<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<!DOCTYPE funcs
  SYSTEM '../../../clonk.dtd'>
<?xml-stylesheet type="text/xsl" href="../../../clonk.xsl"?>
<funcs>
  <const>
    <title>OCF_CrewMember</title>
    <category>Objects</category>
    <subcat>OCF</subcat>
    <version>5.1 OC</version>
    <syntax><rtype>int</rtype></syntax>
    <desc>Object character flag: the object can be made a crew member or already is a crew member, meaning the corresponding DefCore flag is set and the object is alive.</desc>
    <remark>
      For more information and examples on the use of these constants see <emlink href="definition/ocf.html">object character flags</emlink>.<br/> Objects with the OCF_CrewMember are handled specially in various ways:<br/>
      <ul>
        <li>Will use pathfinding even if the PathFinder value in DefCore is not set.</li>
        <li>Uses internal pathfinding optimizations adjusted for the size of a clonk.</li>
        <li>Will use modified jumping (also short jumps) even if the PathFinder value in DefCore is not set.</li>
        <li>Can be attacked via the Attack command.</li>
        <li>Failed commands will produce failure messages and xFailed calls in the command target.</li>
        <li>Right mouse clicks will show Context* script functions as menu entries if the controller is the owner.</li>
        <li>The object name is displayed if seen by another allied player and enabled in the options.</li>
        <li>The object can not be sold.</li>
      </ul>

    </remark>
    <related>
      <funclink>GetOCF</funclink>
      <funclink>FindObject</funclink>
      <emlink href="definition/ocf.html">Object character flags</emlink>
    </related>
  </const>
  <author>Sven2</author><date>2002-05</date>
</funcs>
