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Game.Creatures.CreatureLaneFlags

Assembly: Assembly-CSharp.dll
Namespace: Game.Creatures

Type: public enum (flags) : uint

Base: System.Enum (underlying type: System.UInt32)

Summary: CreatureLaneFlags is a bitmask enum used to describe state and properties of a creature's lane/route and behaviour in the game's creature/pathing system. Multiple flags can be combined to represent composite states (e.g., waiting and stuck). These flags are typically used by pathfinding, AI and lane-selection logic to control creature movement, actions and special modes like swimming or flying.


Fields

  • EndOfPath = 1u
    Indicates the lane represents the end of a path or the final step of the route.

  • EndReached = 2u
    Marks that the end has been reached (used to indicate arrival).

  • TransformTarget = 4u
    Used when the lane is a transform/target point for orientation or final transform.

  • ParkingSpace = 8u
    Denotes a parking space lane (e.g., for vehicles/creatures that can park).

  • Obsolete = 0x10u
    Reserved/obsolete flag kept for compatibility; avoid relying on it in new code.

  • Transport = 0x20u
    Indicates the lane is related to transport (e.g., public transport/transfer lanes).

  • Connection = 0x40u
    Represents a connection lane (linking lanes or segments).

  • Taxi = 0x80u
    Marks lanes used by taxi behaviour or taxi-type transport.

  • Backward = 0x100u
    Used when movement is in the backward direction on the lane.

  • WaitSignal = 0x200u
    Indicates the creature is waiting for a signal (traffic/AI signal).

  • FindLane = 0x400u
    Flag used while searching for an appropriate lane.

  • Stuck = 0x800u
    Indicates the creature is stuck or unable to proceed along the lane.

  • Area = 0x1000u
    Marks lanes that are inside a general area (e.g., park area) rather than a strict path.

  • Hangaround = 0x2000u
    Used for loitering/hangaround behaviour (creature lingers).

  • Checked = 0x4000u
    Indicates the lane/state has been checked/validated by some logic.

  • Action = 0x8000u
    Creature is performing an action associated with this lane.

  • ActivityDone = 0x10000u
    Signals that an activity associated with the lane is completed.

  • Swimming = 0x20000u
    Lane or creature state corresponds to swimming behaviour.

  • Flying = 0x40000u
    Lane or creature state corresponds to flying behaviour.

  • WaitPosition = 0x80000u
    Creature is waiting at a specific position on the lane.

  • Leader = 0x100000u
    Marks a creature as the leader of a group or marks lane as leader-related.

  • EmergeUnspawned = 0x200000u
    Used when a creature is emerging but not yet spawned; special spawn/emergence state.

Note: All fields are bit flags and can be ORed together to express combined states.

Properties

  • (none)
    This enum does not define properties. Use bitwise operations or Enum.HasFlag to query flags at runtime.

Constructors

  • (none)
    Enumerations do not declare constructors. Default enum value is 0 (no flags set). Use explicit casting from uint if you reconstruct from raw data.

Methods

  • (none defined)
    As an enum, CreatureLaneFlags does not define methods. Use standard enum helpers: bitwise operators, Enum.HasFlag, or cast to/from numeric types.

Usage Example

// Combine flags
CreatureLaneFlags flags = CreatureLaneFlags.EndOfPath | CreatureLaneFlags.WaitSignal;

// Check flags (bitwise)
bool isStuck = (flags & CreatureLaneFlags.Stuck) != 0;

// Using Enum.HasFlag (slower but clearer)
if (flags.HasFlag(CreatureLaneFlags.WaitSignal)) {
    // handle waiting for signal
}

// Setting and clearing flags
flags |= CreatureLaneFlags.Hangaround;           // set
flags &= ~CreatureLaneFlags.WaitSignal;          // clear

// Casting to/from underlying uint for serialization/storage
uint raw = (uint)flags;
CreatureLaneFlags restored = (CreatureLaneFlags)raw;