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/*
** Command & Conquer Generals Zero Hour(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// ObjectScriptStatusBits.h ///////////////////////////////////////////////////////////////////////
// Part of header detangling
// JKMCD Aug 2002
#pragma once
#ifndef __OBJECTSCRIPTSTATUSBITS_H__
#define __OBJECTSCRIPTSTATUSBITS_H__
//-------------------------------------------------------------------------------------------------
/** Object status bits */
//-------------------------------------------------------------------------------------------------
enum ObjectScriptStatusBit
{
OBJECT_STATUS_SCRIPT_DISABLED = 0x01, ///< this object is disabled via script
OBJECT_STATUS_SCRIPT_UNPOWERED = 0x02, ///< this object is unpowered via script
OBJECT_STATUS_SCRIPT_UNSELLABLE = 0x04, ///< this object is unsellable
OBJECT_STATUS_SCRIPT_UNSTEALTHED = 0x08, ///< this object can't stealth.
OBJECT_STATUS_SCRIPT_TARGETABLE = 0x10, ///< This unit can be targeted by the player, but not autoacquired.
// NOTE: Object currently only uses a Byte for this, so if you add status bits, you may need to enlarge that field.
};
#endif /* __OBJECTSCRIPTSTATUSBITS_H__ */