Revision Difference
Enums/FL#516486
<cat>enum</cat>
<enum>
<description>Enumerations used by <page>Entity:AddFlags</page>, <page>Entity:RemoveFlags</page> and <page>Entity:IsFlagSet</page>.</description>
<items>
<item key="FL_ONGROUND" value="1|Is the entity on ground or not"></item>⤶
<item key="FL_DUCKING" value="2|Is player ducking or not"></item>⤶
<item key="FL_ANIMDUCKING" value="4|Is the player in the process of ducking or standing up"></item>⤶
<item key="FL_WATERJUMP" value="8|The player is jumping out of water"></item>⤶
<item key="FL_ONTRAIN" value="16|This player is controlling a func_train"></item>⤶
<item key="FL_INRAIN" value="32|Indicates the entity is standing in rain"></item>⤶
<item key="FL_FROZEN" value="64|Completely freezes the player <bug>Bots will still be able to look around.</bug>"></item>⤶
<item key="FL_ATCONTROLS" value="128|This player is controlling something UI related in the world, this prevents his movement, but doesn't freeze mouse movement, jumping, etc."></item>⤶
<item key="FL_CLIENT" value="256|Is this entity a player or not"></item>⤶
<item key="FL_FAKECLIENT" value="512|Bots have this flag"></item>⤶
<item key="FL_INWATER" value="1024|Is the player in water or not"></item>⤶
<item key="FL_FLY" value="2048|This entity can fly"></item>⤶
<item key="FL_SWIM" value="4096|This entity can swim"></item>⤶
<item key="FL_CONVEYOR" value="8192|This entity is a func_conveyor"></item>⤶
<item key="FL_NPC" value="16384|NPCs have this flag (NPC: Ignore player push)"></item>⤶
<item key="FL_GODMODE" value="32768|Whether the player has god mode enabled"></item>⤶
<item key="FL_NOTARGET" value="65536|Makes the entity invisible to AI"></item>⤶
<item key="FL_AIMTARGET" value="131072|This entity can be aimed at"></item>⤶
<item key="FL_PARTIALGROUND" value="262144|Not all corners are valid"></item>⤶
<item key="FL_STATICPROP" value="524288|It's a static prop"></item>⤶
<item key="FL_GRAPHED" value="1048576|worldgraph has this ent listed as something that blocks a connection"></item>⤶
<item key="FL_GRENADE" value="2097152|This entity is a grenade, unused"></item>⤶
<item key="FL_STEPMOVEMENT" value="4194304|Changes the SV_Movestep() behavior to not do any processing"></item>⤶
<item key="FL_DONTTOUCH" value="8388608|Doesn't generate touch functions, calls <page>ENTITY:EndTouch</page> when this flag gets set during a touch callback"></item>⤶
<item key="FL_BASEVELOCITY" value="16777216|Base velocity has been applied this frame (used to convert base velocity into momentum)"></item>⤶
<item key="FL_WORLDBRUSH" value="33554432|This entity is a brush and part of the world"></item>⤶
<item key="FL_OBJECT" value="67108864|This entity can be seen by NPCs"></item>⤶
<item key="FL_KILLME" value="134217728|This entity is about to get removed"></item>⤶
<item key="FL_ONFIRE" value="268435456|This entity is on fire"></item>⤶
<item key="FL_DISSOLVING" value="536870912|The entity is currently dissolving"></item>⤶
<item key="FL_TRANSRAGDOLL" value="1073741824|This entity is about to become a ragdoll"></item>⤶
<item key="FL_UNBLOCKABLE_BY_PLAYER" value="-2147483648|This moving door can't be blocked by the player"></item>⤶
<item key="FL_ONGROUND" value="1">Is the entity on ground or not</item>⤶
<item key="FL_DUCKING" value="2">Is player ducking or not</item>⤶
<item key="FL_ANIMDUCKING" value="4">Is the player in the process of ducking or standing up</item>⤶
<item key="FL_WATERJUMP" value="8">The player is jumping out of water</item>⤶
<item key="FL_ONTRAIN" value="16">This player is controlling a func_train</item>⤶
<item key="FL_INRAIN" value="32">Indicates the entity is standing in rain</item>⤶
<item key="FL_FROZEN" value="64">Completely freezes the player <bug>Bots will still be able to look around.</bug></item>⤶
<item key="FL_ATCONTROLS" value="128">This player is controlling something UI related in the world, this prevents his movement, but doesn't freeze mouse movement, jumping, etc.</item>⤶
<item key="FL_CLIENT" value="256">Is this entity a player or not</item>⤶
<item key="FL_FAKECLIENT" value="512">Bots have this flag</item>⤶
<item key="FL_INWATER" value="1024">Is the player in water or not</item>⤶
<item key="FL_FLY" value="2048">This entity can fly</item>⤶
<item key="FL_SWIM" value="4096">This entity can swim</item>⤶
<item key="FL_CONVEYOR" value="8192">This entity is a func_conveyor</item>⤶
<item key="FL_NPC" value="16384">NPCs have this flag (NPC: Ignore player push)</item>⤶
<item key="FL_GODMODE" value="32768">Whether the player has god mode enabled</item>⤶
<item key="FL_NOTARGET" value="65536">Makes the entity invisible to AI</item>⤶
<item key="FL_AIMTARGET" value="131072">This entity can be aimed at</item>⤶
<item key="FL_PARTIALGROUND" value="262144">Not all corners are valid</item>⤶
<item key="FL_STATICPROP" value="524288">It's a static prop</item>⤶
<item key="FL_GRAPHED" value="1048576">worldgraph has this ent listed as something that blocks a connection</item>⤶
<item key="FL_GRENADE" value="2097152">This entity is a grenade, unused</item>⤶
<item key="FL_STEPMOVEMENT" value="4194304">Changes the SV_Movestep() behavior to not do any processing</item>⤶
<item key="FL_DONTTOUCH" value="8388608">Doesn't generate touch functions, calls <page>ENTITY:EndTouch</page> when this flag gets set during a touch callback</item>⤶
<item key="FL_BASEVELOCITY" value="16777216">Base velocity has been applied this frame (used to convert base velocity into momentum)</item>⤶
<item key="FL_WORLDBRUSH" value="33554432">This entity is a brush and part of the world</item>⤶
<item key="FL_OBJECT" value="67108864">This entity can be seen by NPCs</item>⤶
<item key="FL_KILLME" value="134217728">This entity is about to get removed</item>⤶
<item key="FL_ONFIRE" value="268435456">This entity is on fire</item>⤶
<item key="FL_DISSOLVING" value="536870912">The entity is currently dissolving</item>⤶
<item key="FL_TRANSRAGDOLL" value="1073741824">This entity is about to become a ragdoll</item>⤶
<item key="FL_UNBLOCKABLE_BY_PLAYER" value="-2147483648">This moving door can't be blocked by the player</item>⤶
</items>
</enum>