update game_flags notes
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@@ -1166,8 +1166,8 @@ uint32_t Parsed6x70Data::convert_game_flags(uint32_t game_flags, bool to_v3) {
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// simply store the most complete format of this field - we have to be able
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// simply store the most complete format of this field - we have to be able
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// to convert between the two.
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// to convert between the two.
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// Bits on v2: ?IHCBAzy xwvutsrq ponmlkji hgfedcba
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// Bits on v2: JIHCBAzy xwvutsrq ponmlkji hgfedcba
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// Bits on v3: ?IHGFEDC BAzyxwvu srqponkj hgfedcba
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// Bits on v3: JIHGFEDC BAzyxwvu srqponkj hgfedcba
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// The bits ilmt were removed in v3 and the bits to their left were shifted
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// The bits ilmt were removed in v3 and the bits to their left were shifted
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// right. The bits DEFG were added in v3 and do not exist on v2.
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// right. The bits DEFG were added in v3 and do not exist on v2.
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// Known meanings for these bits:
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// Known meanings for these bits:
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@@ -1176,6 +1176,7 @@ uint32_t Parsed6x70Data::convert_game_flags(uint32_t game_flags, bool to_v3) {
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// y = is near enemy
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// y = is near enemy
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// H = is enemy?
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// H = is enemy?
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// I = is object? (some entities have both H and I set though)
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// I = is object? (some entities have both H and I set though)
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// J = is item
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if (to_v3) {
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if (to_v3) {
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return (game_flags & 0xE00000FF) |
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return (game_flags & 0xE00000FF) |
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