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Game.Vehicles.PersonalCarFlags

Assembly: Assembly-CSharp
Namespace: Game.Vehicles

Type: enum (with [Flags], public)

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

Summary:
Flags describing transient states for personal/AI-driven cars (bitmask values). These flags are used to represent behaviors such as whether the car is carrying passengers, in the process of boarding or disembarking, a dummy traffic vehicle, or targeted to a home. Because the enum is marked with [Flags], multiple states can be combined using bitwise operations.


Fields

  • Transporting = 1u
    Indicates the car is transporting a passenger (actively carrying someone).

  • Boarding = 2u
    Indicates the car is in the boarding state (passenger(s) are getting on).

  • Disembarking = 4u
    Indicates the car is in the disembarking state (passenger(s) are getting off).

  • DummyTraffic = 8u
    Marks the vehicle as dummy traffic (non-player meaningful traffic, used for simulation/visuals).

  • HomeTarget = 0x10u
    Indicates the car has a home as its target (returning to or targeting a residence).

Properties

  • (None)
    This enum type does not expose any properties.

Constructors

  • (None)
    Enums do not define constructors. Instances are values of the enum type.

Methods

  • (None)
    No methods are defined on this enum. Use standard enum and bitwise operations to inspect or modify values.

Usage Example

// Creating a combined flag (car is transporting and flagged as home target)
PersonalCarFlags flags = PersonalCarFlags.Transporting | PersonalCarFlags.HomeTarget;

// Check if the car is transporting
bool isTransporting = (flags & PersonalCarFlags.Transporting) != 0;

// Add a flag (set Boarding)
flags |= PersonalCarFlags.Boarding;

// Remove a flag (clear Transporting)
flags &= ~PersonalCarFlags.Transporting;

// Check multiple flags
bool isBoardingOrDisembarking = (flags & (PersonalCarFlags.Boarding | PersonalCarFlags.Disembarking)) != 0;

{{ This enum is intended for use in vehicle state logic within the game's simulation. When reading or writing these flags in mods, ensure thread-safety and follow the game's expected update patterns (e.g., perform changes within appropriate simulation/vehicle update callbacks). }}