Thing type flags
Flags
- 1 SPECIAL
Collectable item (can be picked up).
- 2 SOLID
Blocks other objects.
- 4 SHOOTABLE
Can take damage and be targeted.
- 8 NOSECTOR
Not linked within a sector. Invisible but can be hit. Never appears in the automap, even with the cheat.
- 16 NOBLOCKMAP
Not linked within a blockmap. Cannot be hit but can hit.
- 32 AMBUSH
Always with the "ambush" flag, regardless of map thing setting. Will only wake up when encountered.
- 64 JUSTHIT
Attacks as soon as activated and seeing the target.
- 128 JUSTATTACKED
Delays a bit before attacking.
- 256 SPAWNCEILING
Spawns to ceiling instead of floor. Spawn height calculation is done from ceiling.
- 512 NOGRAVITY
Doesn't fall.
- 0x400 DROPOFF
Can pass ledges or gaps deeper than 24.
- 0x800 PICKUP
Picks up items.
- 0x1000 NOCLIP
Walks through all solids and can't activate walk line specials
- 0x2000 SLIDE
No effect. Use the SLIDE flag from the third list.
- 0x4000 FLOAT
Floating monster behavior.
- 0x8000 TELEPORT
Can go past steps of any height. May need DROPOFF in order for monsters to actually do it.
- 0x10000 MISSILE
Is a projectile and acts as such (not required for those with BOUNCES). If a shootable object placed on the map, it will be propelled by first shot without stopping, until it hits a wall and dies on contact.
- 0x20000 DROPPED
Set internally for items dropped on death (such as trooper ammo clips).
- 0x40000 SHADOW
Set for spectres and such. Fuzz effect and monster accuracy confusion.
- 0x80000 NOBLOOD
Does not bleed when gun-shot. Spawns normal dust and puff.
- 0x100000 CORPSE
Slides helplessly over ledges just like the Doom corpses (effect unnoticeable if the "torque" gameplay setting is enabled).
- 0x200000 INFLOAT
Internal, used for floating monsters' maintenance.
- 0x400000 COUNTKILL
Count towards kill score (if defeated). Warning: if COUNTKILL is to be disabled, use KILLABLE instead.
- 0x800000 COUNTITEM
Count towards item score (if picked up).
- 0x1000000 SKULLFLY
Internal, used for charging monsters' maintenance.
- 0x2000000 NOTDMATCH
Never placed in deathmatch from a mapthing.
- 0x4000000 TRANSLATION1
Turn green into grey.
- 0x8000000 TRANSLATION2
Turn green into brown, or grey into red.
- 0x10000000 TOUCHY
Dies on touch from different species, unless the participants are a pain elemental and a lost soul.
- 0x20000000 BOUNCES
Bounces. Subtle different behaviors may be achieved
- 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.
- 0x40000000 FRIEND
Friendly monster, of MBF-Eternity variety.
- 0x80000000 TRANSLUCENT
Boom style translucency.
Flags2
- 1 LOGRAV
1/3 gravity. Doesn't work if BOUNCES is also set.
- 2 NOSPLASH
Doesn't produce terrain effects
- 4 NOSTRAFE
Never uses advanced strafe logic
- 8 NORESPAWN
Never respawns
- 16 ALWAYSRESPAWN
Always respawns, regardless of difficulty level
- 32 REMOVEDEAD
Forces disappearance after its death, and not to be used for player avatars.
- 64 NOTHRUST
Unaffected by Boom environmental pushers (wind, force points, conveyors, water currents).
- 128 NOCROSS
Cannot trigger walkover linedefs.
- 256 JUMPDOWN
As a FRIEND, may jump down ledges to follow players
- 512 PUSHABLE
Can be pushed, like the Heretic pods.
- 0x400 MAP07BOSS1
Used for Mancubi, and checked by the BossDeath codepointer, active in MAP07 for tag 666.
- 0x800 MAP07BOSS2
Used for Arachnotrons, active in MAP07 for tag 667
- 0x1000 E1M8BOSS
Used for Barons of Hell and Iron Liches, active in E1M8 for tag 666
- 0x2000 E2M8BOSS
Used for Cyberdemons and Maulotaurs, active in E2M8 for level exit or tag 666 depending on game
- 0x4000 E3M8BOSS
Used for Spiderdemons and D'sparil, active in E3M8 for level exit or tag 666, depending on game
- 0x8000 BOSS
Roars loudly and is immune to radius and certain other attacks.
- 0x10000 E4M6BOSS
Used for Cyberdemons, active in E4M6 and tag 666
- 0x20000 E4M8BOSS
Used for Spiderdemons and Iron Liches, active in E4M8 and tag 666
- 0x40000 FOOTCLIP
Allows Heretic-style water feet sinking into water, and view going down if under camera.
- 0x80000 FLOATBOB
Allows Heretic-style object bobbing.
- 0x100000 DONTDRAW
Invisible, but unlike NOSECTOR, may appear on automap.
- 0x200000 SHORTMRANGE
Has a limited missile range, like the Archvile.
- 0x400000 LONGMELEE
Has a restricted non-missile proximity area, like the Revenant.
- 0x800000 RANGEHALF
Treats itself as half as far from the target as it is, resulting in slightly higher attack chance.
- 0x1000000 HIGHERMPROB
Higher attack chance.
- 0x2000000 CANTLEAVEFLOORPIC
Cannot leave the floor texture from where it's placed. Useful for water monsters.
- 0x4000000 SPAWNFLOAT
Spawns at random z coordinates within the sector.
- 0x8000000 INVULNERABLE
Can't be damaged but can be targeted (unlike SHOOTABLE)
- 0x10000000 DORMANT
Eligible for the mapthing Dormant flag, and script-wise awakening.
- 0x20000000 SEEKERMISSILE
Eligible for the Tracer, GenTracer, HticTracer and WhirlwindSeek codepointers, and the homing setting for MissileAttack etc.
- 0x40000000 DEFLECTIVE
Needs to be paired with REFLECTIVE, and sets the object invulnerable and deflecting the projectiles at a wide angle
- 0x80000000 REFLECTIVE
Reflects projectiles back, but still takes damage
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.
- 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 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 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).