Enumerations used in CryAction GameObject.
enum EAutoDisablePhysicsMode { eADPM_Never, eADPM_WhenAIDeactivated, eADPM_WhenInvisibleAndFarAway, eADPM_COUNT_STATES };
IGameObject.h
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Description   | 
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eADPM_COUNT_STATES   | 
 
Must be last.   | 
enum EBindToNetworkMode { eBTNM_Normal, eBTNM_Force, eBTNM_NowInitialized };
IGameObject.h
enum EEntityAspects { eEA_All = NET_ASPECT_ALL, eEA_Script = 0x02u, eEA_Physics = 0x08u, eEA_GameClientStatic = 0x10u, eEA_GameServerStatic = 0x20u, eEA_GameClientDynamic = 0x40u, eEA_GameServerDynamic = 0x80u };
IGameObject.h
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eEA_Script = 0x02u   | 
 
aspect 1 0x04u // aspect 2   | 
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eEA_Physics = 0x08u   | 
 
aspect 3   | 
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eEA_GameClientStatic = 0x10u   | 
 
aspect 4   | 
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eEA_GameServerStatic = 0x20u   | 
 
aspect 5   | 
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eEA_GameClientDynamic = 0x40u   | 
 
aspect 6   | 
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eEA_GameServerDynamic = 0x80u   | 
 
aspect 7   | 
enum EEntityPhysicsEvents { eEPE_OnCollisionLogged = 1<<0, eEPE_OnPostStepLogged = 1<<1, eEPE_OnStateChangeLogged = 1<<2, eEPE_OnCreateEntityPartLogged = 1<<3, eEPE_OnUpdateMeshLogged = 1<<4, eEPE_AllLogged = eEPE_OnCollisionLogged|eEPE_OnPostStepLogged|eEPE_OnStateChangeLogged|eEPE_OnCreateEntityPartLogged|eEPE_OnUpdateMeshLogged, eEPE_OnCollisionImmediate = 1<<8, eEPE_OnPostStepImmediate = 1<<9, eEPE_OnStateChangeImmediate = 1<<10, eEPE_OnCreateEntityPartImmediate = 1<<11, eEPE_OnUpdateMeshImmediate = 1<<12, eEPE_AllImmediate = eEPE_OnCollisionImmediate|eEPE_OnPostStepImmediate|eEPE_OnStateChangeImmediate|eEPE_OnCreateEntityPartImmediate|eEPE_OnUpdateMeshImmediate };
IGameObject.h
enum EGameObjectAIActivationMode { eGOAIAM_Never, eGOAIAM_Always, eGOAIAM_VisibleOrInRange, eGOAIAM_COUNT_STATES };
IGameObject.h
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eGOAIAM_COUNT_STATES   | 
 
Must be last.   | 
enum EGameObjectEventFlags { eGOEF_ToScriptSystem = 0x0001, eGOEF_ToGameObject = 0x0002, eGOEF_ToExtensions = 0x0004, eGOEF_LoggedPhysicsEvent = 0x0008, eGOEF_ToAll = eGOEF_ToScriptSystem|eGOEF_ToGameObject|eGOEF_ToExtensions };
IGameObjectSystem.h
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eGOEF_LoggedPhysicsEvent = 0x0008   | 
 
was this a logged or immediate physics event   | 
enum EPrePhysicsUpdate { ePPU_Never, ePPU_Always, ePPU_WhenAIActivated };
IGameObject.h
enum ERMInvocation { eRMI_ToClientChannel = 0x01, eRMI_ToOwnClient = 0x02, eRMI_ToOtherClients = 0x04, eRMI_ToAllClients = 0x08, eRMI_ToServer = 0x100, eRMI_NoLocalCalls = 0x10000, eRMI_NoRemoteCalls = 0x20000, eRMI_ToRemoteClients = eRMI_NoLocalCalls|eRMI_ToAllClients };
IGameObject.h
enum EUpdateEnableCondition { eUEC_Never, eUEC_Always, eUEC_Visible, eUEC_InRange, eUEC_VisibleAndInRange, eUEC_VisibleOrInRange, eUEC_VisibleOrInRangeIgnoreAI, eUEC_VisibleIgnoreAI, eUEC_WithoutAI };
IGameObject.h