Flags - chaosforgeorg/jh-mods GitHub Wiki
Flags
[cpiod: they should all be here. The comments come directly from Epyon’s code. Feel free to expand!]
EF_NOSIGHT
Blocks sight, as in you cannot see through a closed door or a wall.
EF_NOMOVE
Blocks move, as in you move see through a closed door or a wall.
EF_NOFLY
Blocks flight, as in an entity can't fly through a closed door or a wall.
EF_NOSHOOT
Blocks shoot, as in projectiles cannot pass through the object like a wall.
EF_NOSPAWN
No entities can spawn here (cept player)
EF_NOPICKUP
Doesn't go to inventory. Used in weapon specific challenges, e.g. Angel of Berserk to prevent the wrong weapons being picked up, but also to prevent the player from picking up other things like scenery blood pools, acid or file terrain pool etc.
EF_NOCOUNT
Don't count in stats (read only)
EF_NOPATH
No pathfinding
EF_TARGETABLE
Targetable (read only)
EF_ALIVE
Alive
EF_IFF
Identify F/F
EF_FLYING
Can fly over things, e.g. how Drones and Medusae can cross pits
EF_FOLLOW
Follow. Makes the entity follow the player either a friendly robot, or a pet. Not used for making an enemy hunt.
EF_HARD_COVER
Hard cover. Makes the entity count as Hard cover.
EF_SOFT_COVER
Soft cover Makes the entity count as Soft cover.
EF_EXPLODE
Explodes (duh!) - specifically for barrels.
EF_KILLED
Killed/Destroyed
EF_SPOTTED
Spotted by the player
EF_ITEM
Means it can be picked up and either put in the inventory or applied to the player (e.g. essences). Only one item can exist on a tile, so it can also be used to mark an open as preventing items from dropping on it - this fact is only really used for turret bases as they are part of an enemy.
EF_INVISIBLE
Invisible (affects parent)
EF_PLAYER
Player
EF_CONSUMABLE
Destroyed after use
EF_EXP_GEN
Generates XP for the player
EF_MARK
Mark type object for drop_coord
EF_PERMANENT
Permanent effect
EF_NOFX
No FX hack. Disables graphics effects which would otherwise be triggered by the engine. E.g. destroying ancient decoys.
EF_PILLAR
Pillar Vision Hack
EF_CONTAINER
Marks the item as a chest/used to reference chests for traits
EF_POWERUP
An item that can be picked up but doesn't go into the inventory, e.g. health orbs.
EF_NOCORPSE
Doesn't leave a corpse when destroyed/killed.
EF_ACTION
Does something when moved into by the player and the player will then occupy their space e.g. a door that opens when you move into it's space
EF_BUMPACTION
Does something when moved into by the player but will return the player to their starting position e.g. attempting to move into a locked vault door
EF_ENTERACTION
Used by medical/technical/manufacture station to bring up the menu when you enter their space.