Editing Thing type flags
From Eternity Wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
Thing type flags are properties that can be set on or off, to control special behavior. They belong to thing classes, such as Zombieman or BaronOfHell, and shouldn't be confused with the mapthing flags, which affect individual objects in a level, regardless of species (see [[ExtraData#options|ExtraData mapthing options]] for that type of flags). | Thing type flags are properties that can be set on or off, to control special behavior. They belong to thing classes, such as Zombieman or BaronOfHell, and shouldn't be confused with the mapthing flags, which affect individual objects in a level, regardless of species (see [[ExtraData#options|ExtraData mapthing options]] for that type of flags). | ||
Thingtype flags are used by the [[thingtype]] block in EDF, with the fields: '''flags''', '''flags2''', '''flags3''', '''flags4''', '''cflags''', '''addflags''' and '''remflags'''. They | Thingtype flags are used by the [[thingtype]] block in EDF, with the fields: '''flags''', '''flags2''', '''flags3''', '''flags4''', '''cflags''', '''addflags''' and '''remflags'''. They're also used by the [[SetFlags]] and [[UnSetFlags]] [[List of codepointers|codepointers]]. | ||
The flags are grouped (currently) into four categories, because only 32 bits can enter a long integer block. | The flags (or bits) are grouped (currently) into four categories, because only 32 bits can enter a long integer block. There are for now 101 defined thingtype bits in Eternity. | ||
'''flags''' up to '''flags4''' can only use bits from their own namespaces, while '''cflags''', '''addflags''' and '''remflags''' combine all flags into a single namespace, excepting the '''flags''' bit '''SLIDE'''. | '''flags''' up to '''flags4''' can only use bits from their own namespaces, while '''cflags''', '''addflags''' and '''remflags''' combine all flags into a single namespace, excepting the '''flags''' bit '''SLIDE'''. | ||
=flags= | |||
{| class="wikitable" style="font-size: 85%"; text-align: center; width: auto | {| class="wikitable" style="font-size: 85%"; text-align: center; width: auto | ||
!style="background-color: #C5D0E1"| Flag name | !style="background-color: #C5D0E1"| Flag name | ||
!style="background-color: #E3EEFF"| Bit number | !style="background-color: #E3EEFF"| Bit number | ||
!style="background-color: #C5D0E1"| Decimal | |||
!style="background-color: #E3EEFF"| Hexadecimal | |||
!style="background-color: #C5D0E1"| Description | !style="background-color: #C5D0E1"| Description | ||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''SPECIAL''' | | '''SPECIAL''' | ||
| 0 | | 0 | ||
| Collectable item (can be picked up) | | 1 | ||
| 0x01 | |||
| Collectable item (can be picked up). | |||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''SOLID''' | | '''SOLID''' | ||
| 1 | | 1 | ||
| 2 | |||
| 0x02 | |||
| Blocks other objects. | | Blocks other objects. | ||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''SHOOTABLE''' | | '''SHOOTABLE''' | ||
| 2 | | 2 | ||
| Can take damage and be targeted | | 4 | ||
| 0x04 | |||
| Can take damage and be targeted. | |||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''NOSECTOR''' | | '''NOSECTOR''' | ||
| 3 | | 3 | ||
| Not linked into sectors. | | 8 | ||
| 0x08 | |||
| Not linked into sectors. Invisible, but can be hit. Never appears in automap, even with cheats. | |||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''NOBLOCKMAP''' | | '''NOBLOCKMAP''' | ||
| 4 | | 4 | ||
| Not linked into the blockmap. | | 16 | ||
| 0x10 | |||
| Not linked into the blockmap. Cannot be hit, but can hit other objects. | |||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''AMBUSH''' | | '''AMBUSH''' | ||
| 5 | | 5 | ||
| | | 32 | ||
| 0x20 | |||
| Always has "AMBUSH" mapthing flag behavior. Will only wake up when an enemy is seen. | |||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''JUSTHIT''' | | '''JUSTHIT''' | ||
| 6 | | 6 | ||
| Internal monster | | 64 | ||
| 0x40 | |||
| Internal flag, monster will attack as soon as it is activated. | |||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''JUSTATTACKED''' | | '''JUSTATTACKED''' | ||
| 7 | | 7 | ||
| Internal | | 128 | ||
| 0x80 | |||
| Internal flag, delays a bit before attacking. | |||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''SPAWNCEILING''' | | '''SPAWNCEILING''' | ||
| 8 | | 8 | ||
| Spawns on the ceiling instead of the floor | | 256 | ||
| 0x100 | |||
| Spawns on the ceiling instead of the floor. | |||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''NOGRAVITY''' | | '''NOGRAVITY''' | ||
| 9 | | 9 | ||
| Is not subject to gravity | | 512 | ||
| 0x200 | |||
| Is not subject to gravity. | |||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''DROPOFF''' | | '''DROPOFF''' | ||
| 10 | | 10 | ||
| | | 1024 | ||
| 0x400 | |||
| Can pass over ledges higher than 24 units. | |||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''PICKUP''' | | '''PICKUP''' | ||
| 11 | | 11 | ||
| 2048 | |||
| 0x800 | |||
| Can pick up items. Currently only works on player class objects. | | Can pick up items. Currently only works on player class objects. | ||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''NOCLIP''' | | '''NOCLIP''' | ||
| 12 | | 12 | ||
| Is not clipped against other objects or lines | | 4096 | ||
| 0x1000 | |||
| Is not clipped against other objects or lines. | |||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''SLIDE''' | | '''SLIDE''' | ||
| 13 | | 13 | ||
| | | 8192 | ||
| 0x2000 | |||
| For compatibility only, has no effect. Use '''flags3''' bit '''SLIDE''' instead. | |||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''FLOAT''' | | '''FLOAT''' | ||
| 14 | | 14 | ||
| Has | | 16384 | ||
| 0x4000 | |||
| Has floating monster behavior. | |||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''TELEPORT''' | | '''TELEPORT''' | ||
| 15 | | 15 | ||
| | | 32768 | ||
| 0x8000 | |||
| Unused vanilla flag. Can go over steps of any height, has other odd behaviors. Use not recommended. | |||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''MISSILE''' | | '''MISSILE''' | ||
| 16 | | 16 | ||
| Is a projectile | | 65536 | ||
| 0x10000 | |||
| Is a projectile. | |||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''DROPPED''' | | '''DROPPED''' | ||
| 17 | | 17 | ||
| Internal flag for dropped items (trooper clips, etc). | | 131072 | ||
| 0x20000 | |||
| Internal flag for dropped items (trooper clips, etc). Can be crushed, never respawns. | |||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''SHADOW''' | | '''SHADOW''' | ||
| 18 | | 18 | ||
| 262144 | |||
| 0x40000 | |||
| Renders as spectre fuzz. Monsters aiming at this thing will suffer inaccuracy. | | Renders as spectre fuzz. Monsters aiming at this thing will suffer inaccuracy. | ||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''NOBLOOD''' | | '''NOBLOOD''' | ||
| 19 | | 19 | ||
| Doesn't bleed when hit by | | 524288 | ||
| 0x80000 | |||
| Doesn't bleed when hit by tracer attacks; spawns bullet puffs instead. | |||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''CORPSE''' | | '''CORPSE''' | ||
| 20 | | 20 | ||
| | | 1048576 | ||
| 0x100000 | |||
| Is a corpse and may slide over ledges. Also checked by Arch-viles. | |||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''INFLOAT''' | | '''INFLOAT''' | ||
| 21 | | 21 | ||
| 2097152 | |||
| 0x200000 | |||
| Internal flag, used for floating monster AI. | | Internal flag, used for floating monster AI. | ||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''COUNTKILL''' | | '''COUNTKILL''' | ||
| 22 | | 22 | ||
| Counts toward kill score when defeated, and is | | 4194304 | ||
| 0x400000 | |||
| Counts toward kill score when defeated, and is considered a valid target. See also '''KILLABLE'''. | |||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''COUNTITEM''' | | '''COUNTITEM''' | ||
| 23 | | 23 | ||
| Counts toward item score when collected. | | 8388608 | ||
| 0x800000 | |||
| Counts toward item score when collected. May respawn if item respawning is enabled. | |||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''SKULLFLY''' | | '''SKULLFLY''' | ||
| 24 | | 24 | ||
| Internal flag, used for charging monster | | 16777216 | ||
| 0x1000000 | |||
| Internal flag, used for charging monster maintenance. | |||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''NOTDMATCH''' | | '''NOTDMATCH''' | ||
| 25 | | 25 | ||
| Is not spawned at level start in Deathmatch game modes | | 33554432 | ||
| 0x2000000 | |||
| Is not spawned at level start in Deathmatch game modes. | |||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''TRANSLATION1''' | | '''TRANSLATION1''' | ||
| 26 | | 26 | ||
| 67108864 | |||
| 0x4000000 | |||
| Remaps green to gray in sprites. | | Remaps green to gray in sprites. | ||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''TRANSLATION2''' | | '''TRANSLATION2''' | ||
| 27 | | 27 | ||
| 134217728 | |||
| 0x8000000 | |||
| Remaps green to brown, or gray to red if combined with '''TRANSLATION1'''. | | Remaps green to brown, or gray to red if combined with '''TRANSLATION1'''. | ||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''TOUCHY''' | | '''TOUCHY''' | ||
| 28 | | 28 | ||
| 268435456 | |||
| 0x10000000 | |||
| Dies on contact with solid things of other species, excepting Lost Souls and Pain Elementals. | | Dies on contact with solid things of other species, excepting Lost Souls and Pain Elementals. | ||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''BOUNCES''' | | '''BOUNCES''' | ||
| 29 | | 29 | ||
| 536870912 | |||
| 0x20000000 | |||
| Bounces. Can be combined with other flags for various effects. See below. | | Bounces. Can be combined with other flags for various effects. See below. | ||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''FRIEND''' | | '''FRIEND''' | ||
| 30 | | 30 | ||
| 1073741824 | |||
| 0x40000000 | |||
| Friendly monster, MBF/Eternity variety. | | Friendly monster, MBF/Eternity variety. | ||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''TRANSLUCENT''' | | '''TRANSLUCENT''' | ||
| 31 | | 31 | ||
| 2147483648 | |||
| 0x80000000 | |||
| Renders with BOOM-style translucency, controlled by user translucency level setting. | | Renders with BOOM-style translucency, controlled by user translucency level setting. | ||
|- | |- | ||
!style="background-color: #C5D0E1"| Flag name | !style="background-color: #C5D0E1"| Flag name | ||
!style="background-color: #E3EEFF"| Bit number | !style="background-color: #E3EEFF"| Bit number | ||
!style="background-color: #C5D0E1"| Decimal | |||
!style="background-color: #E3EEFF"| Hexadecimal | |||
!style="background-color: #C5D0E1"| Description | !style="background-color: #C5D0E1"| Description | ||
|} | |} | ||
Line 164: | Line 222: | ||
:BOUNCES: can be used for projectiles, allowing grenades to be implemented. | :BOUNCES: can be used for projectiles, allowing grenades to be implemented. | ||
=flags2= | |||
{| class="wikitable" style="font-size: 85%"; text-align: center; width: auto | {| class="wikitable" style="font-size: 85%"; text-align: center; width: auto | ||
!style="background-color: #C5D0E1"| Flag name | !style="background-color: #C5D0E1"| Flag name | ||
!style="background-color: #E3EEFF"| Bit number | !style="background-color: #E3EEFF"| Bit number | ||
!style="background-color: #C5D0E1"| Decimal | |||
!style="background-color: #E3EEFF"| Hexadecimal | |||
!style="background-color: #C5D0E1"| Description | !style="background-color: #C5D0E1"| Description | ||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''LOGRAV''' | | '''LOGRAV''' | ||
| 0 | | 0 | ||
| 1 | |||
| 0x01 | |||
| Is subject to 1/3rd normal gravity. Does not combine with '''BOUNCES'''. | | Is subject to 1/3rd normal gravity. Does not combine with '''BOUNCES'''. | ||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''NOSPLASH''' | | '''NOSPLASH''' | ||
| 1 | | 1 | ||
| Cannot trigger [[ | | 2 | ||
| 0x02 | |||
| Cannot trigger [[terrain]] effects. | |||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''NOSTRAFE''' | | '''NOSTRAFE''' | ||
| 2 | | 2 | ||
| Never | | 4 | ||
| 0x04 | |||
| Never uses MBF strafing logic even if enabled. | |||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''NORESPAWN''' | | '''NORESPAWN''' | ||
| 3 | | 3 | ||
| 8 | |||
| 0x08 | |||
| Never respawns, even in Nightmare skill or with -respawn active. | | Never respawns, even in Nightmare skill or with -respawn active. | ||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''ALWAYSRESPAWN''' | | '''ALWAYSRESPAWN''' | ||
| 4 | | 4 | ||
| 16 | |||
| 0x10 | |||
| Always respawns regardless of skill or settings. | | Always respawns regardless of skill or settings. | ||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''REMOVEDEAD''' | | '''REMOVEDEAD''' | ||
| 5 | | 5 | ||
| 32 | |||
| 0x20 | |||
| Is randomly removed from the level after death, instead of respawning. Not for player class objects. | | Is randomly removed from the level after death, instead of respawning. Not for player class objects. | ||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''NOTHRUST''' | | '''NOTHRUST''' | ||
| 6 | | 6 | ||
| 64 | |||
| 0x40 | |||
| Is not affected by BOOM environmental pushers (wind, force points, conveyors, water currents). | | Is not affected by BOOM environmental pushers (wind, force points, conveyors, water currents). | ||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''NOCROSS''' | | '''NOCROSS''' | ||
| 7 | | 7 | ||
| 128 | |||
| 0x80 | |||
| Cannot trigger DOOM-style walk-over linedef specials. | | Cannot trigger DOOM-style walk-over linedef specials. | ||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''JUMPDOWN''' | | '''JUMPDOWN''' | ||
| 8 | | 8 | ||
| 256 | |||
| 0x100 | |||
| When friendly, may jump down off ledges to follow player, subject to dog jumping setting. | | When friendly, may jump down off ledges to follow player, subject to dog jumping setting. | ||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''PUSHABLE''' | | '''PUSHABLE''' | ||
| 9 | | 9 | ||
| Can be pushed, like | | 512 | ||
| 0x200 | |||
| Can be pushed, like Heretic pods. | |||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''MAP07BOSS1''' | | '''MAP07BOSS1''' | ||
| 10 | | 10 | ||
| Is a boss for the MAP07_1 boss special (tag 666) | | 1024 | ||
| 0x400 | |||
| Is a boss for the MAP07_1 boss special (tag 666). | |||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''MAP07BOSS2''' | | '''MAP07BOSS2''' | ||
| 11 | | 11 | ||
| Is a boss for the MAP07_2 boss special (tag 667) | | 2048 | ||
| 0x800 | |||
| Is a boss for the MAP07_2 boss special (tag 667). | |||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''E1M8BOSS''' | | '''E1M8BOSS''' | ||
| 12 | | 12 | ||
| Is a boss for the E1M8 boss special (tag 666) | | 4096 | ||
| 0x1000 | |||
| Is a boss for the E1M8 boss special (tag 666). | |||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''E2M8BOSS''' | | '''E2M8BOSS''' | ||
| 13 | | 13 | ||
| 8192 | |||
| 0x2000 | |||
| Is a boss for the E2M8 boss special (exits level, or tag 666 in Heretic). | | Is a boss for the E2M8 boss special (exits level, or tag 666 in Heretic). | ||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''E3M8BOSS''' | | '''E3M8BOSS''' | ||
| 14 | | 14 | ||
| 16384 | |||
| 0x4000 | |||
| Is a boss for the E3M8 boss special (exits level, or tag 666 in Heretic). | | Is a boss for the E3M8 boss special (exits level, or tag 666 in Heretic). | ||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''BOSS''' | | '''BOSS''' | ||
| 15 | | 15 | ||
| 32768 | |||
| 0x8000 | |||
| Roars loudly, and is immune to blast radii and certain other attacks. | | Roars loudly, and is immune to blast radii and certain other attacks. | ||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''E4M6BOSS''' | | '''E4M6BOSS''' | ||
| 16 | | 16 | ||
| 65536 | |||
| 0x10000 | |||
| Is a boss for the E4M6 boss special (tag 666). | | Is a boss for the E4M6 boss special (tag 666). | ||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''E4M8BOSS''' | | '''E4M8BOSS''' | ||
| 17 | | 17 | ||
| 131072 | |||
| 0x20000 | |||
| Is a boss for the E4M8 boss special (tag 666). | | Is a boss for the E4M8 boss special (tag 666). | ||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''FOOTCLIP''' | | '''FOOTCLIP''' | ||
| 18 | | 18 | ||
| 262144 | |||
| 0x40000 | |||
| Is subject to liquid terrain effects (lowered view point, missiles, feet are clipped). | | Is subject to liquid terrain effects (lowered view point, missiles, feet are clipped). | ||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''FLOATBOB''' | | '''FLOATBOB''' | ||
| 19 | | 19 | ||
| Bobs perpetually on the z axis, like | | 524288 | ||
| 0x80000 | |||
| Bobs perpetually on the z axis, like Heretic and Hexen powerups. | |||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''DONTDRAW''' | | '''DONTDRAW''' | ||
| 20 | | 20 | ||
| | | 1048576 | ||
| 0x100000 | |||
| Doesn't generate a sprite (invisible, but appears on automap). | |||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''SHORTMRANGE''' | | '''SHORTMRANGE''' | ||
| 21 | | 21 | ||
| 2097152 | |||
| 0x200000 | |||
| Has a limited missile range, like the Arch-vile. | | Has a limited missile range, like the Arch-vile. | ||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''LONGMELEE''' | | '''LONGMELEE''' | ||
| 22 | | 22 | ||
| 4194304 | |||
| 0x400000 | |||
| Has a restricted non-missile proximity area, like the Revenant. | | Has a restricted non-missile proximity area, like the Revenant. | ||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''RANGEHALF''' | | '''RANGEHALF''' | ||
| 23 | | 23 | ||
| 8388608 | |||
| 0x800000 | |||
| Considers only half the distance to its target, giving a higher missile attack probability. | | Considers only half the distance to its target, giving a higher missile attack probability. | ||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''HIGHERMPROB''' | | '''HIGHERMPROB''' | ||
| 24 | | 24 | ||
| 16777216 | |||
| 0x1000000 | |||
| Additional boost to missile attack probability at a distance, as with the Cyberdemon. | | Additional boost to missile attack probability at a distance, as with the Cyberdemon. | ||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''CANTLEAVEFLOORPIC''' | | '''CANTLEAVEFLOORPIC''' | ||
| 25 | | 25 | ||
| 33554432 | |||
| 0x2000000 | |||
| Cannot cross into sectors with a different floor flat. Useful for water monsters. | | Cannot cross into sectors with a different floor flat. Useful for water monsters. | ||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''SPAWNFLOAT''' | | '''SPAWNFLOAT''' | ||
| 26 | | 26 | ||
| Spawns at a randomized height within the range of its sector, like | | 67108864 | ||
| 0x4000000 | |||
| Spawns at a randomized height within the range of its sector, like Heretic Gargoyle. | |||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''INVULNERABLE''' | | '''INVULNERABLE''' | ||
| 27 | | 27 | ||
| 134217728 | |||
| 0x8000000 | |||
| Takes no damage if damage is less than 10000. Does not react to damage. | | Takes no damage if damage is less than 10000. Does not react to damage. | ||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''DORMANT''' | | '''DORMANT''' | ||
| 28 | | 28 | ||
| Spawns as dormant and invulnerable regardless of mapthing flags. Must be awakened by | | 268435456 | ||
| 0x10000000 | |||
| Spawns as dormant and invulnerable regardless of mapthing flags. Must be awakened by script or line special. | |||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''SEEKERMISSILE''' | | '''SEEKERMISSILE''' | ||
| 29 | | 29 | ||
| 536870912 | |||
| 0x20000000 | |||
| Is considered a homing projectile, for reflection purposes. | | Is considered a homing projectile, for reflection purposes. | ||
|-style="background-color: #F5F5F5" | |-style="background-color: #F5F5F5" | ||
| '''DEFLECTIVE''' | | '''DEFLECTIVE''' | ||
| 30 | | 30 | ||
| 1073741824 | |||
| 0x40000000 | |||
| If paired with REFLECTIVE, causes reflection at a wide angle. | | If paired with REFLECTIVE, causes reflection at a wide angle. | ||
|-style="background-color: #D9D9D9" | |-style="background-color: #D9D9D9" | ||
| '''REFLECTIVE''' | | '''REFLECTIVE''' | ||
| 31 | | 31 | ||
| 2147483648 | |||
| 0x80000000 | |||
| Reflects projectiles. Still takes damage unless also '''INVULNERABLE'''. | | Reflects projectiles. Still takes damage unless also '''INVULNERABLE'''. | ||
|- | |- | ||
!style="background-color: #C5D0E1"| Flag name | !style="background-color: #C5D0E1"| Flag name | ||
!style="background-color: #E3EEFF"| Bit number | !style="background-color: #E3EEFF"| Bit number | ||
!style="background-color: #C5D0E1"| Decimal | |||
!style="background-color: #E3EEFF"| Hexadecimal | |||
!style="background-color: #C5D0E1"| Description | !style="background-color: #C5D0E1"| Description | ||
|} | |} | ||
= | =Flags3= | ||
*1''' GHOST''' | |||
Heretic-style ghost: stealth for the monsters, and passable by THRUGHOST objects | |||
*2 '''THRUGHOST''' | |||
Passes through GHOST objects ("man-made" projectile in Heretic) | |||
*4 '''NODMGTHRUST''' | |||
Cannot thrust objects against which this one causes damage. | |||
*8 '''ACTSEESOUND''' | |||
50% chance to use the sight sound instead of the active sound when mumbling around. | |||
*16''' LOUDACTIVE''' | |||
Makes the active sound at full volume. | |||
*32 '''E5M8BOSS''' | |||
Used for Maulotaurs, active in E5M8 and tag 666. | |||
*64 '''DMGIGNORED''' | |||
"Feared" by other monsters: they won't fight this one if provoked. | |||
*128 '''BOSSIGNORE''' | |||
Won't attack other monsters with BOSSIGNORE. '''This flag is deprecated and should not be used by EDF modifications.''' It will be replaced with generalized control of infighting behavior. | |||
*256 '''SLIDE''' | |||
Can slide along walls, when pushing on them, like the player and Heretic pods | |||
*512 '''TELESTOMP''' | |||
Can telefrag. | |||
*0x400 '''WINDTHRUST''' | |||
Can be pushed by Heretic winds | |||
*0x800 '''FIREDAMAGE''' | |||
Does '''fire''' type damage | |||
*0x1000 '''KILLABLE''' | |||
Safety flag required to be used when COUNTKILL is not used. Allows the monster to behave normally without counting it towards the kill ratio. | |||
*0x2000 '''DEADFLOAT''' | |||
Doesn't lose gravity when killed. | |||
*0x4000 '''NOTHRESHOLD''' | |||
Thing always turns on the latest attacked, like in Quake. | |||
*0x8000 '''FLOORMISSILE''' | |||
The missile hugs the floor. | |||
*0x10000 '''SUPERITEM''' | |||
Super powerup: only respawns if a special dmflag is enabled. | |||
*0x20000 '''NOITEMRESP''' | |||
Never respawns, and unlike DROPPED, won't be crushed by sectors. | |||
*0x40000 '''SUPERFRIEND''' | |||
Loyal friend, never retaliates on being hit. | |||
*0x80000 '''INVULNCHARGE''' | |||
Invulnerable when SKULLFLY is set (when charging) | |||
*0x100000 '''EXPLOCOUNT''' | |||
Missile won't blow up if Counter 1 < Counter 2, instead it will increment Counter 1 | |||
*0x200000 '''CANNOTPUSH''' | |||
Cannot push PUSHABLE objects | |||
*0x400000 '''TLSTYLEADD''' | |||
Uses additive translucency, can be combined with the alpha [[thingtype|property]] | |||
*0x800000 '''SPACMONSTER''' | |||
Can activate parameterized line specials with the MONSTER flag | |||
*0x1000000 '''SPACMISSILE''' | |||
Can activate parameterized line specials with the MISSILE flag | |||
*0x2000000 '''NOFRIENDDMG''' | |||
Won't take damage from FRIEND objects | |||
*0x4000000 '''3DDECORATION''' | |||
Used for Doom decoration, which acts dually as a sentient actor blocker and free for projectiles | |||
*0x8000000 '''ALWAYSFAST''' | |||
Always accelerated in speed and reaction despite the skill level | |||
*0x10000000 '''PASSMOBJ''' | |||
Fully 3d, if z-clipping is enabled | |||
*0x20000000 '''DONTOVERLAP''' | |||
Tries to avoid overlapping even if z-clipping is enabled | |||
*0x40000000 '''CYCLEALPHA''' | |||
Cycles the alpha, depending on the alphavelocity [[thingtype|property]] | |||
*0x80000000 '''RIP''' | |||
As a missile, goes through damageable objects, dealing them pain repeatably while in them | |||
[[ | =Flags4= | ||
*1 '''AUTOTRANSLATE''' | |||
Automatically translates the colors of the sprite to current game's closest colors, if they belonged to Doom and are spawned in another game. Needed for a few objects, such as the ''MBFHelperDog'', whose sprites are designed to use the Doom's palette, but are allowed to be spawned in Heretic. | |||
*2 '''NORADIUSDMG''' | |||
Doesn't take radius damage. | |||
*4 '''FORCERADIUSDMG''' | |||
Always takes radius damage. | |||
*8 '''LOOKALLAROUND''' | |||
Sees targets in any direction during [[Look]] frames, similar to how they behave when under AMBUSH setting after hearing a shot. | |||
*16 '''NODAMAGE''' | |||
Takes no damage but may still enter pain frames (unlike the invulnerability behavior). |