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-rw-r--r--src/simulation/Elements.h40
1 files changed, 21 insertions, 19 deletions
diff --git a/src/simulation/Elements.h b/src/simulation/Elements.h
index 67e2c4b..54f5483 100644
--- a/src/simulation/Elements.h
+++ b/src/simulation/Elements.h
@@ -10,25 +10,27 @@
#define O_MAX_TEMP 3500
#define O_MIN_TEMP -273
-#define TYPE_PART 0x00001 //1 Powders
-#define TYPE_LIQUID 0x00002 //2 Liquids
-#define TYPE_SOLID 0x00004 //4 Solids
-#define TYPE_GAS 0x00008 //8 Gasses (Includes plasma)
-#define TYPE_ENERGY 0x00010 //16 Energy (Thunder, Light, Neutrons etc.)
-#define PROP_CONDUCTS 0x00020 //32 Conducts electricity
-#define PROP_BLACK 0x00040 //64 Absorbs Photons (not currently implemented or used, a photwl attribute might be better)
-#define PROP_NEUTPENETRATE 0x00080 //128 Penetrated by neutrons
-#define PROP_NEUTABSORB 0x00100 //256 Absorbs neutrons, reflect is default
-#define PROP_NEUTPASS 0x00200 //512 Neutrons pass through, such as with glass
-#define PROP_DEADLY 0x00400 //1024 Is deadly for stickman
-#define PROP_HOT_GLOW 0x00800 //2048 Hot Metal Glow
-#define PROP_LIFE 0x01000 //4096 Is a GoL type
-#define PROP_RADIOACTIVE 0x02000 //8192 Radioactive
-#define PROP_LIFE_DEC 0x04000 //2^14 Life decreases by one every frame if > zero
-#define PROP_LIFE_KILL 0x08000 //2^15 Kill when life value is <= zero
-#define PROP_LIFE_KILL_DEC 0x10000 //2^16 Kill when life value is decremented to <= zero
-#define PROP_SPARKSETTLE 0x20000 //2^17 Allow Sparks/Embers to settle
-#define PROP_NOAMBHEAT 0x40000 //2^18 Don't transfer or receive heat from ambient heat.
+#define TYPE_PART 0x00001 //1 Powders
+#define TYPE_LIQUID 0x00002 //2 Liquids
+#define TYPE_SOLID 0x00004 //4 Solids
+#define TYPE_GAS 0x00008 //8 Gasses (Includes plasma)
+#define TYPE_ENERGY 0x00010 //16 Energy (Thunder, Light, Neutrons etc.)
+#define PROP_CONDUCTS 0x00020 //32 Conducts electricity
+#define PROP_BLACK 0x00040 //64 Absorbs Photons (not currently implemented or used, a photwl attribute might be better)
+#define PROP_NEUTPENETRATE 0x00080 //128 Penetrated by neutrons
+#define PROP_NEUTABSORB 0x00100 //256 Absorbs neutrons, reflect is default
+#define PROP_NEUTPASS 0x00200 //512 Neutrons pass through, such as with glass
+#define PROP_DEADLY 0x00400 //1024 Is deadly for stickman
+#define PROP_HOT_GLOW 0x00800 //2048 Hot Metal Glow
+#define PROP_LIFE 0x01000 //4096 Is a GoL type
+#define PROP_RADIOACTIVE 0x02000 //8192 Radioactive
+#define PROP_LIFE_DEC 0x04000 //2^14 Life decreases by one every frame if > zero
+#define PROP_LIFE_KILL 0x08000 //2^15 Kill when life value is <= zero
+#define PROP_LIFE_KILL_DEC 0x10000 //2^16 Kill when life value is decremented to <= zero
+#define PROP_SPARKSETTLE 0x20000 //2^17 Allow Sparks/Embers to settle
+#define PROP_NOAMBHEAT 0x40000 //2^18 Don't transfer or receive heat from ambient heat.
+#define PROP_DRAWONCTYPE 0x80000 //2^19 Set its ctype to another element if the element is drawn upon it (like what CLNE does)
+#define PROP_NOCTYPEDRAW 0x100000 // 2^20 When this element is drawn upon with, do not set ctype (like BCLN for CLNE)
#define FLAG_STAGNANT 0x1
#define FLAG_SKIPMOVE 0x2 // skip movement for one frame, only implemented for PHOT