The following values are used with gameflags, htflags and spriteflags.
Exposed |
Value |
Label |
Description |
|
Yes |
1 |
SFLAG_SHADOW |
Generates a shadow. See spriteshadow.
|
Yes |
2 |
SFLAG_NVG |
Turns palette 6 whenever night vision goggles are used. See spritenvg.
|
Yes |
4 |
SFLAG_NOSHADE |
The sprite's shade is unaffected by the shade of its sector. See spritenoshade.
|
No |
8 |
SFLAG_PROJECTILE |
Has been defined with defineprojectile.
|
No |
16 |
SFLAG_DECAL |
Prevents teleporting. The sprite is not entered into the decal deletion queue.
|
Yes |
32 |
SFLAG_BADGUY |
Is an enemy. See useractor.
|
Yes |
64 |
SFLAG_NOPAL |
Sprite will be insusceptible to floor palette of sector containing this sprite. See spritenopal.
|
Yes |
128 |
SFLAG_NOEVENTS |
Sprite will not be run through EVENT_GAME or EVENT_PREGAME.
|
Yes |
256 |
SFLAG_NOLIGHT |
Sprite will not emit hardcoded Polymer-based lights.
|
Yes |
512 |
SFLAG_USEACTIVATOR |
|
Internal |
1024 |
SFLAG_NULL |
Null sprite in multiplayer [internal, do not use]
|
Yes |
2048 |
SFLAG_NOCLIP |
Sprite will call "clipmove()" with a clipmask of 0, skipping collision detection with other sprites to increase performance. (Specifically, to prevent runtime behavior that is quadratic with the number of sprites.) Useful for particle effects.
|
No |
4096 |
SFLAG_NOFLOORSHADOW |
|
Yes |
8192 |
SFLAG_SMOOTHMOVE |
|
Yes |
16384 |
SFLAG_NOTELEPORT |
|
No |
32768 |
SFLAG_BADGUYSTAYPUT |
Actor will stay inside its original sector..
|
No |
65536 |
SFLAG_CACHE |
|
No |
131072 |
SFLAG_ROTFIXED |
rotation-fixed with respect to a pivot point to prevent position diverging due to roundoff error accumulation.
|
No |
262144 |
SFLAG_HARDCODED_BADGUY |
|
No |
524288 |
SFLAG_DIDNOSE7WATER |
Used temporarily.
|
Yes |
1048576 |
SFLAG_NODAMAGEPUSH |
Actor should not be pushed back when damaged (by default TANK, RECON, ROTATEGUN, and the bosses).
|
Yes |
2097152 |
SFLAG_NOWATERDIP |
Actor will not appear to sink into the floor in sectors tagged Above Water (lotag 1).
|
Yes |
4194304 |
SFLAG_HURTSPAWNBLOOD |
Actor will spawn blood as hardcoded enemies do when hurt.
|
Yes |
8388608 |
SFLAG_GREENSLIMEFOOD |
Actor can be eaten by GREENSLIME actor (Protozoid Slimer). Can only be set outside of actor and event code whereupon it is applied to all sprites of the same picnum.
|
Yes |
16777216 |
SFLAG_REALCLIPDIST |
Actor will always use its set clipdist instead of one potentially overridden in hardcoded circumstances based on its xrepeat and picnum.
|
Yes |
33554432 |
SFLAG_WAKEUPBADGUYS |
When awoken (changed to an active actor), any sprite with this flag set will wake up any enemy with which it has a line of sight.
|
Yes |
67108864 |
SFLAG_DAMAGEEVENT |
Actor fires EVENT_(POST)DAMAGESPRITE when damaged.
|
Yes |
134217728 |
SFLAG_NOWATERSECTOR |
Will prevent a sprite from moving into water.
|
Yes |
268435456 |
SFLAG_QUEUEDFORDELETE |
|
Defines
|
define SFLAG_SHADOW 0x00000001
define SFLAG_NVG 0x00000002
define SFLAG_NOSHADE 0x00000004
define SFLAG_PROJECTILE 0x00000008
define SFLAG_DECAL 0x00000010
define SFLAG_NULL 0x00000400
define SFLAG_NOFLOORSHADOW 0x00001000
define SFLAG_BADGUYSTAYPUT 0x00008000
define SFLAG_CACHE 0x00010000
define SFLAG_ROTFIXED 0x00020000
define SFLAG_HARDCODED_BADGUY 0x00040000
define SFLAG_DIDNOSE7WATER 0x00080000
define SFLAG_HURTSPAWNBLOOD 0x00400000
define SFLAG_GREENSLIMEFOOD 0x00800000
define SFLAG_WAKEUPBADGUYS 0x02000000
define SFLAG_DAMAGEEVENT 0x04000000
|