Counter Strike : Global Offensive Source Code
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  1. //====== Copyright � 1996-2004, Valve Corporation, All rights reserved. =======
  2. //
  3. // Purpose:
  4. //
  5. //=============================================================================
  6. #ifndef ATTRIBUTEFLAGS_H
  7. #define ATTRIBUTEFLAGS_H
  8. #ifdef _WIN32
  9. #pragma once
  10. #endif
  11. enum
  12. {
  13. // NOTE: The first 5 flags bits are reserved for attribute type
  14. FATTRIB_TYPEMASK = 0x1F,
  15. FATTRIB_READONLY = (1<<5), // Don't allow editing value in editors
  16. FATTRIB_DONTSAVE = (1<<6), // Don't persist to .dmx file
  17. FATTRIB_DIRTY = (1<<7), // Indicates the attribute has been changed since the resolve phase
  18. FATTRIB_HAS_CALLBACK = (1<<8), // Indicates that this will notify its owner and/or other elements when it changes
  19. FATTRIB_EXTERNAL = (1<<9), // Indicates this attribute's data is externally owned (in a CDmElement somewhere)
  20. FATTRIB_TOPOLOGICAL = (1<<10), // Indicates this attribute effects the scene's topology (ie it's an attribute name or element)
  21. FATTRIB_MUSTCOPY = (1<<11), // parent element must make a new copy during CopyInto, even for shallow copy
  22. FATTRIB_NEVERCOPY = (1<<12), // parent element shouldn't make a new copy during CopyInto, even for deep copy
  23. FATTRIB_USERDEFINED = (1<<13), // This flag WAS used to sort attributes. Now it's used to guess whether vmtdoc and vmfentity attributes are shaderparams or entitykeys. TODO - remove this
  24. FATTRIB_OPERATOR_DIRTY = (1<<14), // Used and cleared only by operator phase of datamodel
  25. FATTRIB_HIDDEN = (1<<15), // shouldn't be shown in ui
  26. };
  27. #endif // ATTRIBUTEFLAGS_H