package com.aionemu.gameserver.controllers.movement; /** * @author Mr. Poke, Neon */ public class MovementMask { /** * When stopping or instant action (this is zero, so a movement with any other flag has no immediate in it) */ public static final byte IMMEDIATE = (byte) 0x00; /** * When gliding */ public static final byte GLIDE = (byte) 0x04; // 4 /** * When falling */ public static final byte FALL = (byte) 0x08; // 8 /** * When standing on moving objects like elevators */ public static final byte VEHICLE = (byte) 0x10; // 16 /** * Absolute destination coordinates (e.g. mouse related movement). Movements without this flag use relative directions. */ public static final byte ABSOLUTE = (byte) 0x20; // 32 /** * When changing direction or move state */ public static final byte MANUAL = (byte) 0x40; // 64 /** * When coords change, but not if heading updates */ public static final byte POSITION = (byte) 0x80; // 128 public static final byte NPC_WALK_SLOW = (byte) 0xEA; public static final byte NPC_WALK_FAST = (byte) 0xE8; public static final byte NPC_RUN_SLOW = (byte) 0xE4; public static final byte NPC_RUN_FAST = (byte) 0xE2; public static final byte NPC_STARTMOVE = (byte) 0xE0; }