Arma Reforger Explorer  1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
EEditableEntityFlag.c
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1 
6 {
7  PLACEABLE = 1 << 0,
8  VIRTUAL = 1 << 1,
9  HAS_FACTION = 1 << 2,
10  LOCAL = 1 << 3,
11  NON_INTERACTIVE = 1 << 4,
12  SLOT = 1 << 5,
13  HORIZONTAL = 1 << 6,
14  STATIC_POSITION = 1 << 7,
15  LAYER = 1 << 8,
16  GAME_HIERARCHY = 1 << 9,
17  ORIENT_CHILDREN = 1 << 10,
18  NON_DELETABLE = 1 << 11,
19  IGNORE_LAYERS = 1 << 12,
20  INDIVIDUAL_CHILDREN = 1 << 13,
21  NON_SERIALIZABLE = 1 << 14,
22  HAS_AREA = 1 << 15,
23  DIRTY_HIERARCHY = 1 << 16,
24  LINKED_CHILDREN = 1 << 17,
25  SPAWN_UNFINISHED = 1 << 18,
27 };
HAS_FACTION
@ HAS_FACTION
Entity can have faction assigned.
Definition: EEditableEntityFlag.c:9
EEditableEntityFlag
EEditableEntityFlag
Unique flags of the entity.
Definition: EEditableEntityFlag.c:5
HORIZONTAL
@ HORIZONTAL
Don't orient the entity to terrain normal when transforming.
Definition: EEditableEntityFlag.c:13
PLACEABLE
@ PLACEABLE
Entity is not available in the content browser (read by class EditableEntityCollector,...
Definition: EEditableEntityFlag.c:7
ORIENT_CHILDREN
@ ORIENT_CHILDREN
When transforming the entity, children wil be oriented to terrain instead of being glued to the entit...
Definition: EEditableEntityFlag.c:17
VIRTUAL
@ VIRTUAL
Entity is represented by virtual objects that have to be updated.
Definition: EEditableEntityFlag.c:8
NON_DELETABLE
@ NON_DELETABLE
Entity cannot be deleted.
Definition: EEditableEntityFlag.c:18
HAS_AREA
@ HAS_AREA
Entity has an area, e.g., a trigger or a spawn point.
Definition: EEditableEntityFlag.c:22
SPAWN_UNFINISHED
@ SPAWN_UNFINISHED
Should entity spawning be handled by Editor or some external system.
Definition: EEditableEntityFlag.c:25
INDIVIDUAL_CHILDREN
@ INDIVIDUAL_CHILDREN
Entity children can be interacted with individually, even when the entity is not the current layer.
Definition: EEditableEntityFlag.c:20
DIRTY_HIERARCHY
@ DIRTY_HIERARCHY
Entity was changed by the user.
Definition: EEditableEntityFlag.c:23
NON_INTERACTIVE
@ NON_INTERACTIVE
Entity cannot be selected and transformed.
Definition: EEditableEntityFlag.c:11
STATIC_POSITION
@ STATIC_POSITION
Entity can be placed only on its pre-defined position.
Definition: EEditableEntityFlag.c:14
GAME_HIERARCHY
@ GAME_HIERARCHY
Should the orignal game hierarchy be preserved instead of flattened upon init?
Definition: EEditableEntityFlag.c:16
LOCAL
@ LOCAL
Entity is not a legit editable entity, but merely a light-weight preview posing as an editable entity...
Definition: EEditableEntityFlag.c:10
NON_SERIALIZABLE
@ NON_SERIALIZABLE
When enabled, entity will not be serialized when session is saved.
Definition: EEditableEntityFlag.c:21
IGNORE_LAYERS
@ IGNORE_LAYERS
When enabled, the entity will be shown even when not in current layer.
Definition: EEditableEntityFlag.c:19
LAYER
@ LAYER
Can the entity be 'entered' as a layer?
Definition: EEditableEntityFlag.c:15
LINKED_CHILDREN
@ LINKED_CHILDREN
Entity spawns children using SCR_EditorLinkComponent.
Definition: EEditableEntityFlag.c:24
FREE_ROAM_BUILDING_AI
@ FREE_ROAM_BUILDING_AI
AI spawned by Free Roam Building.
Definition: EEditableEntityFlag.c:26
SLOT
@ SLOT
When extending the entity with other entities, check also for prefab parents (slots usually inherit f...
Definition: EEditableEntityFlag.c:12