/* ** Command & Conquer Generals(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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (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__ */