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IgnoresFirestorm

Whether a raised firestorm wall passes the type over instead of destroying or consuming it.

Object types

Specification — Object types
Applies to
ObjectType and derived types
AircraftTypeBuildingTypeBulletTypeInfantryTypeOverlayTypeParticleSystemTypeParticleTypeSmudgeTypeTerrainTypeUnitTypeVoxelAnimType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no

Four separate firestorm tests read this flag: the sweep of a raised section’s own cell, the sweep of the cells around it for anything walking toward it, the crossing test a flying object runs as it passes over a section, and the check a projectile makes on entering a section’s cell. An exempt type is skipped by all four — what a raised section destroys covers the payload it is being spared.

Exemption is per type, not per object, and it does not extend to anything else the wall does. A projectile type whose flight is invisible is tested on a different path that does not read this flag, so it is consumed regardless. An exempt vehicle still cannot path through a raised section’s cell, because the cell is impassable to movement whatever stands on it.

Animation types

Specification — Animation types
Applies to
AnimType
File
art.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no
Used by the game
No — loaded but not used

An AnimType’s art entry is read into the same flag as an object type’s, but no firestorm test ever examines an animation. The four tests that read the flag look at units, aircraft, infantry and projectiles only, so the value stored here is never consulted.

See alsolaser-fences