Source code for pink_doom.playsim.mobjflag

"""Contains just MapObjectFlag, to avoid circular dependencies."""
from enum import Flag


[docs]class MapObjectFlag(Flag): """Misc. mobj flags.""" NONE = 0x0 """None of the below.""" SPECIAL = 0x1 """Call P_SpecialThing when touched.""" SOLID = 0x2 """Blocks.""" SHOOTABLE = 0x4 """Can be hit.""" NOSECTOR = 0x8 """Don't use the sector links (invisible but touchable).""" NOBLOCKMAP = 0x10 """Don't use the blocklinks (inert but displayable).""" AMBUSH = 0x20 """Not to be activated by sound, deaf monster.""" JUSTHIT = 0x40 """Will try to attach right back.""" JUSTATTACKED = 0x80 """Will take at least one step before attacking.""" SPAWNCEILING = 0x100 """ On level spawning (initial position), hang from ceiling instead of standing on floor. """ NOGRAVITY = 0x200 """ Don't apply gravity (every tic), that is, object will float, keeping current height or changing it actively. """ DROPOFF = 0x400 """This allows jumps from high places.""" PICKUP = 0x800 """For players, will pick up items.""" NOCLIP = 0x1000 """Player cheat.""" SLIDE = 0x2000 """Player: keep info about sliding along walls.""" FLOAT = 0x4000 """ Allows moves to any height, no gravity. For active floaters, e.g. cacodemons, pain elementals. """ TELEPORT = 0x8000 """Don't cross lines or look at heights on teleport.""" MISSILE = 0x10000 """ Don't hit same species, explode on block. Player missiles as well as fireballs of various kinds. """ DROPPED = 0x20000 """ Dropped by a demon, not level spawned. E.g. ammo clips dropped by dying former humans. """ SHADOW = 0x40000 """ Use fuzzy draw. E.g. shadow demons (spectres), temporary player invisibility powerup. """ NOBLOOD = 0x80000 """ Flag: don't bleed when shot (use puff). Barrels and shootable furniture shall not bleed. """ CORPSE = 0x100000 """ Don't stop moving halfway off a step. Have dead bodies slide down all the way. """ INFLOAT = 0x200000 """Floating to a height for a move, don't auto-float to target's height.""" COUNTKILL = 0x400000 """ On kill, count this enemy object towards intermission kill total. Happy gathering. """ COUNTITEM = 0x800000 """On picking up, count this item object towards intermission item total.""" SKULLFLY = 0x1000000 """ Special handling: skull in flight. Neither a cacodemon nor a missile. """