Improve readability of projectile prime enum.
@@ -240,30 +240,32 @@ typedef enum
// Use bitwise ready values here so we can cram
// different types of data into one value.
+ PROJECTILE_PRIME_NONE = 0,
+
// Source for projectiles base.
- PROJECTILE_PRIME_BASE_FLOOR = 0x00000001,
- PROJECTILE_PRIME_BASE_Y = 0x00000002,
+ PROJECTILE_PRIME_BASE_FLOOR = (1 << 0),
+ PROJECTILE_PRIME_BASE_Y = (1 << 1),
// Movement behavior on launch.
- PROJECTILE_PRIME_LAUNCH_MOVING = 0x00000004,
- PROJECTILE_PRIME_LAUNCH_STATIONARY = 0x00000008,
+ PROJECTILE_PRIME_LAUNCH_MOVING = (1 << 2),
+ PROJECTILE_PRIME_LAUNCH_STATIONARY = (1 << 3),
// Type of projectile as determined by launch method.
- PROJECTILE_PRIME_REQUEST_FLASH = 0x00000010,
- PROJECTILE_PRIME_REQUEST_KNIFE = 0x00000020,
- PROJECTILE_PRIME_REQUEST_PROJECTILE = 0x00000040,
- PROJECTILE_PRIME_REQUEST_PSHOTNO = 0x00000080,
- PROJECTILE_PRIME_REQUEST_SHOT = 0x00000100,
- PROJECTILE_PRIME_REQUEST_UNDEFINED = 0x00000200, // Probably by a script.
+ PROJECTILE_PRIME_REQUEST_FLASH = (1 << 4),
+ PROJECTILE_PRIME_REQUEST_KNIFE = (1 << 5),
+ PROJECTILE_PRIME_REQUEST_PROJECTILE = (1 << 6),
+ PROJECTILE_PRIME_REQUEST_PSHOTNO = (1 << 7),
+ PROJECTILE_PRIME_REQUEST_SHOT = (1 << 8),
+ PROJECTILE_PRIME_REQUEST_UNDEFINED = (1 << 9), // Probably by a script.
// How was projectile model determined?
- PROJECTILE_PRIME_SOURCE_ANIMATION = 0x00000400, // Animation setting.
- PROJECTILE_PRIME_SOURCE_GLOBAL = 0x00000800, // Global "knife" or global "shot".
- PROJECTILE_PRIME_SOURCE_INDEX = 0x00001000, // By projectile's model index.
- PROJECTILE_PRIME_SOURCE_HEADER = 0x00002000, // Model header setting.
- PROJECTILE_PRIME_SOURCE_NAME = 0x00004000, // By projectile's model name.
- PROJECTILE_PRIME_SOURCE_WEAPON = 0x00008000 // From a SUBTYPE_PROJECTLE weapon pickup.
+ PROJECTILE_PRIME_SOURCE_ANIMATION = (1 << 10), // Animation setting.
+ PROJECTILE_PRIME_SOURCE_GLOBAL = (1 << 11), // Global "knife" or global "shot".
+ PROJECTILE_PRIME_SOURCE_INDEX = (1 << 12), // By projectile's model index.
+ PROJECTILE_PRIME_SOURCE_HEADER = (1 << 13), // Model header setting.
+ PROJECTILE_PRIME_SOURCE_NAME = (1 << 14), // By projectile's model name.
+ PROJECTILE_PRIME_SOURCE_WEAPON = (1 << 15) // From a SUBTYPE_PROJECTLE weapon pickup.
} e_projectile_prime;
// State of attack boxes.
