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Fields:Flags
From Quake Wiki
The flags field controls certain behaviors with how the entity interacts with the game. Some of these have a use within the engine itself while others are purely for QuakeC. These can be set or removed at any time but some automated behaviors may be applied to certain ones by the engine. There are many bits left open so mods can freely add more without any issues.
Warning: Quake uses floats as its main numeric data type meaning only 23 bits are available for use instead of the standard 32 bits of an integer. Trying to use more than this will cause data to get lost.
Flags[edit]
FL_FLY
- Engine flag that denotes that the entity can fly. This is only useful for entities that use
MOVETYPE_STEP
style movement to determine if they should be able to hover towards their enemy or not. Gravity is also not applied to them when doing movement steps.
FL_SWIM
- Similar to
FL_FLY
but hovering only works if the entity is in a liquid.
FL_CLIENT
- QuakeC flag that denotes that the entity is a client. This has no actual affect on whether or not the entity is considered a client by the server.
FL_INWATER
- QuakeC flag that denotes the player has already entered a liquid. This is used to control the splash sounds when entering and exiting liquids.
FL_MONSTER
- Engine flag used to mark an entity as a monster. This is only useful for
MOVETYPE_FLYMISSILE
checks.
FL_GODMODE
- Engine flag used to denote that an entity should take no damage.
FL_NOTARGET
- Engine flag that denotes an entity cannot be targeted when looking for an enemy. This doesn't cause monsters to forget their current target nor will it stop them from targeting an entity if another monster has them as their enemy.
FL_ITEM
- Engine flag used to mark an entity as an item. This will automatically make the entity 15 units wider on the x and y axes when linking it to the world so that it is easier to pick up.
FL_ONGROUND
- Engine flag that denotes the entity is currently on solid ground. This flag is automatically handled by the entity's movement.
FL_PARTIALGROUND
- Engine flag used by
MOVETYPE_STEP
entities to check if the ground was pulled out from underneath them. This flag is automatically handled by the entity's movement.
FL_WATERJUMP
- Engine flag that denotes the player is currently jumping out of a liquid onto land. Automatically cleared when the leap is finished.
FL_JUMPRELEASED
- QuakeC flag meant to denote that the player has released the jump key after pressing it. This is used to prevent being able to hold the jump button to repeatedly chain jumps.