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Sihoiba edited this page Jul 19, 2023 · 3 revisions

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.