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
- 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
- TRANSLUCENT: BOOM compatibility
- TRANSLUC25
- TRANSLUC50
- 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.
- VISIBILITYPULSE: Pulsing effect