Richard Boegli's CnC_Generals_Zero_Hour Fork
WIP
This is documentation of Richard Boegil's Zero Hour Fork
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Here is a list of all enum values with links to the files they belong to:
- f -
FACTION__KEY :
PeerThread.cpp
False :
gimex.h
false :
bool.h
FILE_TYPE_COMPLETELY_UNKNOWN :
W3DFileSystem.cpp
FILE_TYPE_DDS :
W3DFileSystem.cpp
FILE_TYPE_TGA :
W3DFileSystem.cpp
FILE_TYPE_W3D :
W3DFileSystem.cpp
FIRST_DRAWABLE_MODULE_TYPE :
Module.h
FIRST_VALID_IDENTIFIER :
Properties.h
FIXED_BRIDGE :
W3DBridgeBuffer.h
FLAG_BRIDGE_FLAGS :
MapObject.h
FLAG_BRIDGE_POINT1 :
MapObject.h
FLAG_BRIDGE_POINT2 :
MapObject.h
FLAG_DONT_RENDER :
MapObject.h
FLAG_DRAWS_IN_MIRROR :
MapObject.h
FLAG_ROAD_CORNER_ANGLED :
MapObject.h
FLAG_ROAD_CORNER_TIGHT :
MapObject.h
FLAG_ROAD_FLAGS :
MapObject.h
FLAG_ROAD_JOIN :
MapObject.h
FLAG_ROAD_POINT1 :
MapObject.h
FLAG_ROAD_POINT2 :
MapObject.h
FLOATING :
ObjectCreationList.cpp
FM_NULL_MODE :
CommandXlat.h
FM_VIEW_BW_BLACK_AND_WHITE :
CommandXlat.h
FM_VIEW_BW_GREEN_AND_WHITE :
CommandXlat.h
FM_VIEW_BW_RED_AND_WHITE :
CommandXlat.h
FM_VIEW_CROSSFADE_CIRCLE :
CommandXlat.h
FM_VIEW_CROSSFADE_FB_MASK :
CommandXlat.h
FM_VIEW_DEFAULT :
CommandXlat.h
FM_VIEW_MB_END_PAN_ALPHA :
CommandXlat.h
FM_VIEW_MB_IN_ALPHA :
CommandXlat.h
FM_VIEW_MB_IN_AND_OUT_ALPHA :
CommandXlat.h
FM_VIEW_MB_IN_AND_OUT_SATURATE :
CommandXlat.h
FM_VIEW_MB_IN_SATURATE :
CommandXlat.h
FM_VIEW_MB_OUT_ALPHA :
CommandXlat.h
FM_VIEW_MB_OUT_SATURATE :
CommandXlat.h
FM_VIEW_MB_PAN_ALPHA :
CommandXlat.h
FORCE_DRAWABLEID_TO_LONG_SIZE :
GameType.h
FORCE_FORMATIONID_TO_LONG_SIZE :
GameType.h
FORCE_NAMEKEYTYPE_LONG :
NameKeyGenerator.h
FORCE_OBJECTID_TO_LONG_SIZE :
GameType.h
FOREVER :
GameCommon.h
FOUR_WAY :
W3DRoadBuffer.h
FPF_CLEAR_CELLS_ONLY :
PartitionManager.h
FPF_IGNORE_ALL_OBJECTS :
PartitionManager.h
FPF_IGNORE_ALLY_OR_NEUTRAL_STRUCTURES :
PartitionManager.h
FPF_IGNORE_ALLY_OR_NEUTRAL_UNITS :
PartitionManager.h
FPF_IGNORE_ENEMY_STRUCTURES :
PartitionManager.h
FPF_IGNORE_ENEMY_UNITS :
PartitionManager.h
FPF_IGNORE_WATER :
PartitionManager.h
FPF_NONE :
PartitionManager.h
FPF_USE_HIGHEST_LAYER :
PartitionManager.h
FPF_WATER_ONLY :
PartitionManager.h
FRAME_FUDGE_ADD :
LoadScreen.cpp
FRAME_INNER_BACKDROP_ALPHA_SHOW :
LoadScreen.cpp
FRAME_INNER_CIRCLE_ALPHA_SHOW :
LoadScreen.cpp
FRAME_INNER_CIRCLE_LINE_HIDE :
LoadScreen.cpp
FRAME_INNER_CIRCLE_LINE_SHOW :
LoadScreen.cpp
FRAME_OUTER_CIRCLE_ALPHA_SHOW :
LoadScreen.cpp
FRAME_OUTER_CIRCLE_LINE_HIDE :
LoadScreen.cpp
FRAME_OUTER_CIRCLE_LINE_SHOW :
LoadScreen.cpp
FRAME_PORTRAITS_START :
LoadScreen.cpp
FRAME_RIGHT_VOICE :
LoadScreen.cpp
FRAME_TELETYPE_START :
LoadScreen.cpp
FRAME_TITLES_START :
LoadScreen.cpp
FRAME_VS_ANIM_START :
LoadScreen.cpp
FRAMEDATA_NOTREADY :
FrameData.h
FRAMEDATA_READY :
FrameData.h
FRAMEDATA_RESEND :
FrameData.h
FREE_TO_EXIT :
AIUpdate.h
FROM_BOUNDINGSPHERE_2D :
PartitionManager.h
FROM_BOUNDINGSPHERE_3D :
PartitionManager.h
FROM_CENTER_2D :
PartitionManager.h
FROM_CENTER_3D :
PartitionManager.h
FROM_HANGAR :
JetAIUpdate.cpp
FROM_PARKING :
JetAIUpdate.cpp
FRONT_END_CRUSH :
CrushDie.h
FS_AFLAME :
FlammableUpdate.h
FS_BURNED :
FlammableUpdate.h
FS_NORMAL :
FlammableUpdate.h
FS_NORMAL_COUNT :
FlammableUpdate.h
FT_MAX :
CommandXlat.h
FT_NULL_FILTER :
CommandXlat.h
FT_VIEW_BW_FILTER :
CommandXlat.h
FT_VIEW_CROSSFADE :
CommandXlat.h
FT_VIEW_DEFAULT :
CommandXlat.h
FT_VIEW_MOTION_BLUR_FILTER :
CommandXlat.h
FULL_FADE_TRANSITION :
GameWindowTransitions.h
FULLY_HEAL :
BodyModule.h
FX_DAMAGE_LOC_TYPE_BONE :
TransitionDamageFX.h
FX_DAMAGE_LOC_TYPE_COORD :
TransitionDamageFX.h
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