mirror of
https://github.com/Relintai/entity_spell_system.git
synced 2025-02-22 17:18:12 +01:00
160 lines
7.2 KiB
C++
160 lines
7.2 KiB
C++
#include "entity_enums.h"
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const String EntityEnums::BINDING_STRING_PLAYER_RESOURCE_TYPES = "None,Rage,Mana,Energy,Time Anomaly";
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const String EntityEnums::BINDING_STRING_ENTITY_TYPES = "None,Creature,Totem,Idol,Humanoid,Mechanical,Beast,Dragonkin,Elemental,Ghost,Energy,Anomaly,Demon,Object";
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const String EntityEnums::BINDING_STRING_ENTITY_CONTOLLER = "None,Player,AI,Mob";
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const String EntityEnums::BINDING_STRING_ENTITY_FLAGS = "Untargetable,Hidden,Interactable,Hostile";
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const String EntityEnums::BINDING_STRING_ENTITY_STATE_TYPES = "None,Stun,Root,Frozen,Silenced,Disoriented,Feared,Burning,Cold,Cursed,Pacified";
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const String EntityEnums::BINDING_STRING_CHARCATER_SKELETON_POINTS = "Root,Pelvis,Spine,Spine 1,Spine 2,Neck,Head,Left Clavicle,Left upper Arm,Left Forearm,Left Hand,Left Thumb Base,Left Thumb End,Left Fingers Base,Left Fingers End,Right Clavicle,Right upper Arm,Right Forearm,Right Hand,Right Thumb Base,Right Thumb End,Right Fingers Base,Right Fingers End,Left Thigh,Left Calf,Left Foot,Right Thigh,Right Calf,Right Foot";
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const String EntityEnums::BINDING_STRING_AI_STATES = "Off,Rest,Patrol,Follow Path,Regenerate,Attack";
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const String EntityEnums::BINDING_STRING_ENTITY_IMMUNITY_FLAGS = "Stun,Root,Freeze,Silence,Disorient,Fear,Burning,Cold,Pacify,Magic,Poison,Physical,Curse,Bleed,Melee,Holy,Shadow,Nature,Fire,Frost,Lightning,Chaos,Slow,Crit,AOE,Damage,Fall Damage,Projectile,Debuff,Attacks";
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const int EntityEnums::PLAYER_RESOURCE_TYPES_RAGE = 0;
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const int EntityEnums::PLAYER_RESOURCE_TYPES_MANA = 1;
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const int EntityEnums::PLAYER_RESOURCE_TYPES_ENERGY = 2;
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const int EntityEnums::PLAYER_RESOURCE_TYPES_TIME_ANOMALY = 3;
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void EntityEnums::_bind_methods() {
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BIND_CONSTANT(PLAYER_RESOURCE_TYPES_RAGE);
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BIND_CONSTANT(PLAYER_RESOURCE_TYPES_MANA);
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BIND_CONSTANT(PLAYER_RESOURCE_TYPES_ENERGY);
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BIND_CONSTANT(PLAYER_RESOURCE_TYPES_TIME_ANOMALY);
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BIND_ENUM_CONSTANT(ENITIY_TYPE_NONE);
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BIND_ENUM_CONSTANT(ENITIY_TYPE_CREATURE);
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BIND_ENUM_CONSTANT(ENITIY_TYPE_TOTEM);
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BIND_ENUM_CONSTANT(ENITIY_TYPE_IDOL);
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BIND_ENUM_CONSTANT(ENITIY_TYPE_HUMANOID);
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BIND_ENUM_CONSTANT(ENITIY_TYPE_MECHANICAL);
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BIND_ENUM_CONSTANT(ENITIY_TYPE_BEAST);
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BIND_ENUM_CONSTANT(ENITIY_TYPE_DRAGONKIN);
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BIND_ENUM_CONSTANT(ENITIY_TYPE_ELEMENTAL);
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BIND_ENUM_CONSTANT(ENITIY_TYPE_GHOST);
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BIND_ENUM_CONSTANT(ENITIY_TYPE_ENERGY);
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BIND_ENUM_CONSTANT(ENITIY_TYPE_ANOMALY);
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BIND_ENUM_CONSTANT(ENITIY_TYPE_DEMON);
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BIND_ENUM_CONSTANT(ENITIY_TYPE_OBJECT);
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BIND_ENUM_CONSTANT(ENITIY_CONTROLLER_NONE);
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BIND_ENUM_CONSTANT(ENITIY_CONTROLLER_PLAYER);
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BIND_ENUM_CONSTANT(ENITIY_CONTROLLER_AI);
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BIND_ENUM_CONSTANT(ENITIY_CONTROLLER_MOB);
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BIND_ENUM_CONSTANT(ENITIY_FLAGS_NONE);
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BIND_ENUM_CONSTANT(ENTITY_FLAGS_UNTARGETALBE);
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BIND_ENUM_CONSTANT(ENTITY_FLAGS_HIDDEN);
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BIND_ENUM_CONSTANT(ENTITY_FLAGS_INTERACTABLE);
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BIND_ENUM_CONSTANT(ENTITY_FLAGS_HOSTILE);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_NONE);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_STUN);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_ROOT);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_FROZEN);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_SILENCED);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_DISORIENTED);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_FEARED);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_BURNING);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_COLD);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_CURSED);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_PACIFIED);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_NONE);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_STUN);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_ROOT);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_FROZEN);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_SILENCED);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_DISORIENTED);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_FEARED);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_BURNING);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_COLD);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_CURSED);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_PACIFIED);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_MAX);
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BIND_ENUM_CONSTANT(SKELETON_POINT_ROOT);
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BIND_ENUM_CONSTANT(SKELETON_POINT_PELVIS);
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BIND_ENUM_CONSTANT(SKELETON_POINT_SPINE);
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BIND_ENUM_CONSTANT(SKELETON_POINT_SPINE_1);
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BIND_ENUM_CONSTANT(SKELETON_POINT_SPINE_2);
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BIND_ENUM_CONSTANT(SKELETON_POINT_NECK);
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BIND_ENUM_CONSTANT(SKELETON_POINT_HEAD);
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BIND_ENUM_CONSTANT(SKELETON_POINT_LEFT_CLAVICLE);
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BIND_ENUM_CONSTANT(SKELETON_POINT_LEFT_UPPER_ARM);
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BIND_ENUM_CONSTANT(SKELETON_POINT_LEFT_FOREARM);
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BIND_ENUM_CONSTANT(SKELETON_POINT_LEFT_HAND);
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BIND_ENUM_CONSTANT(SKELETON_POINT_LEFT_THUMB_BASE);
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BIND_ENUM_CONSTANT(SKELETON_POINT_LEFT_THUMB_END);
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BIND_ENUM_CONSTANT(SKELETON_POINT_LEFT_FINGERS_BASE);
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BIND_ENUM_CONSTANT(SKELETON_POINT_LEFT_FINGERS_END);
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BIND_ENUM_CONSTANT(SKELETON_POINT_RIGHT_CLAVICLE);
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BIND_ENUM_CONSTANT(SKELETON_POINT_RIGHT_UPPER_ARM);
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BIND_ENUM_CONSTANT(SKELETON_POINT_RIGHT_FOREARM);
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BIND_ENUM_CONSTANT(SKELETON_POINT_RIGHT_HAND);
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BIND_ENUM_CONSTANT(SKELETON_POINT_RIGHT_THUMB_BASE);
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BIND_ENUM_CONSTANT(SKELETON_POINT_RIGHT_THUMB_END);
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BIND_ENUM_CONSTANT(SKELETON_POINT_RIGHT_FINGERS_BASE);
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BIND_ENUM_CONSTANT(SKELETON_POINT_RIGHT_FINGERS_END);
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BIND_ENUM_CONSTANT(SKELETON_POINT_LEFT_THIGH);
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BIND_ENUM_CONSTANT(SKELETON_POINT_LEFT_CALF);
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BIND_ENUM_CONSTANT(SKELETON_POINT_LEFT_FOOT);
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BIND_ENUM_CONSTANT(SKELETON_POINT_RIGHT_THIGH);
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BIND_ENUM_CONSTANT(SKELETON_POINT_RIGHT_CALF);
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BIND_ENUM_CONSTANT(SKELETON_POINT_RIGHT_FOOT);
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BIND_ENUM_CONSTANT(SKELETON_POINTS_MAX);
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BIND_ENUM_CONSTANT(AI_STATE_OFF);
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BIND_ENUM_CONSTANT(AI_STATE_REST);
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BIND_ENUM_CONSTANT(AI_STATE_PATROL);
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BIND_ENUM_CONSTANT(AI_STATE_FOLLOW_PATH);
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BIND_ENUM_CONSTANT(AI_STATE_REGENERATE);
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BIND_ENUM_CONSTANT(AI_STATE_ATTACK);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_NONE);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_STUN);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_ROOT);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_FREEZE);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_SILENCE);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_DISORIENT);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_FEAR);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_BURNING);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_COLD);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_PACIFY);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_MAGIC);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_POISON);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_PHYSICAL);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_CURSE);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_BLEED);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_MELEE);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_HOLY);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_SHADOW);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_NATURE);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_FIRE);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_FROST);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_LIGHTNING);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_CHAOS);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_SLOW);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_CRIT);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_AOE);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_DAMAGE);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_FALL_DAMAGE);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_PROJECTILE);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_DEBUFF);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_ATTACKS);
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}
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