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EdictFlags

GeckoN edited this page Mar 29, 2017 · 7 revisions

This enumeration contains flags that can be set on entvars_t::flags.

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Constant Description
FL_FLY Changes the SV_Movestep() behavior to not need to be on ground.
FL_SWIM Changes the SV_Movestep() behavior to not need to be on ground (but stay in water).
FL_CONVEYOR If set, entities standing on this entity are moved as if this were a conveyor.
FL_CLIENT If set, this is a player.
FL_INWATER If set, this entity is in water. Only applies to players.
FL_MONSTER If set, this is a monster.
FL_GODMODE If set, this entity is invincible. Only applies to players.
FL_NOTARGET If set, this entity will not be targeted by monster AI.
FL_SKIPLOCALHOST Don't send entity to local host, it's predicting this entity itself.
FL_ONGROUND At rest / on the ground.
FL_PARTIALGROUND Not all corners are valid (e.g. standing on a ledge).
FL_WATERJUMP Player jumping out of water.
FL_FROZEN Player is frozen for 3rd person camera.
FL_FAKECLIENT Fake client, simulated server side; don't send network messages to them.
FL_DUCKING Player flag -- Player is fully crouched.
FL_FLOAT Apply floating force to this entity when in water.
FL_GRAPHED Worldgraph has this ent listed as something that blocks a connection.
FL_IMMUNE_WATER If set, players don't take drown damage.
FL_IMMUNE_SLIME If set, players don't take damage from slime.
FL_IMMUNE_LAVA If set, players don't take damage from lava.
FL_PROXY This is a spectator proxy (obsolete due to HLTV removal).
FL_ALWAYSTHINK Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path). Only affects entities that use MOVETYPE_PUSH.
FL_BASEVELOCITY Base velocity has been applied this frame (used to convert base velocity into momentum).
FL_MONSTERCLIP Only collide in with monsters who have FL_MONSTERCLIP set.
FL_ONTRAIN Player is controlling a train, so movement commands should be ignored on client during prediction.
FL_WORLDBRUSH Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something).
FL_SPECTATOR This client is a spectator, don't run touch functions, etc.
FL_NOWEAPONS This client is being denied weapon usage.
FL_CUSTOMENTITY This is a custom entity (beam).
FL_KILLME This entity is marked for death -- This allows the engine to kill ents at the appropriate time.
FL_DORMANT Entity is dormant, no updates to client.
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