Thing type 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 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 are also used by the SetFlags and UnSetFlags codepointers.
The flags are grouped (currently) into four categories, because only 32 bits can enter a long integer block. This was once important for Eternity editing, such as via DeHackEd, but since the extension of EDF arguments to a runtime evaluation system, there is no longer any need to use the original restricted flags fields.
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.
See also thinggroup for flags given to multiple classes of monsters with reciprocal relations (such as infighting).
- Back to EDF thing reference
flags
Flag name | Bit number | Description |
---|---|---|
SPECIAL | 0 | Collectable item (can be picked up). Only used by items. |
SOLID | 1 | Blocks other objects. |
SHOOTABLE | 2 | Can take damage and be targeted. All shootable monsters and objects (e.g. barrels) have this. |
NOSECTOR | 3 | Not linked into sectors. This makes the thing fully invisible (even in the automap), but also subjects it to less obvious side effects. For sprite invisibility without these side effects, use DONTDRAW instead. |
NOBLOCKMAP | 4 | Not linked into the blockmap. This makes the thing ignored by most of the physics, including collision with other things, hitscans and even moving surfaces. All basic projectiles and momentary visual effects have this flag. Non-solid decoration may also have this flag. |
AMBUSH | 5 | For monsters: always in ambush mode (even if the editor flag is not set). Generally only useful if you want a certain species to always ignore remote player gunshots. |
JUSTHIT | 6 | Internal monster combat flag. Monsters with this flag tend to attack immediately when first seeing player. |
JUSTATTACKED | 7 | Internal monster combat flag, delays a bit before attacking. Generally unnoticeable. |
SPAWNCEILING | 8 | Spawns on the ceiling instead of the floor. Used by all ceiling decorations (e.g. hanging bodies or chandeliers). |
NOGRAVITY | 9 | Is not subject to gravity. Used by all flying monsters, ceiling decorations and flying projectiles. |
DROPOFF | 10 | This flag allows the thing to step off ledges taller than 24 units. If you give it to walking monsters, they will fall off ledges. Necessary for the player and the projectiles. Not necessary, however, for floating monsters or bouncing objects. |
PICKUP | 11 | Can pick up items. Currently only works on player class objects. |
NOCLIP | 12 | Is not clipped against other objects or lines. This makes the object ghostly, like the player using the "noclip" cheat. |
SLIDE | 13 | This flag has no effect. Use the flags3 bit SLIDE instead. |
FLOAT | 14 | Has a floating monster behavior, like the Cacodemon. Combined with NOGRAVITY, it makes the monster fly freely (for flying players, use FLY instead). |
TELEPORT | 15 | Semi-no-clipping behaviour. Can go over steps of any height, has other odd behaviors. |
MISSILE | 16 | Is a projectile. Used by all such things. |
DROPPED | 17 | Internal flag for dropped items (trooper clips, etc). Such an item can be crushed and will never respawn if dmflag implies that. |
SHADOW | 18 | Renders as spectre fuzz. Monsters aiming at this thing will suffer inaccuracy. |
NOBLOOD | 19 | Doesn't bleed when hit by hitscan attacks; spawns bullet puffs instead. |
CORPSE | 20 | Internally set on corpses and may slide over ledges, stairs etc. Most importantly, VileChase can revive inert things with this flag set. |
INFLOAT | 21 | Internal flag, used for floating monster AI. |
COUNTKILL | 22 | Counts toward kill score when defeated, and is in other cases treated as a monster. Beware that removing this flag from a monster has side effects. To have a monster who doesn't count for kills, you need to use the KILLABLE flag instead. |
COUNTITEM | 23 | Counts toward item score when collected. NOTE: it will NOT count if the item is specified to stay when picked up (e.g. keys and weapons in multiplayer). |
SKULLFLY | 24 | Internal flag, used for charging monster (e.g. lost soul) maintenance. |
NOTDMATCH | 25 | Is not spawned at level start in Deathmatch game modes. Used by all access keys because they're assumed to be already in players' possessions in Deathmatch. |
TRANSLATION1 | 26 | Remaps green to gray in sprites. |
TRANSLATION2 | 27 | Remaps green to brown, or gray to red if combined with TRANSLATION1. |
TOUCHY | 28 | Dies on contact with solid things of other species, excepting Lost Souls and Pain Elementals. |
BOUNCES | 29 | Bounces. Can be combined with other flags for various effects. See below. |
FRIEND | 30 | Friendly monster, MBF/Eternity variety. |
TRANSLUCENT | 31 | Renders with BOOM-style translucency, controlled by user translucency level setting. |
Flag name | Bit number | Description |
- BOUNCES
Bounces. Different behaviors may be achieved by combining with other flags:
- BOUNCES+MISSILE: as a missile, bounces off floors and ceilings but explodes everywhere else. Useful for not allowing the BFG to conveniently explode.
- BOUNCES+NOGRAVITY: bounces off all surfaces. Can be used for projectiles despite lack of MISSILE flag.
- BOUNCES+FLOAT: usable for monsters, letting them pogo-jump to most heights.
- BOUNCES+FLOAT+DROPOFF: even higher jumping.
- BOUNCES: can be used for projectiles, allowing grenades to be implemented.
flags2
Flag name | Bit number | Description |
---|---|---|
LOGRAV | 0 | Is subject to 1/3rd normal gravity. Does not combine with BOUNCES. |
NOSPLASH | 1 | Cannot trigger terrain effects. |
NOSTRAFE | 2 | Never backs out from melee attackers, even if enabled in the monster settings in the menu. |
NORESPAWN | 3 | Never respawns, even in Nightmare skill or with -respawn active. |
ALWAYSRESPAWN | 4 | Always respawns regardless of skill or settings. |
REMOVEDEAD | 5 | Is randomly removed from the level after death, instead of respawning. Not for player class objects. |
NOTHRUST | 6 | Is not affected by BOOM environmental pushers (wind, force points, conveyors, water currents). |
NOCROSS | 7 | Cannot trigger DOOM-style walk-over linedef specials. |
JUMPDOWN | 8 | When friendly, may jump down off ledges to follow player, subject to dog jumping setting. |
PUSHABLE | 9 | Can be pushed, like the Heretic pods. |
MAP07BOSS1 | 10 | Is a boss for the MAP07_1 boss special (tag 666), like the Mancubi in original DOOM 2. |
MAP07BOSS2 | 11 | Is a boss for the MAP07_2 boss special (tag 667), like the Arachnotrons in original DOOM 2. |
E1M8BOSS | 12 | Is a boss for the E1M8 boss special (tag 666), like the Barons in original DOOM 1. |
E2M8BOSS | 13 | Is a boss for the E2M8 boss special (exits level, or tag 666 in Heretic). |
E3M8BOSS | 14 | Is a boss for the E3M8 boss special (exits level, or tag 666 in Heretic). |
BOSS | 15 | Roars loudly, and is immune to blast radii and certain other attacks. |
E4M6BOSS | 16 | Is a boss for the E4M6 boss special (tag 666). |
E4M8BOSS | 17 | Is a boss for the E4M8 boss special (tag 666). |
FOOTCLIP | 18 | Is subject to liquid terrain effects (lowered view point, missiles, feet are clipped). |
FLOATBOB | 19 | Bobs perpetually on the z axis, like the Heretic and Hexen powerups. |
DONTDRAW | 20 | Completely invisible, but without the side effects of NOSECTOR. |
SHORTMRANGE | 21 | Has a limited missile range, like the Arch-vile. |
LONGMELEE | 22 | Has a restricted non-missile proximity area, like the Revenant. |
RANGEHALF | 23 | Considers only half the distance to its target, giving a higher missile attack probability. |
HIGHERMPROB | 24 | Additional boost to missile attack probability at a distance, as with the Cyberdemon. |
CANTLEAVEFLOORPIC | 25 | Cannot cross into sectors with a different floor flat. Useful for water monsters. |
SPAWNFLOAT | 26 | Spawns at a randomized height within the range of its sector, like the Heretic Gargoyle. |
INVULNERABLE | 27 | Takes no damage if damage is less than 10000. Does not react to damage. |
DORMANT | 28 | Spawns as dormant and invulnerable regardless of mapthing flags. Must be awakened by a script or line special. |
SEEKERMISSILE | 29 | Is considered a homing projectile, for reflection purposes. |
DEFLECTIVE | 30 | If paired with REFLECTIVE, causes reflection at a wide angle. |
REFLECTIVE | 31 | Reflects projectiles. Still takes damage unless also INVULNERABLE. |
Flag name | Bit number | Description |
flags3
Flag name | Bit number | Description |
---|---|---|
GHOST | 0 | Is a Heretic ghost. Translucent, monsters will aim inaccurately, and THRUGHOST missiles will pass through. |
THRUGHOST | 1 | Missiles with this flag will pass through objects with the GHOST flag. |
NODMGTHRUST | 2 | Will not inflict thrust on objects that this object inflicts damage upon directly. |
ACTSEESOUND | 3 | Has a 50% chance of making its seesound instead of its activesound at each opportunity. |
LOUDACTIVE | 4 | Makes activesound at full volume. |
E5M8BOSS | 5 | Is a boss for the E5M8 boss special (tag 666). Used by Maulotaurs. |
DMGIGNORED | 6 | Monsters will never retaliate against this object when it damages them, as with Arch-viles. |
BOSSIGNORE | 7 | (deprecated)Will not attack other species with this flag. This flag is deprecated and should not be used in EDF. |
SLIDE | 8 | Slides against walls when moving into them; used by players and Heretic pods. |
TELESTOMP | 9 | Can telefrag shootable objects, including monsters and players. |
WINDTHRUST | 10 | Is affected by Heretic wind sector effects. |
FIREDAMAGE | 11 | Damage inflicted directly by this object will be changed to use the Fire damagetype. |
KILLABLE | 12 | Is a living monster, but does not count for kill percentage. Used instead of COUNTKILL for Lost Souls. |
DEADFLOAT | 13 | NOGRAVITY flag is not removed when this object dies, as with Lost Souls. |
NOTHRESHOLD | 14 | Turns against most recent attacker instantly, as with Arch-viles and in Quake AI. |
FLOORMISSILE | 15 | Missiles with this flag can hug the floor and move up steps. |
SUPERITEM | 16 | An item with this flag will only respawn if the super items respawn dmflag is asserted. |
NOITEMRESP | 17 | Items with this flag never respawn, but cannot be crushed as with DROPPED. |
SUPERFRIEND | 18 | Adds absolute loyalty to FRIEND monsters; will never retaliate if attacked by a friend. |
INVULNCHARGE | 19 | Is invulnerable when SKULLFLY-charging, as with Maulotaurs. |
EXPLOCOUNT | 20 | Missile will not explode if counter 1 < counter 2, but increments counter 1. Used by Iron Lich tornadoes. |
CANNOTPUSH | 21 | Is unable to push objects with the PUSHABLE flag. |
TLSTYLEADD | 22 | Uses additive translucency as determined by the thingtype's alpha property. |
SPACMONSTER | 23 | Can activate parameterized linedefs which are marked with the MONSTER special activation flag. |
SPACMISSILE | 24 | Can activate parameterized linedefs which are marked with the MISSILE special activation flag. |
NOFRIENDDMG | 25 | Does not take damage from FRIEND objects, excepting possibly itself. |
3DDECORATION | 26 | Object clips missiles at its normal height even when comp_theights is off. Used by DOOM decor objects. |
ALWAYSFAST | 27 | Always exhibits -fast/Nightmare increased reaction time and attack rate in all skill levels. |
PASSMOBJ | 28 | Is considered fully three dimensional when comp_overunder is off (3D object clipping enabled). |
DONTOVERLAP | 29 | Tries to avoid overlapping with other objects even when 3D object clipping is enabled. |
CYCLEALPHA | 30 | alpha will cycle continuously if alphavelocity is greater than zero. |
RIP | 31 | Missile will pass through SHOOTABLE objects, dealing damage repeatedly as long as contact is sustained. |
Flag name | Bit number | Description |
flags4
Flag name | Bit number | Description |
---|---|---|
AUTOTRANSLATE | 0 | Adapts a built-in palette translation if spawned in games other than Doom; used by EE objects such as MBFHelperDog. |
NORADIUSDMG | 1 | Object will not take radius damage from most sources. |
FORCERADIUSDMG | 2 | As an inflictor, forces all objects (including BOSS and NORADIUSDMG) to take radius damage. |
LOOKALLAROUND | 3 | Has a 360-degree field of vision, same as monsters given the AMBUSH flag after hearing a shot. |
NODAMAGE | 4 | Is invulnerable to damage < 10000, but still reacts as if damage has been taken (thrust, blood, and pain). |
SYNCHRONIZED | 5 | Will not have its spawnstate tics randomized when spawned on the map at level start. SVN r1096+ |
NORANDOMIZE | 6 | As a missile or bouncing explosive, will not have its spawnstate and first deathstate tics randomized. Note that the semantics of this flag are opposite of ZDoom, due to compatibility requirements. SVN r1096+ |
BRIGHT | 7 | Will always be full-bright regardless of current frame setting. |
FLY | 8 | Object is flying. Used by the player when under the effect of a flight artifact. |
NORADIUSHACK | 9 | Don't emulate MBF behaviour where bouncing explosives can hurt any actor, including bosses. Setting this causes the explosive to only affect bosses if FORCERADIUSDMG is also set.
Note that MBF emulation protects Cyberdemons from other Cyberdemons' bouncing explosive attacks. It doesn't do the same for members of any other species. |
NOSOUNDCUTOFF | 10 | Actor can play any number of sounds. |
RAVENRESPAWN | 11 | Specifies that a thingtype will undergo Raven-style (Heretic/Hexen) item respawning when picked up with item respawning enabled. Items which use this flag can define two special DECORATE-style states, one for the state sequence to use when waiting to respawn after being picked up, and another to be used when the object is going to be removed permanently. These states are specified as in the following two definitions from heretic/things.edf:
thingtype HereticPickup { cflags SPECIAL|RAVENRESPAWN seesound ht_respawn states @" Pickup.Respawn: ACLO E 1400 A_HideThing ACLO A 4 A_RestoreSpecialThing1 ACLO BABCBCDC 4 ACLO D 4 A_RestoreSpecialThing2 stop "@ } thingtype HereticArtifact { cflags SPECIAL|RAVENRESPAWN seesound ht_respawn states @" Pickup.Respawn: ACLO DCDCBCBABA 3 ACLO A 1400 A_HideThing ACLO A 3 A_UnHideThing ACLO BABCBCDC 3 ACLO D 3 A_RestoreArtifact stop Pickup.Remove: ACLO DCDCBCBABA 3 stop "@ } When Pickup.Remove is not defined by such a thingtype, it will simply be removed from the level immediately, like a Doom-style item would. Five new action functions are provided that support this feature: HideThing, UnHideThing, RestoreArtifact, RestoreSpecialThing1, RestoreSpecialThing2 |
NOTSHAREWARE | 12 | Things with this flag will not spawn on a map if the current gamemode is a shareware gamemode. |
NOTORQUE | 13 | Things with this flag are never subject to MBF torque simulation, even if it is enabled via the compatibility vector. |
ALWAYSTORQUE | 14 | Things with this flag are always subject to MBF torque simulation, even if it is disabled via the compatibility vector. |
NOZERODAMAGE | 15 | Projectiles given this flag don't inflict damage on objects if the damage they would inflict is 0. This prevents pain animation, anger, and spawning of any blood (in Heretic eventually, unfinished as of yet). |
TLSTYLESUB | 16 | Thingtype uses subtractive blending. |
TOTALINVISIBLE | 17 | Thing is "totally" invisible to monsters. For players, this means that monsters will not wake up unless a noise is made. Once enemies are alerted via noise being made, they will aim inaccurately with the same effect as the SHADOW flag. This flag does not imply that the thing displays no sprite, however. Combine with DONTDRAW to accomplish that effect. Note that "AMBUSH" things do not wake up unless they take direct damage, since they also do not hear the player. |
DRAWSBLOOD | 18 | Missile draws blood. |
SPACPUSHWALL | 19 | Objects of this type can trigger push walls. |
NOSPECIESINFIGHT | 20 | Monster won't infight with others of the same species, even if suffering damage. See thinggroup for related infighting settings. |
HARMSPECIESMISSILE | 21 | Monster will be harmed by projectile attacks coming from the same species. Again, see thinggroup. |
FRIENDFOEMISSILE | 22 | Friends of this thingtype may harm (by projectiles) enemies of the same species. By default they are immune. |
BLOODLESSIMPACT | 23 | Prevents Heretic-style projectiles from producing blood when hitting this thing (assuming it sheds blood). |
Flag name | Bit number | Description |