Flags are normaly written as "0x1" (hex format) , you can use just "1" ,or decimal equivelent will also work ie "1024" would be equal to "0x400".
To avoid confusion the "0x1" type should be used.It also makes the code more readable.
0x4 | Players fieldlight |
0x8 | Invulnerability |
0x20 | Explodes when killed |
0x80 | Invisibility |
0x100 | Droid |
0x400 | Deaf |
0x800 | Blind |
0x2000 | Blocking attacks |
0x40000 | Partialy imobilized |
0x80000 | Cannot shoot undewater |
0x200000 | Totaly Imobolized |
0x800000 | No display Hud |
0x8 | No Move relative to attach thing |
0 | Not colliding |
1 | Sphere colliding |
3 | Face colliding |
0x1 | Impact |
0x2 | Energy |
0x4 | Explosion |
0x8 | Force |
0x10 | Saber |
0x20 | Drowning |
0x1 | Anitmated sprite |
0x2 | Explosion includes a blast phase |
0x4 | Damage in blast radius |
0x8 | Has child explosions |
0x10 | Variable Light |
0x40 | No damage to shooter |
0x80 | Random debris |
0x100 | Flash blinds things |
0 | Don`t draw surface |
1 | Draw vertices |
2 | Draw wireframe |
3 | Solid surface |
4 | Texture surface |
5 | Full draw surface |
0x1 | Goal Displayed in objectives |
0x2 | Goal accomplished |
0x1 | Respawn in mp |
0x2 | Respawn in single |
0x4 | Item is a backpack |
0x8 | CtfFlag |
0x1 | has saber |
0x4 | turn on saber |
0x8 | turn off saber |
0x10 | has two sabers |
0x20 | persuasion twinkling |
0x01 | Team Play |
0x02 | No damage to teamates |
0x04 | CTF computes own score |
0x08 | Time limit |
0x10 | Score limit |
0x20 | No custom costumes |
0x100 | Auto assign teams |
0x0000FFFF | Start places 16 - 31 |
0xFFFF00FF | Gold starts 8 - 15 |
0xFFFFFF00 | Red starts 0 - 7 |
0x1 | Outward expanding |
0x2 | Animate cel |
0x4 | Random start cel |
0x8 | Fade out over time |
0x10 | Emit Light |
0x20 | Flipped |
0x1 | Has Gravity |
0x10 | Align orientation with surface |
0x20 | Bounce off surface |
0x40 | Sticks to floor surface |
0x80 | Sticks to wall surface |
0x200 | Uses rotational velocity |
0x2000 | Can Fly |
0x40000 | Partial gravity |
0x400000 | Not affected by Thrust |
1 | Weapon supercharge |
2 | Shield supercharge |
4 | Force boost |
0x1 | No gravity |
0x2 | Underwater |
0x4 | CogLinked |
0x8 | Has thrust |
0x10 | Hide on automap |
0x20 | No actor enter |
0x40 | Pit |
0x1000 | Has Collide Box |
0x4000 | Shown on auto map |
0x1 | Loops till stopped |
0x4 | Ambient does not use panning |
0x40 | Sound pos is world coordinates |
0x80 | Sound pos moves with thing |
0x100 | Raise sound play priority |
0x10000 | Voice cannot be overidden by other sounds |
0x1 | Floor |
0x2 | CogLinked |
0x4 | Impassable |
0x8 | Ai cannot walk on floor |
0x10 | Double texture scale |
0x20 | 1/2 texture scale |
0x40 | 1/8 texture scale |
0x80 | No falling damage |
0x200 | Sky |
0x400 | Sky2 |
0x800 | Scrolling |
0x1000 | Icy |
0x2000 | Very Icy |
0x4000 | Magsealed |
0x10000 | Metal floor |
0x20000 | Deep water |
0x40000 | Shallow Water |
0x80000 | Dirt floor |
0x100000 | Very deep water |
0x1 | Adjoin visible |
0x2 | Allow movement through adjoin, ai & player |
0x4 | Allow sound to pass through adjoin |
0x8 | Allow player only |
0x10 | Allow Ai only |
1 | looping |
2 | skip last frame |
4 | skip first two frames |
0 | Fully Lit |
1 | Not Lit |
2 | Diffuse |
3 | Gouraud (normal light) |
4 | Gouraud |
5 | Gouraud |
0 | Normal |
1 | 2 sided |
2 | Translucent |
0x1 | Emits Light |
0x2 | Dead |
0x4 | Magneticly sealed |
0x8 | Part of world geometery |
0x10 | Invisible |
0x40 | Can stand on |
0x400 | Cog Linked |
0x800 | No Crush |
0x1000 | Not in Easy |
0x2000 | Not in Medium |
0x4000 | Not in Hard |
0x8000 | Not in Multi Player |
0x10000 | Not in Single Player |
Thing Type | . | Mask value |
---|---|---|
1 | ? | 0x2 |
2 | Actor | 0x4 |
3 | Weapon | 0x8 |
4 | ? | 0x10 |
5 | Item | 0x20 |
6 | Explosion | 0x40 |
8 | ? | 0x80 |
10 | player | 0x400 |
0x1 | Nodamage to shooter |
0x4 | Explodes when world surface hit |
0x8 | Explodes when thing hit |
0x80 | Sticks to walls |
0x400 | Reflects on Magsealed surface |
0x800 | Sticks to things |
0x1000 | Close proximity trigger |
0x2000 | Instant Impact weapon |
0x8000 | Object trail |
0x400000 | Explodes when world floor hit |