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;