00400000 0x00400000 // Investigation tech items
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#define OBJFLAG3_PLAYERUNDROPPABLE 0x00400000 // Player does not drop item when dead
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#define OBJFLAG3_00800000 0x00800000 // Not used in scripts
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#define OBJFLAG3_01000000 0x01000000 // Not used in scripts
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#define OBJFLAG3_GEOTYPE3 0x02000000 // If set then obj uses tiletype3 else tiletype2
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#define OBJFLAG3_04000000 0x04000000 // Not used in scripts
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#define OBJFLAG3_08000000 0x08000000 // Not used in scripts
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#define OBJFLAG3_10000000 0x10000000 // Editor: "Keep Collisions After Fully Destroyed"
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#define OBJFLAG3_20000000 0x20000000 // Not used in scripts
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#define OBJFLAG3_40000000 0x40000000 // Editor: "Door Highlighted IR Scanner"
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#define OBJFLAG3_ONSHELF 0x20000000 // Obj is on a shelf - use bigger pickup range for Small Jo and Play as Elvis cheats and skip line of sight checks
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#define OBJFLAG3_INFRARED 0x40000000 // Obj is highlighted on IR scanner
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#define OBJFLAG3_80000000 0x80000000 // Not used in scripts
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// obj->hidden
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#define OBJHFLAG_LIFTDOOR 0x00000001
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#define OBJHFLAG_00000002 0x00000002
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#define OBJHFLAG_REAPABLE 0x00000004
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#define OBJHFLAG_00000008 0x00000008
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#define OBJHFLAG_TAGGED 0x00000010
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#define OBJHFLAG_00000040 0x00000040
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#define OBJHFLAG_AIRBORNE 0x00000080
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#define OBJHFLAG_00000100 0x00000100
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#define OBJHFLAG_00000200 0x00000200
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#define OBJHFLAG_HASTEXTOVERRIDE 0x00000400
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#define OBJHFLAG_00000800 0x00000800
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#define OBJHFLAG_00001000 0x00001000
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#define OBJHFLAG_PADLOCKEDDOOR 0x00002000
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#define OBJHFLAG_ACTIVATED_BY_BOND 0x00004000
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#define OBJHFLAG_00008000 0x00008000
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#define OBJHFLAG_00020000 0x00020000
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#define OBJHFLAG_ACTIVATED_BY_COOP 0x00040000
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#define OBJHFLAG_HASOWNER 0x00080000
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#define OBJHFLAG_00100000 0x00100000
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#define OBJHFLAG_OCCUPIEDCHAIR 0x00200000
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#define OBJHFLAG_00400000 0x00400000
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#define OBJHFLAG_00800000 0x00800000
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#define OBJHFLAG_01000000 0x01000000
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#define OBJHFLAG_02000000 0x02000000
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#define OBJHFLAG_MOUNTED 0x04000000 // for hoverbike
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#define OBJHFLAG_GRABBED 0x08000000
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#define OBJHFLAG_20000000 0x20000000 // upper nibble might be a single 4-bit value
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#define OBJHFLAG_LIFTDOOR 0x00000001
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#define OBJHFLAG_00000002 0x00000002
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#define OBJHFLAG_REAPABLE 0x00000004
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#define OBJHFLAG_ISRETICK 0x00000008
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#define OBJHFLAG_TAGGED 0x00000010
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#define OBJHFLAG_00000040 0x00000040
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#define OBJHFLAG_AIRBORNE 0x00000080
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#define OBJHFLAG_00000100 0x00000100
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#define OBJHFLAG_00000200 0x00000200
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#define OBJHFLAG_HASTEXTOVERRIDE 0x00000400
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#define OBJHFLAG_00000800 0x00000800
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#define OBJHFLAG_00001000 0x00001000
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#define OBJHFLAG_PADLOCKEDDOOR 0x00002000
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#define OBJHFLAG_ACTIVATED_BY_BOND 0x00004000
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#define OBJHFLAG_00008000 0x00008000
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#define OBJHFLAG_00020000 0x00020000
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#define OBJHFLAG_ACTIVATED_BY_COOP 0x00040000
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#define OBJHFLAG_HASOWNER 0x00080000
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#define OBJHFLAG_SUSPICIOUS 0x00100000
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#define OBJHFLAG_OCCUPIEDCHAIR 0x00200000
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#define OBJHFLAG_PERIMDISABLED 0x00400000
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#define OBJHFLAG_DOORPERIMDISABLED 0x00800000
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#define OBJHFLAG_CONDITIONALSCENERY 0x01000000 // Set on triggers, exp and unexp
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#define OBJHFLAG_02000000 0x02000000
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#define OBJHFLAG_MOUNTED 0x04000000 // for hoverbike
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#define OBJHFLAG_GRABBED 0x08000000
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#define OBJHFLAG_20000000 0x20000000 // upper nibble might be a single 4-bit value
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// obj->hidden2
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#define OBJH2FLAG_RENDEROPAQUE 0x01
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