Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef ATTRIBUTEFLAGS_H
#define ATTRIBUTEFLAGS_H
#ifdef _WIN32
#pragma once
#endif
enum { // NOTE: The first 5 flags bits are reserved for attribute type
FATTRIB_TYPEMASK = 0x1F,
FATTRIB_READONLY = (1<<5), // Don't allow editing value in editors
FATTRIB_DONTSAVE = (1<<6), // Don't persist to .dmx file
FATTRIB_DIRTY = (1<<7), // Indicates the attribute has been changed since the resolve phase
FATTRIB_HAS_CALLBACK = (1<<8), // Indicates that this will notify its owner and/or other elements when it changes
FATTRIB_EXTERNAL = (1<<9), // Indicates this attribute's data is externally owned (in a CDmElement somewhere)
FATTRIB_TOPOLOGICAL = (1<<10), // Indicates this attribute effects the scene's topology (ie it's an attribute name or element)
FATTRIB_MUSTCOPY = (1<<11), // parent element must make a new copy during CopyInto, even for shallow copy
FATTRIB_NEVERCOPY = (1<<12), // parent element shouldn't make a new copy during CopyInto, even for deep copy
FATTRIB_STANDARD = (1<<13), // This flag is set if it's a "standard" attribute, namely "name"
FATTRIB_USERDEFINED = (1<<14), // This flag is used to sort attributes in the element properties view. User defined flags come last.
FATTRIB_NODUPLICATES = (1<<15),// For element array types, disallows duplicate values from being inserted into the array.
FATTRIB_HAS_ARRAY_CALLBACK = (1<<16), // Indicates that this will notify its owner and/or other elements array elements changes. Note that when elements shift (say, inserting at head, or fast remove), callbacks are not executed for these elements.
FATTRIB_HAS_PRE_CALLBACK = (1<<17), // Indicates that this will notify its owner and/or other elements right before it changes
FATTRIB_OPERATOR_DIRTY = (1<<18),// Used and cleared only by operator phase of datamodel
};
#endif // ATTRIBUTEFLAGS_H
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