Actor flags

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Revision as of 22:01, 17 December 2012 by Blzut3 (talk | contribs)

The following flags will modify the behavior of DECORATE actors in certain ways. If the flag name matches one in ZDoom it is generally safe to assume that the behavior will be similar to that flag in ZDoom.

General Flags

Physics

  • SHOOTABLE
The actor can be damaged by attacks.
  • SOLID
The actor is solid and should block other actors from moving through it.

Behavior

  • AMBUSH
The actor does not respond to sounds and instead waits for the player to come in line of sight.
  • DROPBASEDONTARGET
Instead of dropping every item in the dropitem list, drop one item based on if the item is present in the target's inventory.

(In)Abilities

  • CANUSEWALLS
The monster can active doors. Unlike ZDoom, monsters can open locked doors by default.
  • REQUIREKEYS
The monster needs to have keys in their inventory to open a locked door.

Apperance

  • BRIGHT
Treats all states as having the bright flag set.

Projectile

  • MISSILE
The actor is a projectile. The actor will move based on its speed automatically, die on collision, etc.

Miscellaneous

  • ALWAYSFAST (New from 1.4)
A monster with this flag will always attempt to attack when A_Chase is called instead of taking a random number of steps.
  • COUNTITEM
The actor is tallied for treasure.
  • COUNTKILL
The actor counts as a kill.
  • COUNTSECRET
The actor should be consider a secret tally.
  • ISMONSTER
The actor should be considered a monster.
  • PICKUP
The actor can pick up inventory items by walking over them.

Additional Flags

The following flags are only applicable to a certain set of actors.

Inventory

  • INVENTORY.ALWAYSPICKUP
This item is picked up even if the player has no use for it.
  • INVENTORY.AUTOACTIVATE
Item is activated automatically when picked up. (Partially implemented)
  • INVENTORY.INVBAR
Item is placed into the player's visible inventory when picked up. (Partially implemented)

Weapon

  • WEAPON.DONTBOB (New from 1.4)
Disables weapon bobing for this weapon. (Note that this does not disable view movement bob.)
  • WEAPON.NOAUTOFIRE
The weapon will not fire when A_WeaponReady is reached and the fire key is held down.
  • WEAPON.NOGRIN
Disables the grin animation when picking up this weapon.