EnemyHealth
Flag intended to hide an enemy object's condition bar.
The engine accepts and loads it, but no gameplay code uses the stored value.
- Applies to
- global rules
- File
rules.ini- Section
[AudioVisual]- Value
- boolean
- When omitted
yes- Used by the game
- No — loaded but not used
The name promises control over whether an enemy object shows a condition bar. One test remains: the decorations drawn for a selected or sensor-detected structure or core defender check the flag alongside whether the object’s house is allied to the player, and on either count call the routine that used to draw the old-style health bar. That routine survives as an empty body and draws nothing.
The condition indicator the game actually draws is put up once that block has closed, for every selected or sensor-detected object rather than only for structures and core defenders, with no ownership test and no reference to the flag, so such an object shows its condition whoever owns it and whatever the setting says. A second pair of tests on the same flag sits in an older drawing routine that is compiled out.