Need some explications on how to use them here.
Flag | Comment |
---|---|
SPECIAL | Calls P_SpecialThing when touched |
SOLID | |
SHOOTABLE | mobj can be shot at |
NOSECTOR | Don't use the sector links (invisible but touchable) |
NOBLOCKMAP | Don't use the blocklinks (inert but displayable) |
AMBUSH | Not activated by sound; deaf monster |
JUSTHIT | Try to attack right back |
JUSTATTACKED | Take at least one step before attacking |
SPAWNCEILING | Hang from ceiling instead of floor |
NOGRAVITY | Don't apply gravity every tic |
DROPOFF | Allow jumps from high places |
PICKUP | For players to pick up items |
NOCLIP | Player cheat |
FLOAT | Allow moves to any height, no gravity |
TELEPORT | Don't cross lines or look at heights |
MISSILE | Don't hit same species, explode on block |
DROPPED | Dropped by a demon, not level spawned |
SHADOW | Actor is hard for monsters to see |
NOBLOOD | Don't bleed when shot (use puff) |
CORPSE | Don't stop moving halfway off a step |
INFLOAT | Floating to a height for a move, don't auto float to target's height |
COUNTKILL | Count towards intermission kill total |
COUNTITEM | Count towards intermission item total |
SKULLFLY | Skull in flight |
NOTDMATCH | Don't spawn in death match (key cards) |
INTEAMMODES | Spawn in team modes (key cards/skull keys) |
FRIENDLY | Friendly monsters |
UNMORPHED | Actor is the unmorphed version of something else |
TOUCHY | |
FALLING | |
STEALTH | Andy Baker's stealth monsters |
ICECORPSE | A frozen corpse (for blasting) |
TRANSLATION | Same as TRANSLATION1 |
UNUSED1 | Same as TRANSLATION2 |
TRANSLATION1 | Green to grey (red if TRANSLATION2/UNUSED1 is set too) |
TRANSLATION2 | Green to brown (red if TRANSLATION1/TRANSLATION is set too) |
UNUSED2 | Not used |
UNUSED3 | Not used |
UNUSED4 | Not used |
Flag | Comment |
---|---|
LOGRAV | Alternate gravity setting |
WINDTHRUST | Gets pushed around by the wind specials |
BLASTED | Missile will pass through ghosts |
FLY | Fly mode is active |
FLOORCLIP | If feet are allowed to be clipped |
SPAWNFLOAT | Spawn random float z |
NOTELEPORT | Does not teleport |
RIP | Missile rips through solid targets |
PUSHABLE | Can be pushed by other moving mobjs |
CANSLIDE | Slides against walls |
ONMOBJ | mobj is resting on top of another mobj |
PASSMOBJ | Enable z block checking. Allows the mobj to pass over/under other mobjs. |
CANNOTPUSH | Cannot push other pushable mobjs |
THRUGHOST | Missile will pass through ghosts |
BOSS | mobj is a major boss |
FIREDAMAGE | Does fire damage |
NODMGTHRUST | Does not thrust target when damaging |
TELESTOMP | mobj can stomp another |
FLOATBOB | Use float bobbing z movement |
IMPACT | An MF_MISSILE mobj can activate SPAC_IMPACT |
PUSHWALL | mobj can push walls |
MCROSS | Can activate monster cross lines |
PCROSS | Can activate projectile cross lines |
CANTLEAVEFLOORPIC | Stay within a certain floor type |
NONSHOOTABLE | mobj is totally non-shootable, but still considered solid |
INVULNERABLE | mobj is invulnerable |
DORMANT | Thing is dormant |
ICEDAMAGE | Does ice damage |
SEEKERMISSILE | Is a seeker (for reflection) |
REFLECTIVE | Reflects missiles |
HERETICBOUNCE | Missile will only bounce off the floor once and then enter its death state. It does not bounce off walls at all. |
HEXENBOUNCE | Missile bounces off of walls and floors indefinitely. |
DOOMBOUNCE | Like Hexen, but the bounce turns off if its vertical velocity is too low. |
FLOORBOUNCE | Synonym for DOOMBOUNCE |
Flag | Comment |
---|---|
FLOORHUGGER | Missile stays on floor |
CEILINGHUGGER | Missile stays on ceiling |
NORADIUSDMG | Actor does not take radius damage |
GHOST | Actor is a ghost |
ALWAYSPUFF | Puff always appears, even when hit nothing |
FULLVOLDEATH | Death sound is played at full volume |
DONTSPLASH | Thing doesn't make a splash |
NOSIGHTCHECK | Go after first acceptable target without checking sight |
DONTOVERLAP | Don't pass over/under other things with this bit set |
DONTMORPH | Immune to arti_egg |
DONTSQUASH | Death ball can't squash this actor |
FULLVOLACTIVE | Active sound is played at full volume |
CLERICINVUL | Player who has the Cleric's invulnerability behavior |
SKYEXPLODE | Explode missile when hitting sky |
STAYMORPHED | Monster cannot unmorph |
DONTBLAST | Actor cannot be pushed by blasting |
CANBLAST | Actor is not a monster but can be blasted |
NOTARGET | This actor not targetted when it hurts something else |
DONTGIB | Don't gib this corpse |
NOBLOCKMONST | Can cross ML_BLOCKMONSTERS lines |
HUNTPLAYERS | Used with TIDtoHate, means to hate players too |
CANBOUNCEWATER | Missile can bounce on water |
NOWALLBOUNCESND | Don't make noise when bouncing off a wall |
FOILINVUL | Actor can hurt MF2_INVULNERABLE things |
NOTELEOTHER | Monster is unaffected by teleport other artifact |
BLOODLESSIMPACT | Projectile does not leave blood |
NOEXPLODEFLOOR | Missile stops at floor instead of exploding |
PUFFONACTORS | Puff appears even when hit actors |
ISMONSTER | Actor is a monster |
Flag | Comment |
---|---|
NOHATEPLAYERS | Ignore player attacks |
QUICKTORETALIATE | Always switch targets when hurt |
NOICEDEATH | Actor never enters an ice death, not even the generic one |
BOSSDEATH | A_FreezeDeathChunks calls A_BossDeath |
RANDOMIZE | Missile has random initial tic count |
NOSKIN | Player cannot use skins |
FIXMAPTHINGPOS | Fix this actor's position when spawned as a map thing |
ACTLIKEBRIDGE | Pickups can “stand” on this actor |
STRIFEDAMAGE | Strife projectiles only do up to 4x damage, not 8x |
SPECIALFLOORCLIP | |
LOOKALLAROUND | Monster has eyes in the back of its head |
STANDSTILL | Monster should not chase targets unless attacked |
SERVERONLY | Object spawns only server side: the clients will not be instructed to spawn it. |
NOINFIGHTING | This actor doesn't switch target when it's hurt |
FULLDROP | Uses MF_DROPPED to not respawn, but should still give full ammo. |
SCREENSEEKER | Fails the IsOkayToAttack test if potential target is outside player FOV |
NOTARGETSWITCH | Monster never switches target until current one is dead |
BLOODSPLATTER | Produces blood splatter when damaged |
SYNCMOVEMENT | Moves idiosynchratically; the server should always send its position |
NOSPEEDCHECK | Don't kill such missiles if they don't move |
CLIENTSIDE | Ignore flag, wont send via net. |
CLIENTSIDEONLY | Synonym of CLIENTSIDE |
Flag | Comment |
---|---|
SUMMONEDMONSTER | To mark the friendly Minotaur. Hopefully to be generalized later. |
HEIGHTTOUCH | Proper test for vertical overlap |
CHASEGOAL | Walks to goal instead of target if a valid goal is set. |
ZD_OLDBFGBOUNCE | actor bounces off planes only, and is considered an MBF bouncer. |
Flag | Comment |
---|---|
TRANSLUCENT | |
TRANSLUC25 | |
TRANSLUC50 | |
TRANSLUC75 | |
DONTDRAW | |
VISIBILITYPULSE | Pulsing effect |