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
}
}