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MoveController & GameObject Flag Values - #1979

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NetStyx:SceneAndPlacementFlags
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NetStyx wants to merge 1 commit into
aers:mainfrom
NetStyx:SceneAndPlacementFlags

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@NetStyx

@NetStyx NetStyx commented Oct 2, 2026

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Hi, while playing around with custom spawned npcs and trying to make them behave more naturally, I needed a few values that are not mapped yet:

  • Flags438 in MoveController:
    • The IsSurfacePlacementComplete flag controls, partly, if a game object does a raycast to the nearest surface under it and updates its y position to place the object on the ground. It retries until it succeeds. IsSurfacePlacementDisabled tells the game to simply ignore that behavior and IsSurfacePlacementPending, when set, clears the IsSurfacePlacementComplete after some frames depending on the distance to the local player.
  • ObjectSceneFlags in GameObject:
    • The important one for me was the CountsForPresenceChecks, which is needed if i want my client object table npcs to actually open doors when they run through it. Its only use, as far as i could tell, was in the SGDoorActionController. On a side quest i found the VisualsLoaded flag which is set when the draw object finished with its setup additionally to some checks depending on the implementation type of game object (a Character* game object for example checks if its action timelines are loaded)

I am bad at naming and did not find a guideline, so suggestions are welcome. Can we add them please?

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