More flagging of Land values. Also use less than for tests of non-terrain, instead of "and $FF00 = 0". Saves a couple of ops, which actually matters a small amount in a few places.
--- a/hedgewars/GSHandlers.inc Sun Mar 17 22:02:57 2013 +0100
+++ b/hedgewars/GSHandlers.inc Mon Mar 18 12:13:46 2013 -0400
@@ -680,7 +680,7 @@
begin
rx:= rx div 2;ry:= ry div 2;
end;
- if Land[yy + py, xx + px] and $FF00 = 0 then
+ if Land[yy + py, xx + px] <= lfAllObjMask then
if gun then
begin
LandDirty[yy div 32, xx div 32]:= 1;
@@ -1020,7 +1020,7 @@
if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y, x] <> 0) then
inc(Gear^.Damage);
// let's interrupt before a collision to give portals a chance to catch the bullet
- if (Gear^.Damage = 1) and (Gear^.Tag = 0) and not(CheckLandValue(x, y, $FF00)) then
+ if (Gear^.Damage = 1) and (Gear^.Tag = 0) and not(CheckLandValue(x, y, lfLandMask)) then
begin
Gear^.Tag := 1;
Gear^.Damage := 0;
@@ -1242,7 +1242,7 @@
end
else
begin
- if CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y + Gear^.dY + cGravity), $FF00) then
+ if CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y + Gear^.dY + cGravity), lfLandMask) then
begin
Gear^.dY := Gear^.dY + cGravity;
Gear^.Y := Gear^.Y + Gear^.dY
@@ -1252,7 +1252,7 @@
end;
Gear^.X := Gear^.X + HHGear^.dX;
- if CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y)-cHHRadius, $FF00) then
+ if CheckLandValue(hwRound(Gear^.X), hwRound(Gear^.Y)-cHHRadius, lfLandMask) then
begin
HHGear^.X := Gear^.X;
HHGear^.Y := Gear^.Y - int2hwFloat(cHHRadius)
@@ -2753,7 +2753,7 @@
HHGear := Gear^.Hedgehog^.Gear;
HHGear^.Message := HHGear^.Message and (not gmAttack);
- Gear^.CollisionMask:= lfCurrentMask;
+ Gear^.CollisionMask:= lfNotCurrentMask;
FollowGear := Gear;
@@ -3025,7 +3025,7 @@
ry := rndSign(getRandomf * _0_1);
ball:= AddGear(gx, gy, gtBall, 0, SignAs(AngleSin(HHGear^.Angle) * _0_8, HHGear^.dX) + rx, AngleCos(HHGear^.Angle) * ( - _0_8) + ry, 0);
- ball^.CollisionMask:= lfCurrentMask;
+ ball^.CollisionMask:= lfNotCurrentMask;
PlaySound(sndGun);
end;
@@ -3595,7 +3595,7 @@
doPortalColorSwitch();
// destroy portal if ground it was attached too is gone
- if ((Land[hwRound(Gear^.Y), hwRound(Gear^.X)] and $FF00) = 0)
+ if (Land[hwRound(Gear^.Y), hwRound(Gear^.X)] <= lfAllObjMask)
or (Gear^.Timer < 1)
or (Gear^.Hedgehog^.Team <> CurrentHedgehog^.Team)
or (hwRound(Gear^.Y) > cWaterLine) then
@@ -4376,14 +4376,14 @@
flame:= AddGear(gx, gy, gtFlame, gstTmpFlag,
SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
- flame^.CollisionMask:= lfCurrentMask;
+ flame^.CollisionMask:= lfNotCurrentMask;
if (Gear^.Health mod 30) = 0 then
begin
flame:= AddGear(gx, gy, gtFlame, 0,
SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
- flame^.CollisionMask:= lfCurrentMask;
+ flame^.CollisionMask:= lfNotCurrentMask;
end
end;
Gear^.Timer:= Gear^.Tag
@@ -4460,7 +4460,7 @@
land:= AddGear(gx, gy, gtFlake, gstTmpFlag,
SignAs(AngleSin(HHGear^.Angle) * speed, HHGear^.dX) + rx,
AngleCos(HHGear^.Angle) * ( - speed) + ry, 0);
- land^.CollisionMask:= lfCurrentMask;
+ land^.CollisionMask:= lfNotCurrentMask;
Gear^.Timer:= Gear^.Tag
end;
@@ -5064,7 +5064,7 @@
For now we assume a "ray" like a deagle projected out from the gun.
All these effects assume the ray's angle is not changed and that the target type was unchanged over a number of ticks. This is a simplifying assumption for "gun was applying freezing effect to the same target".
* When fired at water a layer of ice textured land is added above the water.
- * When fired at non-ice land (land and $FF00 and not lfIce) the land is overlaid with a thin layer of ice textured land around that point (say, 1 or 2px into land, 1px above). For attractiveness, a slope would probably be needed.
+ * When fired at non-ice land (land and lfLandMask and not lfIce) the land is overlaid with a thin layer of ice textured land around that point (say, 1 or 2px into land, 1px above). For attractiveness, a slope would probably be needed.
* When fired at a hog (land and $00FF <> 0), while the hog is targetted, the hog's state is set to frozen. As long as the gun is on the hog, a frozen hog sprite creeps up from the feet to the head. If the effect is interrupted before reaching the top, the freezing state is cleared.
A frozen hog will animate differently. To be decided, but possibly in a similar fashion to a grave when it comes to explosions. The hog might (possibly) not be damaged by explosions. This might make freezing potentially useful for friendlies in a bad position. It might be better to allow damage though.
A frozen hog stays frozen for a certain number of turns. Each turn the frozen overlay becomes fainter, until it fades and the hog animates normally again.
@@ -5460,7 +5460,7 @@
if Gear^.State and gstDrowning <> 0 then exit;
with Gear^ do
begin
- if CheckLandValue(gx, gy, $FF00) then
+ if CheckLandValue(gx, gy, lfLandMask) then
begin
t:= Angle + hwRound((hwAbs(dX)+hwAbs(dY)) * _10);
--- a/hedgewars/uAIAmmoTests.pas Sun Mar 17 22:02:57 2013 +0100
+++ b/hedgewars/uAIAmmoTests.pas Mon Mar 18 12:13:46 2013 -0400
@@ -1171,7 +1171,7 @@
//FillChar(cake, sizeof(cake), 0);
cake.Radius:= 7;
- cake.CollisionMask:= lfCurrentMask;
+ cake.CollisionMask:= lfNotCurrentMask;
cake.Hedgehog:= Me^.Hedgehog;
// check left direction
--- a/hedgewars/uAIMisc.pas Sun Mar 17 22:02:57 2013 +0100
+++ b/hedgewars/uAIMisc.pas Mon Mar 18 12:13:46 2013 -0400
@@ -265,7 +265,7 @@
MeX:= hwRound(Me^.X);
MeY:= hwRound(Me^.Y);
// We are still inside the hog. Skip radius test
- if ((((x-MeX)*(x-MeX)) + ((y-MeY)*(y-MeY))) < 256) and ((Land[y, x] and $FF00) = 0) then
+ if ((((x-MeX)*(x-MeX)) + ((y-MeY)*(y-MeY))) < 256) and (Land[y, x] <= lfAllObjMask) then
exit(false);
end;
TestCollExcludingMe:= TestColl(x, y, r)
@@ -274,19 +274,19 @@
function TestCollExcludingObjects(x, y, r: LongInt): boolean; inline;
var b: boolean;
begin
- b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] and $FF00 <> 0);
+ b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] > lfAllObjMask);
if b then
exit(true);
- b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] and $FF00 <> 0);
+ b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] > lfAllObjMask);
if b then
exit(true);
- b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] and $FF00 <> 0);
+ b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] > lfAllObjMask);
if b then
exit(true);
- b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] and $FF00 <> 0);
+ b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] > lfAllObjMask);
if b then
exit(true);
@@ -296,19 +296,19 @@
function TestColl(x, y, r: LongInt): boolean; inline;
var b: boolean;
begin
- b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] and lfCurrentMask <> 0);
+ b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] and lfNotCurrentMask <> 0);
if b then
exit(true);
- b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] and lfCurrentMask <> 0);
+ b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] and lfNotCurrentMask <> 0);
if b then
exit(true);
- b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] and lfCurrentMask <> 0);
+ b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] and lfNotCurrentMask <> 0);
if b then
exit(true);
- b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] and lfCurrentMask <> 0);
+ b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] and lfNotCurrentMask <> 0);
if b then
exit(true);
@@ -318,19 +318,19 @@
function TestCollWithLand(x, y, r: LongInt): boolean; inline;
var b: boolean;
begin
- b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] > 255);
+ b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] > lfAllObjMask);
if b then
exit(true);
- b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] > 255);
+ b:= (((x-r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] > lfAllObjMask);
if b then
exit(true);
- b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] > 255);
+ b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] > lfAllObjMask);
if b then
exit(true);
- b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] > 255);
+ b:= (((x+r) and LAND_WIDTH_MASK) = 0) and (((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] > lfAllObjMask);
if b then
exit(true);
@@ -712,7 +712,7 @@
var pX, pY, tY: LongInt;
begin
HHGo:= false;
-Gear^.CollisionMask:= lfCurrentMask;
+Gear^.CollisionMask:= lfNotCurrentMask;
AltGear^:= Gear^;
GoInfo.Ticks:= 0;
--- a/hedgewars/uCollisions.pas Sun Mar 17 22:02:57 2013 +0100
+++ b/hedgewars/uCollisions.pas Mon Mar 18 12:13:46 2013 -0400
@@ -139,7 +139,7 @@
var x, y, i: LongInt;
begin
// Special case to emulate the old intersect gear clearing, but with a bit of slop for pixel overlap
-if (Gear^.CollisionMask = lfCurrentMask) and (Gear^.Kind <> gtHedgehog) and (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Gear <> nil) and
+if (Gear^.CollisionMask = lfNotCurrentMask) and (Gear^.Kind <> gtHedgehog) and (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Gear <> nil) and
((hwRound(Gear^.Hedgehog^.Gear^.X) + Gear^.Hedgehog^.Gear^.Radius + 16 < hwRound(Gear^.X) - Gear^.Radius) or
(hwRound(Gear^.Hedgehog^.Gear^.X) - Gear^.Hedgehog^.Gear^.Radius - 16 > hwRound(Gear^.X) + Gear^.Radius)) then
Gear^.CollisionMask:= $FFFF;
@@ -169,7 +169,7 @@
var x, y, i: LongInt;
begin
// Special case to emulate the old intersect gear clearing, but with a bit of slop for pixel overlap
-if (Gear^.CollisionMask = lfCurrentMask) and (Gear^.Kind <> gtHedgehog) and (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Gear <> nil) and
+if (Gear^.CollisionMask = lfNotCurrentMask) and (Gear^.Kind <> gtHedgehog) and (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.Gear <> nil) and
((hwRound(Gear^.Hedgehog^.Gear^.Y) + Gear^.Hedgehog^.Gear^.Radius + 16 < hwRound(Gear^.Y) - Gear^.Radius) or
(hwRound(Gear^.Hedgehog^.Gear^.Y) - Gear^.Hedgehog^.Gear^.Radius - 16 > hwRound(Gear^.Y) + Gear^.Radius)) then
Gear^.CollisionMask:= $FFFF;
--- a/hedgewars/uConsts.pas Sun Mar 17 22:02:57 2013 +0100
+++ b/hedgewars/uConsts.pas Mon Mar 18 12:13:46 2013 -0400
@@ -97,11 +97,16 @@
lfDamaged = $1000; //
lfIce = $0800; // blue
lfBouncy = $0400; // green
+ lfLandMask = $FF00; // upper byte is used for terrain, not objects.
lfCurrentHog = $0080; // CurrentHog. It is also used to flag crates, for convenience of AI. Since an active hog would instantly collect the crate, this doesn't impact play
- lfCurrentMask = $FF7F; // inverse of above. frequently used.
+ lfNotCurrentMask = $FF7F; // inverse of above. frequently used
lfObjMask = $007F; // lower 7 bits used for hogs
lfNotObjMask = $FF80; // inverse of above.
+ // lower byte is for objects.
+ // consists of 0-127 counted for object checkins and $80 as a bit flag for current hog.
+ lfAllObjMask = $00FF; // lfCurrentHog or lfObjMask
+
cMaxPower = 1500;
cMaxAngle = 2048;
--- a/hedgewars/uGearsHandlersRope.pas Sun Mar 17 22:02:57 2013 +0100
+++ b/hedgewars/uGearsHandlersRope.pas Mon Mar 18 12:13:46 2013 -0400
@@ -202,7 +202,7 @@
begin
lx := hwRound(nx);
ly := hwRound(ny);
- if ((ly and LAND_HEIGHT_MASK) = 0) and ((lx and LAND_WIDTH_MASK) = 0) and ((Land[ly, lx] and $FF00) <> 0) then
+ if ((ly and LAND_HEIGHT_MASK) = 0) and ((lx and LAND_WIDTH_MASK) = 0) and (Land[ly, lx] > lfAllObjMask) then
begin
tx := _1 / Distance(ropeDx, ropeDy);
// old rope pos
@@ -425,7 +425,7 @@
ty := _0;
while tt > _20 do
begin
- if ((hwRound(Gear^.Y+ty) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X+tx) and LAND_WIDTH_MASK) = 0) and ((Land[hwRound(Gear^.Y+ty), hwRound(Gear^.X+tx)] and $FF00) <> 0) then
+ if ((hwRound(Gear^.Y+ty) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X+tx) and LAND_WIDTH_MASK) = 0) and (Land[hwRound(Gear^.Y+ty), hwRound(Gear^.X+tx)] > lfAllObjMask) then
begin
Gear^.X := Gear^.X + tx;
Gear^.Y := Gear^.Y + ty;
@@ -449,8 +449,8 @@
end;
end;
- if Gear^.Elasticity < _20 then Gear^.CollisionMask:= $FF00
- else Gear^.CollisionMask:= lfCurrentMask;
+ if Gear^.Elasticity < _20 then Gear^.CollisionMask:= lfLandMask
+ else Gear^.CollisionMask:= lfNotCurrentMask;
CheckCollision(Gear);
if (Gear^.State and gstCollision) <> 0 then
--- a/hedgewars/uGearsList.pas Sun Mar 17 22:02:57 2013 +0100
+++ b/hedgewars/uGearsList.pas Mon Mar 18 12:13:46 2013 -0400
@@ -185,7 +185,7 @@
begin
gear^.Hedgehog:= CurrentHedgehog;
if (CurrentHedgehog^.Gear <> nil) and (hwRound(CurrentHedgehog^.Gear^.X) = X) and (hwRound(CurrentHedgehog^.Gear^.Y) = Y) then
- gear^.CollisionMask:= lfCurrentMask
+ gear^.CollisionMask:= lfNotCurrentMask
end;
if (Ammoz[Gear^.AmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0) then
--- a/hedgewars/uGearsUtils.pas Sun Mar 17 22:02:57 2013 +0100
+++ b/hedgewars/uGearsUtils.pas Mon Mar 18 12:13:46 2013 -0400
@@ -580,7 +580,7 @@
inc(y, 2);
until (y >= cWaterLine) or
(not ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) = 0)) or
- (ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FF00) = 0));
+ (ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, lfLandMask) = 0));
sy:= y;
@@ -588,7 +588,7 @@
inc(y);
until (y >= cWaterLine) or
(not ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FFFF) <> 0)) or
- (ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, $FF00) <> 0));
+ (ignoreOverlap and (CountNonZeroz(x, y, Gear^.Radius - 1, 1, lfLandMask) <> 0));
if (y - sy > Gear^.Radius * 2)
and (((Gear^.Kind = gtExplosives)
--- a/hedgewars/uLandGraphics.pas Sun Mar 17 22:02:57 2013 +0100
+++ b/hedgewars/uLandGraphics.pas Mon Mar 18 12:13:46 2013 -0400
@@ -108,25 +108,25 @@
if ((y + dy) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if isCurrent then
- Land[y + dy, i]:= Land[y + dy, i] and lfCurrentMask
+ Land[y + dy, i]:= Land[y + dy, i] and lfNotCurrentMask
else if Land[y + dy, i] and lfObjMask > 0 then
Land[y + dy, i]:= (Land[y + dy, i] and lfNotObjMask) or ((Land[y + dy, i] and lfObjMask) - 1);
if ((y - dy) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if isCurrent then
- Land[y - dy, i]:= Land[y - dy, i] and lfCurrentMask
+ Land[y - dy, i]:= Land[y - dy, i] and lfNotCurrentMask
else if Land[y - dy, i] and lfObjMask > 0 then
Land[y - dy, i]:= (Land[y - dy, i] and lfNotObjMask) or ((Land[y - dy, i] and lfObjMask) - 1);
if ((y + dx) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if isCurrent then
- Land[y + dx, i]:= Land[y + dx, i] and lfCurrentMask
+ Land[y + dx, i]:= Land[y + dx, i] and lfNotCurrentMask
else if Land[y + dx, i] and lfObjMask > 0 then
Land[y + dx, i]:= (Land[y + dx, i] and lfNotObjMask) or ((Land[y + dx, i] and lfObjMask) - 1);
if ((y - dx) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if isCurrent then
- Land[y - dx, i]:= Land[y - dx, i] and lfCurrentMask
+ Land[y - dx, i]:= Land[y - dx, i] and lfNotCurrentMask
else if Land[y - dx, i] and lfObjMask > 0 then
Land[y - dx, i]:= (Land[y - dx, i] and lfNotObjMask) or ((Land[y - dx, i] and lfObjMask) - 1)
end
@@ -269,7 +269,7 @@
exit;
end;
- if Land[j, i] and $FF00 and not lfIce = 0 then
+ if Land[j, i] and lfLandMask and not lfIce = 0 then
result := result + 1;
end;
end;
@@ -957,7 +957,7 @@
yy:= Y div 2;
end;
- pixelsweep:= ((Land[Y, X] and $FF00) = 0) and (LandPixels[yy, xx] <> 0);
+ pixelsweep:= (Land[Y, X] <= lfAllObjMask) and (LandPixels[yy, xx] <> 0);
if (((Land[Y, X] and lfDamaged) <> 0) and ((Land[Y, X] and lfIndestructible) = 0)) or pixelsweep then
begin
c:= 0;
--- a/hedgewars/uLandObjects.pas Sun Mar 17 22:02:57 2013 +0100
+++ b/hedgewars/uLandObjects.pas Mon Mar 18 12:13:46 2013 -0400
@@ -105,7 +105,7 @@
if LandPixels[(cpY + y) div 2, (cpX + x) div 2] = 0 then
LandPixels[(cpY + y) div 2, (cpX + x) div 2]:= p^[x];
- if ((Land[cpY + y, cpX + x] and $FF00) = 0) and ((p^[x] and AMask) <> 0) then
+ if (Land[cpY + y, cpX + x] <= lfAllObjMask) and ((p^[x] and AMask) <> 0) then
begin
Land[cpY + y, cpX + x]:= lfObject;
Land[cpY + y, cpX + x]:= Land[cpY + y, cpX + x] or extraFlags