ZDaemon Dehacked Thing Flags

  • 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
  • FALLING
  • STEALTH: Andy Baker's stealth monsters
  • ICECORPSE: A frozen corpse (for blasting)
  • 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
  • BOUNCES: Synonym for HERETICBOUNCE
  • TRANSLATION: BOOM compatibility: gray/red
  • UNUSED1: BOOM compatibility: brown/red
  • TRANSLATION1: gray/red
  • TRANSLATION2: brown/red
  • UNUSED2: BOOM compatibility
  • UNUSED3: BOOM compatibility
  • UNUSED4: BOOM compatibility
  • TRANSLUC25
  • TRANSLUC50
  • TRANSLUCENT: BOOM compatibility (default 66%)
  • TRANSLUC75
  • DONTDRAW
  • 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
  • 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
  • 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
  • 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.
  • TOUCHY: Dies when solids touch it.
  • ZD_OLDBFGBOUNCE: OLDBFG - Bounce off ceilings and floors indefinitely, does not bounce off walls at all.
  • VISIBILITYPULSE: Pulsing effect