VEHICLE_FLAG_CAMERA_DECOUPLED
integer VEHICLE_FLAG_CAMERA_DECOUPLED = 0x200;Constant groups
Other VehicleFlag values (10)
VEHICLE_FLAG_BLOCK_INTERFERENCE0x400VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT0x10VEHICLE_FLAG_HOVER_TERRAIN_ONLY0x8VEHICLE_FLAG_HOVER_UP_ONLY0x20VEHICLE_FLAG_HOVER_WATER_ONLY0x4VEHICLE_FLAG_LIMIT_MOTOR_UP0x40VEHICLE_FLAG_LIMIT_ROLL_ONLY0x2VEHICLE_FLAG_MOUSELOOK_BANK0x100VEHICLE_FLAG_MOUSELOOK_STEER0x80VEHICLE_FLAG_NO_DEFLECTION_UP0x1
This flag only has an effect when steering a vehicle with mouselook. In other words, only when either VEHICLE_FLAG_MOUSELOOK_STEER or VEHICLE_FLAG_MOUSELOOK_BANK are also set. When it is in effect it has zero server-side consequences, except that a bit is set in the flags field in the vehicle’s ObjectUpdate message sent from server to client. The client uses the flag as a hint for how to compute its mouselook camera orientation as vehicle moves under the seated avatar.
When the flag is NOT set the avatar’s mouselook camera will move in the world-frame as the vehicle changes its own world-frame orientation. The avatar’s mouselook camera is effectively at an offset relative to the vehicle’s local-frame.
When the flag IS set the avatar’s mouselook camera will be unaffected by the motion of the vehicle itself: it moves only in the world-frame according to user input.
See also
Section titled “See also”Functions
Section titled “Functions”Articles
Section titled “Articles”Original wiki source
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