(Unknown) flags

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Henderick
Posts: 50
Joined: Sun Mar 08, 2009 9:11 am
Location: Germany

(Unknown) flags

Post by Henderick »

I used the search function here and on the wiki and couldn't find anything about them.
Whenever I 'Info' monsters, there's sometimes a flag or more which is just called (unknown).
There's always one at flags6 and flags3 when they are dead, so they must have anything to do with the corpse behavior I suppose.
But the one which sometimes appears in flags2 for no reason makes me crazy.

Is there any way to find out what those flags are actually called and what they do?
Blue Shadow
Posts: 5046
Joined: Sun Nov 14, 2010 12:59 am

Re: (Unknown) flags

Post by Blue Shadow »

I've noticed them, too. They're internal flags used only by the engine.

By looking at the source code, the two "unknown" flags that are set on death in addition to the others are MF3_CRASHED and MF6_KILLED, it'd seem.
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edward850
Posts: 5890
Joined: Tue Jul 19, 2005 9:06 pm
Location: New Zealand
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Re: (Unknown) flags

Post by edward850 »

Pretty much. There are some flags internal to mobj behaviour that can't be used as a decorate flag due to their context sensitive behaviour. As such, they have no name for decorate to use, and thus nothing for the info CCMD to print.

These flags are: (flags in italics can never be seen by the info CCMD, as they would always be set and cleared before the command is run)
  • MF_INCHASE - Used by [wiki]A_Chase[/wiki] and [wiki]A_Look[/wiki] to avoid recursion
  • MF_INBOUNCE - Used by Heretic bouncing missiles to prevent exploding on some collisions
  • MF_UNMORPHED - Tracks if an actor is the unmorphed version of something else
  • MF2_FLY - Tracks if the mobj has fly mode active (via the powerup or player property)
  • MF2_ONMOBJ - Tracks if the mobj is standing on another
  • MF2_ARGSDEFINED* - Used to signal that the args should not be taken from the mapthing definition
  • MF3_NOSIGHTCHECK - Makes a monster go after first acceptable target without checking sight ([wiki]Thing_Hate[/wiki])
  • MF3_CRASHED - Tracks if an actor entered its crash state
  • MF3_WARNBOT - A ZCajun thing used to warn bots of projectiles, although it's only notably used for the [wiki]PlasmaBall[/wiki] and would likely get removed if the bots ever get replaced
  • MF3_HUNTPLAYERS - Used with TIDtoHate ([wiki]Thing_Hate[/wiki]), means to hate players too
  • MF4_NOHATEPLAYERS - Ignore player attacks, which is also used by [wiki]Thing_Hate[/wiki]
  • MF4_SCROLLMOVE - Tacks if velocity has been applied by a scroller
  • MF4_VFRICTION - Flag used by [wiki]A_PainAttack[/wiki] to push a monster down
  • 0x00000002 (flags5) - Reserved for use by scripting branch (technically ZDoom can't even use this, but it sure is something decorate can't use :P)
  • MF5_AVOIDINGDROPOFF - Used to move monsters away from dropoffs
  • MF5_CHASEGOAL - Tells a mobj to walk to a goal instead of target if a valid goal is set
  • MF5_INCONVERSATION - Mobj is having a conversation
  • MF6_ARMED - From MBF: Object is armed (for MF6_TOUCHY objects)
  • MF6_FALLING - From MBF: Object is falling (for pseudotorque simulation)
  • MF6_LINEDONE - From MBF: Object has already run a line effect
  • MF6_SHATTERING - Marks an ice corpse for forced shattering
  • MF6_KILLED - Tracks if mobj was killed (in case it may not be a corpse)
  • MF6_BOSSCUBE - Tacks if actor spawned by [wiki]A_BrainSpit[/wiki], flagged for timefreeze reasons
  • MF6_INTRYMOVE - Executing P_TryMove
  • MF7_HANDLENODELAY - Flag for NoDelay state property
* MF2_ARGSDEFINED is set long before the map is spawned, but it's only relevant during map spawn, and will do nothing otherwise.
Henderick
Posts: 50
Joined: Sun Mar 08, 2009 9:11 am
Location: Germany

Re: (Unknown) flags

Post by Henderick »

Thank you both, that answered my questions very well :D

So the flag on flags2 that I never understood seems to be the ONMOBJ one, it also seems to appears when they are inside something and not only when they are on something...
The reason it drove me crazy was the Strife Inquisitor who always got the flag when it got stuck inside a monster, I thought it had something to do with that :P
Too bad it can't be used in combination with A_CheckFlag, that would be really helpful to make a behavior with monsters landing on actors...
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