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Group: Admin
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Joined: 11-September 03
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i dont know how to find out how much % they are cloacked though..
CODE | typedef enum { MASK_NONE = 0x00000000, MASK_VIS_SIGHTED = 0x00000001, // This means this is an entity that can be seen by at least one member of the opposing team. Assumes commanders can never be seen. MASK_VIS_DETECTED = 0x00000002, // This entity has been detected by the other team but isn't currently seen MASK_BUILDABLE = 0x00000004, // This entity is buildable MASK_UPGRADE_1 = 0x00000008, // Marine weapons 1, armor, marine basebuildable slot #0 MASK_UPGRADE_2 = 0x00000010, // Marine weapons 2, regen, marine basebuildable slot #1 MASK_UPGRADE_3 = 0x00000020, // Marine weapons 3, redemption, marine basebuildable slot #2 MASK_UPGRADE_4 = 0x00000040, // Marine armor 1, speed, marine basebuildable slot #3 MASK_UPGRADE_5 = 0x00000080, // Marine armor 2, adrenaline, marine basebuildable slot #4 MASK_UPGRADE_6 = 0x00000100, // Marine armor 3, silence, marine basebuildable slot #5 MASK_UPGRADE_7 = 0x00000200, // Marine jetpacks, Cloaking, marine basebuildable slot #6 MASK_UPGRADE_8 = 0x00000400, // Pheromone, motion-tracking, marine basebuildable slot #7 MASK_UPGRADE_9 = 0x00000800, // Scent of fear, exoskeleton MASK_UPGRADE_10 = 0x00001000, // Defensive level 2, power armor MASK_UPGRADE_11 = 0x00002000, // Defensive level 3, electrical defense MASK_UPGRADE_12 = 0x00004000, // Movement level 2, MASK_UPGRADE_13 = 0x00008000, // Movement level 3, marine heavy armor MASK_UPGRADE_14 = 0x00010000, // Sensory level 2 MASK_UPGRADE_15 = 0x00020000, // Sensory level 3 MASK_ALIEN_MOVEMENT = 0x00040000, // Onos is charging MASK_WALLSTICKING = 0x00080000, // Flag for wall-sticking MASK_BUFFED = 0x00100000, // Alien is in range of active primal scream, or marine is under effects of catalyst MASK_UMBRA = 0x00200000, MASK_DIGESTING = 0x00400000, // When set on a visible player, player is digesting. When set on invisible player, player is being digested MASK_RECYCLING = 0x00800000, MASK_TOPDOWN = 0x01000000, MASK_PLAYER_STUNNED = 0x02000000, // Player has been stunned by stomp MASK_ENSNARED = 0x04000000, MASK_ALIEN_EMBRYO = 0x08000000, MASK_SELECTABLE = 0x10000000, MASK_PARASITED = 0x20000000, MASK_SENSORY_NEARBY = 0x40000000 } AvHUpgradeMask;
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these constants are stored in every pPlayer->v.iuser4 in bitmask form .. usually the bots check for MASK_VIS_DETECTED to check if they can see cloacked enemies
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