initial 1.3.0
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help/special_flags.html
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help/special_flags.html
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<HTML>
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<HEAD>
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<TITLE>Special flags</TITLE></HEAD>
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<BODY>
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<h1>Special flags</h1>
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Some flags have special meaning to the interpreter:<p>
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<pre>
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Flag Define name in template game Meaning (when set)
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---------------------------------------------------------------------------
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This indicates that ego's baseline (the
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0 ego_on_water bottom row of pixels) is completely on
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water (pixels with a priority of 3)
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1 ego_hidden Ego is completely hidden by something
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else on screen
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2 input_received Input has been received from the player
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All or part of ego's baseline (the bottom
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3 ego_touching_signal_line row of pixels) is touching a signal line
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(pixels with a priority of 2)
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The input received from the player has
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4 input_parsed been parsed (the said command has
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returned true at some point)
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5 new_room This is the the first cycle in a new room
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6 game_restarted This is the first cycle since the game
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has been restarted
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7 script_buffer_blocked Prevents the interpreter from writing to
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the script buffer
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8 joystick_sensitivity_set Indicates that v15 specifies the joystick
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sensitivity
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9 sound_on The sound is on
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10 trace_enabled Trace mode is enabled
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11 first_logic0_cycle This is the first time logic 0 has been
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executed
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12 game_restored This is the first cycle since a game has
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been restored
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The player is allowed to select an
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inventory item in the inventory screen.
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13 inventory_select_enabled When the item has been selected, v25
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(selected_inventory_item) is set to the
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number of the item selected (or 255 if
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ESC is pressed).
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14 menu_enabled The menu is enabled
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Windows created by print and similar
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commands remain on screen until the
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close.window command is used. If this
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15 windows_remain flag is not set, the windows remain on
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screen until the user presses a key or
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for the time specified by v21
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(window_close_time).
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</pre>
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<B>See also</B><p>
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<a href="special_variables.html">Special variables</a><p>
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</BODY></HTML>
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