using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace UniversalEditor.ObjectModels.UnrealEngine { public enum FunctionFlags { None = 0x00000000, /// /// Function is final (prebindable, non-overridable function). /// Final = 0x00000001, /// /// Function has been defined (not just declared). Not used in source code. /// Defined = 0x00000002, /// /// Function is an iterator. /// Iterator = 0x00000004, /// /// Function is a latent state function. /// Latent = 0x00000008, /// /// Unary operator is a prefix operator. /// PrefixOperator = 0x00000010, /// /// Function cannot be reentered. /// Singular = 0x00000020, /// /// Function is network-replicated. Not used in source code. /// NetworkReplicated = 0x00000040, /// /// Function should be sent reliably on the network. Not used in source code. /// NetworkReliable = 0x00000080, /// /// Function executed on the client side. /// Simulated = 0x00000100, /// /// Executable from command line. /// CommandLine = 0x00000200, /// /// Native function. /// Native = 0x00000400, /// /// Event function. /// Event = 0x00000800, /// /// Operator function. /// Operator = 0x00001000, /// /// Static function. /// Static = 0x00002000, /// /// Don't export intrinsic function to C++. /// DoNotExport = 0x00004000, /// /// Function doesn't modify this object. /// Constant = 0x00008000, /// /// Return value is purely dependent on parameters; no state dependencies or internal state changes. /// Invariant = 0x00010000 } }