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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.