A 32 bit integer would be limited to the values (1<<0) through (1<<31).
(2<<0) is not really a useful value, its the same as (1<<1). What you're doing here is taking the value 2 ( 0010 in binary ) and shifting it 0 bits to the left. (2<<0) == 0010 in binary == (1<<1) (2<<1) == 0100 in binary == (1<<2) If you need more flags for your entity, you can create a member variable in the class to handle that and network it from there. In Source you are not limited to the pev structure for things that can be automatically networked. -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Wednesday, January 05, 2005 9:31 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] m_fFlags Player Specific I was just getting ready to ask this and you had replied already... Would the engine handle the below so I do not use something that is already #defined? #define FL_RUNNING (2<<0) #define FL_WALKING (2<<1) r00t 3:16 CQC Gaming www.cqc-gaming.com ----- Original Message ----- From: "Draco" <[EMAIL PROTECTED]> To: <hlcoders@list.valvesoftware.com> Sent: Thursday, January 06, 2005 12:07 AM Subject: Re: [hlcoders] m_fFlags Player Specific > Also, you can reuse values. In my MOD FL_RADARBLIP is the same as > FL_IMMUNEWATER, they arenm't used at the same time so it doesn't > effect each other. > > > ********************** > Draco > Coder for Perfect Dark > http://perfectdark.game-mod.net > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders