Thing type flags: Difference between revisions

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=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).
*1''' SPECIAL'''
 
Collectable item (can be picked up).
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]] [[List of codepointers|codepointers]].
*2 '''SOLID'''
 
Blocks other objects.
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.
*4 '''SHOOTABLE'''
 
Can take damage and be targeted.
'''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'''.
*8 '''NOSECTOR'''
 
Not linked within a sector. Invisible but can be hit. Never appears in the automap, even with the cheat.
See also [[thinggroup]] for flags given to multiple classes of monsters with reciprocal relations (such as infighting).
*16''' NOBLOCKMAP'''
 
Not linked within a blockmap. Cannot be hit but can hit.
{{backto|EDF thing reference}}
*32 '''AMBUSH'''
 
Always with the "ambush" flag, regardless of map thing setting. Will only wake up when encountered.
=flags=
*64 '''JUSTHIT'''
{| class="wikitable" style="font-size: 85%"; text-align: center; width: auto
Attacks as soon as activated and seeing the target.
!style="background-color: #C5D0E1"| Flag name
*128 '''JUSTATTACKED'''
!style="background-color: #E3EEFF"| Bit number
Delays a bit before attacking.
!style="background-color: #C5D0E1"| Description
*256 '''SPAWNCEILING'''
|-style="background-color: #F5F5F5"
Spawns to ceiling instead of floor. Spawn height calculation is done from ceiling.
| '''SPECIAL'''
*512 '''NOGRAVITY'''
| 0
Doesn't fall.
| Collectable item (can be picked up). Only used by items.
*0x400 '''DROPOFF'''
|-style="background-color: #D9D9D9"
Can pass ledges or gaps deeper than 24.
| '''SOLID'''
*0x800 '''PICKUP'''
| 1
Picks up items.
| Blocks other objects.
*0x1000 '''NOCLIP'''
|-style="background-color: #F5F5F5"
Walks through all solids and can't activate walk line specials
| '''SHOOTABLE'''
*0x2000 '''SLIDE'''
| 2
No effect. Use the SLIDE flag from the third list.
| Can take damage and be targeted. All shootable monsters and objects (e.g. barrels) have this.
*0x4000 '''FLOAT'''
|-style="background-color: #D9D9D9"
Floating monster behavior.
| '''NOSECTOR'''
*0x8000 '''TELEPORT'''
| 3
Can go past steps of any height. May need DROPOFF in order for monsters to actually do it.
| 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.
*0x10000 '''MISSILE'''
|-style="background-color: #F5F5F5"
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.
| '''NOBLOCKMAP'''
*0x20000 '''DROPPED'''
| 4
Set internally for items dropped on death (such as trooper ammo clips).
| 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.
*0x40000 '''SHADOW'''
|-style="background-color: #D9D9D9"
Set for spectres and such. Fuzz effect and monster accuracy confusion.
| '''AMBUSH'''
*0x80000 '''NOBLOOD'''
| 5
Does not bleed when gun-shot. Spawns normal dust and puff.
| 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.
*0x100000 '''CORPSE'''
|-style="background-color: #F5F5F5"
Slides helplessly over ledges just like the Doom corpses (effect unnoticeable if the "torque" gameplay setting is enabled).
| '''JUSTHIT'''
*0x200000 '''INFLOAT'''
| 6
Internal, used for floating monsters' maintenance.
| Internal monster combat flag. Monsters with this flag tend to attack immediately when first seeing player.
*0x400000 '''COUNTKILL'''
|-style="background-color: #D9D9D9"
Count towards kill score (if defeated). Warning: if COUNTKILL is to be disabled, use KILLABLE instead.
| '''JUSTATTACKED'''
*0x800000 '''COUNTITEM'''
| 7
Count towards item score (if picked up).
| Internal monster combat flag, delays a bit before attacking. Generally unnoticeable.
*0x1000000 '''SKULLFLY'''
|-style="background-color: #F5F5F5"
Internal, used for charging monsters' maintenance.
| '''SPAWNCEILING'''
*0x2000000 '''NOTDMATCH'''
| 8
Never placed in deathmatch from a mapthing.
| Spawns on the ceiling instead of the floor. Used by all ceiling decorations (e.g. hanging bodies or chandeliers).
*0x4000000 '''TRANSLATION1'''
|-style="background-color: #D9D9D9"
Turn green into grey.
| '''NOGRAVITY'''
*0x8000000 '''TRANSLATION2'''
| 9
Turn green into brown, or grey into red.
| Is not subject to gravity. Used by all flying monsters, ceiling decorations and flying projectiles.
*0x10000000 '''TOUCHY'''
|-style="background-color: #F5F5F5"
Dies on touch from different species, unless the participants are a pain elemental and a lost soul.
| '''DROPOFF'''
*0x20000000 '''BOUNCES'''
| 10
Bounces. Subtle different behaviors may be achieved
| 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.
|-style="background-color: #D9D9D9"
| '''PICKUP'''
| 11
| Can pick up items. Currently only works on player class objects.
|-style="background-color: #F5F5F5"
| '''NOCLIP'''
| 12
| Is not clipped against other objects or lines. This makes the object ghostly, like the player using the "noclip" cheat.
|-style="background-color: #D9D9D9"
| '''SLIDE'''
| 13
| This flag has no effect. Use the '''flags3''' bit '''SLIDE''' instead.
|-style="background-color: #F5F5F5"
| '''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).
|-style="background-color: #D9D9D9"
| '''TELEPORT'''
| 15
| Semi-no-clipping behaviour. Can go over steps of any height, has other odd behaviors.
|-style="background-color: #F5F5F5"
| '''MISSILE'''
| 16
| Is a projectile. Used by all such things.
|-style="background-color: #D9D9D9"
| '''DROPPED'''
| 17
| Internal flag for dropped items (trooper clips, etc). Such an item can be crushed and will never respawn if dmflag implies that.
|-style="background-color: #F5F5F5"
| '''SHADOW'''
| 18
| Renders as spectre fuzz. Monsters aiming at this thing will suffer inaccuracy.
|-style="background-color: #D9D9D9"
| '''NOBLOOD'''
| 19
| Doesn't bleed when hit by hitscan attacks; spawns bullet puffs instead.
|-style="background-color: #F5F5F5"
| '''CORPSE'''
| 20
| Internally set on corpses and may slide over ledges, stairs etc. Most importantly, [[VileChase]] can revive inert things with this flag set.
|-style="background-color: #D9D9D9"
| '''INFLOAT'''
| 21
| Internal flag, used for floating monster AI.
|-style="background-color: #F5F5F5"
| '''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.
|-style="background-color: #D9D9D9"
| '''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).
|-style="background-color: #F5F5F5"
| '''SKULLFLY'''
| 24
| Internal flag, used for charging monster (e.g. lost soul) maintenance.
|-style="background-color: #D9D9D9"
| '''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.
|-style="background-color: #F5F5F5"
| '''TRANSLATION1'''
| 26
| Remaps green to gray in sprites.
|-style="background-color: #D9D9D9"
| '''TRANSLATION2'''
| 27
| Remaps green to brown, or gray to red if combined with '''TRANSLATION1'''.
|-style="background-color: #F5F5F5"
| '''TOUCHY'''
| 28
| Dies on contact with solid things of other species, excepting Lost Souls and Pain Elementals.
|-style="background-color: #D9D9D9"
| '''BOUNCES'''
| 29
| Bounces. Can be combined with other flags for various effects. See below.
|-style="background-color: #F5F5F5"
| '''FRIEND'''
| 30
| Friendly monster, MBF/Eternity variety.
|-style="background-color: #D9D9D9"
| '''TRANSLUCENT'''
| 31
| Renders with BOOM-style translucency, controlled by user translucency level setting.
|-
!style="background-color: #C5D0E1"| Flag name
!style="background-color: #E3EEFF"| Bit number
!style="background-color: #C5D0E1"| 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+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+NOGRAVITY: bounces off all surfaces. Can be used for projectiles despite lack of MISSILE flag.
Line 65: Line 157:
:BOUNCES+FLOAT+DROPOFF: even higher jumping.
:BOUNCES+FLOAT+DROPOFF: even higher jumping.
:BOUNCES: can be used for projectiles, allowing grenades to be implemented.
: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=
=flags2=
*1''' GHOST'''
{| class="wikitable" style="font-size: 85%"; text-align: center; width: auto
Heretic-style ghost: stealth for the monsters, and passable by THRUGHOST objects
!style="background-color: #C5D0E1"| Flag name
*2 '''THRUGHOST'''
!style="background-color: #E3EEFF"| Bit number
Passes through GHOST objects ("man-made" projectile in Heretic)
!style="background-color: #C5D0E1"| Description
*4 '''NODMGTHRUST'''
|-style="background-color: #F5F5F5"
Cannot thrust objects against which this one causes damage.
| '''LOGRAV'''
*8 '''ACTSEESOUND'''
| 0
50% chance to use the sight sound instead of the active sound when mumbling around.
| Is subject to 1/3rd normal gravity. Does not combine with '''BOUNCES'''.
*16''' LOUDACTIVE'''
|-style="background-color: #D9D9D9"
Makes the active sound at full volume.
| '''NOSPLASH'''
*32 '''E5M8BOSS'''
| 1
Used for Maulotaurs, active in E5M8 and tag 666.
| Cannot trigger [[EDF terrain reference|terrain]] effects.
*64 '''DMGIGNORED'''
|-style="background-color: #F5F5F5"
"Feared" by other monsters: they won't fight this one if provoked.
| '''NOSTRAFE'''
*128 '''BOSSIGNORE'''
| 2
Won't attack other monsters with BOSSIGNORE.
| Never backs out from melee attackers, even if enabled in the monster settings in the menu.
*256 '''SLIDE'''
|-style="background-color: #D9D9D9"
Can slide along walls, when pushing on them, like the player and Heretic pods
| '''NORESPAWN'''
*512 '''TELESTOMP'''
| 3
Can telefrag.
| Never respawns, even in Nightmare skill or with -respawn active.
*0x400 '''WINDTHRUST'''
|-style="background-color: #F5F5F5"
Can be pushed by Heretic winds
| '''ALWAYSRESPAWN'''
*0x800 '''FIREDAMAGE'''
| 4
Does '''fire''' type damage
| Always respawns regardless of skill or settings.
*0x1000 '''KILLABLE'''
|-style="background-color: #D9D9D9"
Safety flag required to be used when COUNTKILL is not used. Allows the monster to behave normally without counting it towards the kill ratio.
| '''REMOVEDEAD'''
*0x2000 '''DEADFLOAT'''
| 5
Doesn't lose gravity when killed.
| Is randomly removed from the level after death, instead of respawning. Not for player class objects.
*0x4000 '''NOTHRESHOLD'''
|-style="background-color: #F5F5F5"
Thing always turns on the latest attacked, like in Quake.
| '''NOTHRUST'''
*0x8000 '''FLOORMISSILE'''
| 6
The missile hugs the floor.
| Is not affected by BOOM environmental pushers (wind, force points, conveyors, water currents).
*0x10000 '''SUPERITEM'''
|-style="background-color: #D9D9D9"
Super powerup: only respawns if a special dmflag is enabled.
| '''NOCROSS'''
*0x20000 '''NOITEMRESP'''
| 7
Never respawns, and unlike DROPPED, won't be crushed by sectors.
| Cannot trigger DOOM-style walk-over linedef specials.
*0x40000 '''SUPERFRIEND'''
|-style="background-color: #F5F5F5"
Loyal friend, never retaliates on being hit.
| '''JUMPDOWN'''
*0x80000 '''INVULNCHARGE'''
| 8
Invulnerable when SKULLFLY is set (when charging)
| When friendly, may jump down off ledges to follow player, subject to dog jumping setting.
*0x100000 '''EXPLOCOUNT'''
|-style="background-color: #D9D9D9"
Missile won't blow up if Counter 1 < Counter 2, instead it will increment Counter 1
| '''PUSHABLE'''
*0x200000 '''CANNOTPUSH'''
| 9
Cannot push PUSHABLE objects
| Can be pushed, like the Heretic pods.
*0x400000 '''TLSTYLEADD'''
|-style="background-color: #F5F5F5"
Uses additive translucency, can be combined with the alpha [[thingtype|property]]
| '''MAP07BOSS1'''
*0x800000 '''SPACMONSTER'''
| 10
Can activate parameterized line specials with the MONSTER flag
| Is a boss for the MAP07_1 boss special (tag 666), like the Mancubi in original DOOM 2.
*0x1000000 '''SPACMISSILE'''
|-style="background-color: #D9D9D9"
Can activate parameterized line specials with the MISSILE flag
| '''MAP07BOSS2'''
*0x2000000 '''NOFRIENDDMG'''
| 11
Won't take damage from FRIEND objects
| Is a boss for the MAP07_2 boss special (tag 667), like the Arachnotrons in original DOOM 2.
*0x4000000 '''3DDECORATION'''
|-style="background-color: #F5F5F5"
Used for Doom decoration, which acts dually as a sentient actor blocker and free for projectiles
| '''E1M8BOSS'''
*0x8000000 '''ALWAYSFAST'''
| 12
Always accelerated in speed and reaction despite the skill level
| Is a boss for the E1M8 boss special (tag 666), like the Barons in original DOOM 1.
*0x10000000 '''PASSMOBJ'''
|-style="background-color: #D9D9D9"
Fully 3d, if z-clipping is enabled
| '''E2M8BOSS'''
*0x20000000 '''DONTOVERLAP'''
| 13
Tries to avoid overlapping even if z-clipping is enabled
| Is a boss for the E2M8 boss special (exits level, or tag 666 in Heretic).
*0x40000000 '''CYCLEALPHA'''
|-style="background-color: #F5F5F5"
Cycles the alpha, depending on the alphavelocity [[thingtype|property]]
| '''E3M8BOSS'''
*0x80000000 '''RIP'''
| 14
As a missile, goes through damageable objects, dealing them pain repeatably while in them
| Is a boss for the E3M8 boss special (exits level, or tag 666 in Heretic).
=Flags4=
|-style="background-color: #D9D9D9"
*1 '''AUTOTRANSLATE'''
| '''BOSS'''
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.
| 15
*2 '''NORADIUSDMG'''
| Roars loudly, and is immune to blast radii and certain other attacks.
Doesn't take radius damage.
|-style="background-color: #F5F5F5"
*4 '''FORCERADIUSDMG'''
| '''E4M6BOSS'''
Always takes radius damage.
| 16
*8 '''LOOKALLAROUND'''
| Is a boss for the E4M6 boss special (tag 666).
Sees targets in any direction during [[Look]] frames, similar to how they behave when under AMBUSH setting after hearing a shot.
|-style="background-color: #D9D9D9"
*16 '''NODAMAGE'''
| '''E4M8BOSS'''
Takes no damage but may still enter pain frames (unlike the invulnerability behavior).
| 17
| Is a boss for the E4M8 boss special (tag 666).
|-style="background-color: #F5F5F5"
| '''FOOTCLIP'''
| 18
| Is subject to liquid terrain effects (lowered view point, missiles, feet are clipped).
|-style="background-color: #D9D9D9"
| '''FLOATBOB'''
| 19
| Bobs perpetually on the z axis, like the Heretic and Hexen powerups.
|-style="background-color: #F5F5F5"
| '''DONTDRAW'''
| 20
| Completely invisible, but without the side effects of '''NOSECTOR'''.
|-style="background-color: #D9D9D9"
| '''SHORTMRANGE'''
| 21
| Has a limited missile range, like the Arch-vile.
|-style="background-color: #F5F5F5"
| '''LONGMELEE'''
| 22
| Has a restricted non-missile proximity area, like the Revenant.
|-style="background-color: #D9D9D9"
| '''RANGEHALF'''
| 23
| Considers only half the distance to its target, giving a higher missile attack probability.
|-style="background-color: #F5F5F5"
| '''HIGHERMPROB'''
| 24
| Additional boost to missile attack probability at a distance, as with the Cyberdemon.
|-style="background-color: #D9D9D9"
| '''CANTLEAVEFLOORPIC'''
| 25
| Cannot cross into sectors with a different floor flat. Useful for water monsters.
|-style="background-color: #F5F5F5"
| '''SPAWNFLOAT'''
| 26
| Spawns at a randomized height within the range of its sector, like the Heretic Gargoyle.
|-style="background-color: #D9D9D9"
| '''INVULNERABLE'''
| 27
| Takes no damage if damage is less than 10000. Does not react to damage.
|-style="background-color: #F5F5F5"
| '''DORMANT'''
| 28
| Spawns as dormant and invulnerable regardless of mapthing flags. Must be awakened by a script or line special.
|-style="background-color: #D9D9D9"
| '''SEEKERMISSILE'''
| 29
| Is considered a homing projectile, for reflection purposes.
|-style="background-color: #F5F5F5"
| '''DEFLECTIVE'''
| 30
| If paired with REFLECTIVE, causes reflection at a wide angle.
|-style="background-color: #D9D9D9"
| '''REFLECTIVE'''
| 31
| Reflects projectiles. Still takes damage unless also '''INVULNERABLE'''.
|-
!style="background-color: #C5D0E1"| Flag name
!style="background-color: #E3EEFF"| Bit number
!style="background-color: #C5D0E1"| Description
|}
 
=flags3=
{| class="wikitable" style="font-size: 85%"; text-align: center; width: auto
!style="background-color: #C5D0E1"| Flag name
!style="background-color: #E3EEFF"| Bit number
!style="background-color: #C5D0E1"| Description
|-style="background-color: #F5F5F5"
| '''GHOST'''
| 0
| Is a Heretic ghost. Translucent, monsters will aim inaccurately, and '''THRUGHOST''' missiles will pass through.
|-style="background-color: #D9D9D9"
| '''THRUGHOST'''
| 1
| Missiles with this flag will pass through objects with the '''GHOST''' flag.
|-style="background-color: #F5F5F5"
| '''NODMGTHRUST'''
| 2
| Will not inflict thrust on objects that this object inflicts damage upon directly.
|-style="background-color: #D9D9D9"
| '''ACTSEESOUND'''
| 3
| Has a 50% chance of making its seesound instead of its activesound at each opportunity.
|-style="background-color: #F5F5F5"
| '''LOUDACTIVE'''
| 4
| Makes activesound at full volume.
|-style="background-color: #D9D9D9"
| '''E5M8BOSS'''
| 5
| Is a boss for the E5M8 boss special (tag 666). Used by Maulotaurs.
|-style="background-color: #F5F5F5"
| '''DMGIGNORED'''
| 6
| Monsters will never retaliate against this object when it damages them, as with Arch-viles.
|-style="background-color: #D9D9D9"
| '''BOSSIGNORE'''
| 7
| {{deprecated}}Will not attack other species with this flag. '''This flag is deprecated and should not be used in EDF.'''
|-style="background-color: #F5F5F5"
| '''SLIDE'''
| 8
| Slides against walls when moving into them; used by players and Heretic pods.
|-style="background-color: #D9D9D9"
| '''TELESTOMP'''
| 9
| Can telefrag shootable objects, including monsters and players.
|-style="background-color: #F5F5F5"
| '''WINDTHRUST'''
| 10
| Is affected by Heretic wind sector effects.
|-style="background-color: #D9D9D9"
| '''FIREDAMAGE'''
| 11
| Damage inflicted directly by this object will be changed to use the '''Fire''' damagetype.
|-style="background-color: #F5F5F5"
| '''KILLABLE'''
| 12
| Is a living monster, but does not count for kill percentage. Used instead of '''COUNTKILL''' for Lost Souls.
|-style="background-color: #D9D9D9"
| '''DEADFLOAT'''
| 13
| '''NOGRAVITY''' flag is not removed when this object dies, as with Lost Souls.
|-style="background-color: #F5F5F5"
| '''NOTHRESHOLD'''
| 14
| Turns against most recent attacker instantly, as with Arch-viles and in Quake AI.
|-style="background-color: #D9D9D9"
| '''FLOORMISSILE'''
| 15
| Missiles with this flag can hug the floor and move up steps.
|-style="background-color: #F5F5F5"
| '''SUPERITEM'''
| 16
| An item with this flag will only respawn if the '''super items respawn''' dmflag is asserted.
|-style="background-color: #D9D9D9"
| '''NOITEMRESP'''
| 17
| Items with this flag never respawn, but cannot be crushed as with '''DROPPED'''.
|-style="background-color: #F5F5F5"
| '''SUPERFRIEND'''
| 18
| Adds absolute loyalty to '''FRIEND''' monsters; will never retaliate if attacked by a friend.
|-style="background-color: #D9D9D9"
| '''INVULNCHARGE'''
| 19
| Is invulnerable when '''SKULLFLY'''-charging, as with Maulotaurs.
|-style="background-color: #F5F5F5"
| '''EXPLOCOUNT'''
| 20
| Missile will not explode if counter 1 < counter 2, but increments counter 1. Used by Iron Lich tornadoes.
|-style="background-color: #D9D9D9"
| '''CANNOTPUSH'''
| 21
| Is unable to push objects with the '''PUSHABLE''' flag.
|-style="background-color: #F5F5F5"
| '''TLSTYLEADD'''
| 22
| Uses additive translucency as determined by the thingtype's [[thingtype|'''alpha''' property]].
|-style="background-color: #D9D9D9"
| '''SPACMONSTER'''
| 23
| Can activate parameterized linedefs which are marked with the MONSTER special activation flag.
|-style="background-color: #F5F5F5"
| '''SPACMISSILE'''
| 24
| Can activate parameterized linedefs which are marked with the MISSILE special activation flag.
|-style="background-color: #D9D9D9"
| '''NOFRIENDDMG'''
| 25
| Does not take damage from '''FRIEND''' objects, excepting possibly itself.
|-style="background-color: #F5F5F5"
| '''3DDECORATION'''
| 26
| Object clips missiles at its normal height even when '''comp_theights''' is off. Used by DOOM decor objects.
|-style="background-color: #D9D9D9"
| '''ALWAYSFAST'''
| 27
| Always exhibits -fast/Nightmare increased reaction time and attack rate in all skill levels.
|-style="background-color: #F5F5F5"
| '''PASSMOBJ'''
| 28
| Is considered fully three dimensional when '''comp_overunder''' is off (3D object clipping enabled).
|-style="background-color: #D9D9D9"
| '''DONTOVERLAP'''
| 29
| Tries to avoid overlapping with other objects even when 3D object clipping is enabled.
|-style="background-color: #F5F5F5"
| '''CYCLEALPHA'''
| 30
| '''alpha''' will cycle continuously if '''alphavelocity''' is greater than zero.
|-style="background-color: #D9D9D9"
| '''RIP'''
| 31
| Missile will pass through '''SHOOTABLE''' objects, dealing damage repeatedly as long as contact is sustained.
|-
!style="background-color: #C5D0E1"| Flag name
!style="background-color: #E3EEFF"| Bit number
!style="background-color: #C5D0E1"| Description
|}
 
=flags4=
{| class="wikitable" style="font-size: 85%"; text-align: center; width: auto
!style="background-color: #C5D0E1"| Flag name
!style="background-color: #E3EEFF"| Bit number
!style="background-color: #C5D0E1"| Description
|-style="background-color: #F5F5F5"
| '''AUTOTRANSLATE'''
| 0
| Adapts a built-in palette translation if spawned in games other than Doom; used by EE objects such as MBFHelperDog.
|-style="background-color: #D9D9D9"
| '''NORADIUSDMG'''
| 1
| Object will not take radius damage from most sources.
|-style="background-color: #F5F5F5"
| '''FORCERADIUSDMG'''
| 2
| As an inflictor, forces all objects (including '''BOSS''' and '''NORADIUSDMG''') to take radius damage.
|-style="background-color: #D9D9D9"
| '''LOOKALLAROUND'''
| 3
| Has a 360-degree field of vision, same as monsters given the '''AMBUSH''' flag after hearing a shot.
|-style="background-color: #F5F5F5"
| '''NODAMAGE'''
| 4
| Is invulnerable to damage < 10000, but still reacts as if damage has been taken (thrust, blood, and pain).
|-style="background-color: #D9D9D9"
| '''SYNCHRONIZED'''
| 5
| Will not have its spawnstate tics randomized when spawned on the map at level start. '''SVN r1096+'''
|-style="background-color: #F5F5F5"
| '''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+'''
|-style="background-color: #D9D9D9"
| '''BRIGHT'''
| 7
| Will always be full-bright regardless of current frame setting.
|-style="background-color: #F5F5F5"
| '''FLY'''
| 8
| Object is flying. Used by the player when under the effect of a flight artifact.
|-style="background-color: #D9D9D9"
| '''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.
|-style="background-color: #F5F5F5"
|'''NOSOUNDCUTOFF'''
|10
|Actor can play any number of sounds.
|-style="background-color: #D9D9D9"
|'''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]]
|-style="background-color: #F5F5F5"
|'''NOTSHAREWARE'''
|12
|Things with this flag will not spawn on a map if the current gamemode is a shareware gamemode.
|-style="background-color: #D9D9D9"
|'''NOTORQUE'''
|13
|Things with this flag are never subject to MBF torque simulation, even if it is enabled via the compatibility vector.
|-style="background-color: #F5F5F5"
|'''ALWAYSTORQUE'''
|14
|Things with this flag are always subject to MBF torque simulation, even if it is disabled via the compatibility vector.
|-style="background-color: #D9D9D9"
|'''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).
|-style="background-color: #F5F5F5"
|'''TLSTYLESUB'''
|16
|Thingtype uses subtractive blending.
|-style="background-color: #D9D9D9"
|'''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.
|-style="background-color: #F5F5F5"
|'''DRAWSBLOOD'''
|18
|Missile draws blood.
|-style="background-color: #D9D9D9"
|'''SPACPUSHWALL'''
|19
|Objects of this type can trigger push walls.
|-style="background-color: #F5F5F5"
|'''NOSPECIESINFIGHT'''
|20
|Monster won't infight with others of the same species, even if suffering damage. See [[thinggroup]] for related infighting settings.
|-style="background-color: #D9D9D9"
|'''HARMSPECIESMISSILE'''
|21
|Monster will be harmed by projectile attacks coming from the same species. Again, see [[thinggroup]].
|-style="background-color: #F5F5F5"
|'''FRIENDFOEMISSILE'''
|22
|Friends of this [[thingtype]] may harm (by projectiles) enemies of the same species. By default they are immune.
|-style="background-color: #D9D9D9"
|'''BLOODLESSIMPACT'''
|23
|Prevents Heretic-style projectiles from producing blood when hitting this thing (assuming it sheds blood).
|-style="background-color: #F5F5F5"
|'''HERETICBOUNCES'''
|24
|Thing bounces like the Heretic mace spheres: if it's also a '''MISSILE''' without '''NOCLIP''' and touches the floor, its vertical velocity is reversed, and it's sent to its '''deathstate'''. Actual bouncing behavior will then need to be managed in the [[DeathBallImpact]], [[MaceBallImpact]] and [[MaceBallImpact2]] codepointers (or other user behavior) called during the death state, which may even remove this flag among other things.
|-style="background-color: #D9D9D9"
|'''MONSTERPASS'''
|25
|Thing passes through monster-blocking lines, without being a friend, projectile or a player.
|-style="background-color: #F5F5F5"
|'''LOWAIMPRIO'''
|26
|Low autoaim priority, like friends or Heretic pods.
|-style="background-color: #D9D9D9"
|'''STICKYCARRY'''
|27
|Can carry other things on top of it. In addition, their movement acceleration is impeded while standing on it. You can use this to ride cacodemons.
|-style="background-color: #F5F5F5"
|'''SETTARGETONDEATH'''
|28
|Guarantees that their blame target is set properly upon death. This helps with chain reactions such as Heretic pods, where you can really get a frag for killing a player from a chain reaction.
|-style="background-color: #D9D9D9"
|'''SLIDEOVERTHINGS'''
|29
|If on top of other things, keep sliding without stopping.
|-
!style="background-color: #C5D0E1"| Flag name
!style="background-color: #E3EEFF"| Bit number
!style="background-color: #C5D0E1"| Description
|}
[[category:EDF]]

Revision as of 10:42, 14 February 2021

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).
HERETICBOUNCES 24 Thing bounces like the Heretic mace spheres: if it's also a MISSILE without NOCLIP and touches the floor, its vertical velocity is reversed, and it's sent to its deathstate. Actual bouncing behavior will then need to be managed in the DeathBallImpact, MaceBallImpact and MaceBallImpact2 codepointers (or other user behavior) called during the death state, which may even remove this flag among other things.
MONSTERPASS 25 Thing passes through monster-blocking lines, without being a friend, projectile or a player.
LOWAIMPRIO 26 Low autoaim priority, like friends or Heretic pods.
STICKYCARRY 27 Can carry other things on top of it. In addition, their movement acceleration is impeded while standing on it. You can use this to ride cacodemons.
SETTARGETONDEATH 28 Guarantees that their blame target is set properly upon death. This helps with chain reactions such as Heretic pods, where you can really get a frag for killing a player from a chain reaction.
SLIDEOVERTHINGS 29 If on top of other things, keep sliding without stopping.
Flag name Bit number Description