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| Flag Name
|
Description
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Examples
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| is_road
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Identifies objects to draw "wet reflections" on them.
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Roads
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| draw_last
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Model is transparent. Render this object after all opaque objects, allowing transparencies of other objects to be visible through this object.
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Fences, trees
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| addictive
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Render with additive blending. Previous flag will be enabled automatically.
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Night windows
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| ignore_lighting
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Don't use static lighting, we want dynamic if it's possible.
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Interior objects
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| no_zbuffer_write
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Model is a shadow. Disable writing to z-buffer when rendering it, allowing transparencies of other objects, shadows, and lights to be visible through this object.
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Tree shadows
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| dont_receive_shadows
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Do not draw dynamic shadows on this object.
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Small objects, pickups, lamps, trees
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| is_glass_type_1
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Breakable glass type 1: glass object changes its textures when breaking.
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Small windows
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| is_glass_type_2
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Breakable glass type 2: glass object doesn't change its textures when breaking.
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Large windows
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| is_garage_door
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Indicates an object as a garage door (requires object.dat registration).
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Garage doors
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| is_damagable
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Model with ok/dam states.
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Vehicle upgrades, barriers
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| is_tree
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Trees and some plants. These objects move on wind.
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Trees, some plants
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| is_palm
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Palms. These objects move on wind.
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Palms
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| does_not_collide_with_flyer
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Does not collide with flyer (plane or heli).
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Trees, street lights, traffic lights, road signs, telegraph poles
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| is_tag
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This model is a tag. Object will switch from mesh 2 to mesh 1 after getting sprayed by the player.
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Tags
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| disable_backface_culling
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Disables backface culling – as a result, the texture will be drawn on both sides of the model.
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Roads, houses, trees, vehicle parts
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| is_breakable_statue
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Object with this model can't be used as cover, i.e., peds won't try to cover behind this object.
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Statue parts in atrium
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| is_crane
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Not in provided information.
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