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update object flag documentation
Fix one copy-paste error (for `Object_Flags::Collides`), and update the other descriptions as these flags can apply to any object, not just ships.
1 parent e1810ed commit d550619

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Lines changed: 13 additions & 13 deletions

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code/object/object.cpp

Lines changed: 13 additions & 13 deletions
Original file line numberDiff line numberDiff line change
@@ -162,19 +162,19 @@ obj_flag_name Object_flag_names[] = {
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};
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obj_flag_description Object_flag_descriptions[] = {
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{ Object::Object_Flags::Invulnerable, "Stops ship from taking any damage."},
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{ Object::Object_Flags::Protected, "Ship and Turret AI will ignore and not attack ship."},
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{ Object::Object_Flags::Beam_protected, "Turrets with beam weapons will ignore and not attack ship."},
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{ Object::Object_Flags::No_shields, "Ship will have no shields (ETS will be rebalanced if shields were off and are enabled)."},
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{ Object::Object_Flags::Targetable_as_bomb, "Allows ship to be targeted with the bomb targeting key."},
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{ Object::Object_Flags::Flak_protected, "Turrets with flak weapons will ignore and not attack ship."},
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{ Object::Object_Flags::Laser_protected, "Turrets with laser weapons will ignore and not attack ship."},
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{ Object::Object_Flags::Missile_protected, "Turrets with missile weapons will ignore and not attack ship."},
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{ Object::Object_Flags::Immobile, "Will not let a ship change position or orientation. Upon destruction the ship will still do the death roll and explosion."},
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{ Object::Object_Flags::Dont_change_position, "Will not let a ship change position. Upon destruction the ship will still do the death roll and explosion."},
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{ Object::Object_Flags::Dont_change_orientation, "Will not let a ship change orientation. Upon destruction the ship will still do the death roll and explosion."},
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{ Object::Object_Flags::Collides, "Causes a ship to vanish (no deathroll, no debris, no explosion) when destroyed."},
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{ Object::Object_Flags::Attackable_if_no_collide, "Allows the AI to attack this object, even if no-collide is set."},
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{ Object::Object_Flags::Invulnerable, "Stops this object from taking any damage."},
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{ Object::Object_Flags::Protected, "Ship and Turret AI will ignore and not attack this object."},
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{ Object::Object_Flags::Beam_protected, "Turrets with beam weapons will ignore and not attack this object."},
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{ Object::Object_Flags::No_shields, "This object will have no shields. (If this object can otherwise have shields, its shield energy will be fully reallocated to other ETS systems.)"},
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{ Object::Object_Flags::Targetable_as_bomb, "Allows this object to be targeted with the bomb targeting key."},
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{ Object::Object_Flags::Flak_protected, "Turrets with flak weapons will ignore and not attack this object."},
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{ Object::Object_Flags::Laser_protected, "Turrets with laser weapons will ignore and not attack this object."},
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{ Object::Object_Flags::Missile_protected, "Turrets with missile weapons will ignore and not attack this object."},
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{ Object::Object_Flags::Immobile, "Will not let an object change position or orientation. Upon destruction it will still do the death roll and explosion."},
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{ Object::Object_Flags::Dont_change_position, "Will not let an object change position. Upon destruction it will still do the death roll and explosion."},
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{ Object::Object_Flags::Dont_change_orientation, "Will not let an object change orientation. Upon destruction it will still do the death roll and explosion."},
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{ Object::Object_Flags::Collides, "This object will collide with other objects."},
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{ Object::Object_Flags::Attackable_if_no_collide, "Allows the AI to attack this object, even if no-collide is set. (Normally an object that does not collide is also not attacked.)"},
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};
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extern const int Num_object_flag_names = sizeof(Object_flag_names) / sizeof(obj_flag_name);

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