FLAGS
Endpoint Flags
Name |
Bit |
Solid |
0 |
SameHeight |
1 |
Transparent |
2 |
Solid
means the point belongs to a solid line.
SameHeight
means all polygons with this point have the same height, relative
to the point's lines
Transparent
means the point does not belong to an opaque line.
Line Flags
Name |
Bit |
TransSide |
9 |
ElevVar |
10 |
Elevation |
11 |
Landscape |
12 |
Transparent |
13 |
Solid |
14 |
TransSide
means the line has a transparent side.
ElevVar
means polygons on both sides do not have the same heights.
Elevation
means there is a differing height between this line's polygons.
Landscape
means this line shows only sky.
Transparent
means both sides are see-through.
Solid
means the line cannot be walked through.
Side Flags
If DataVersion
is DataM1
, then ItemOpt
must be set by the client.
Name |
Bit |
Status |
0 |
Panel |
1 |
Repair |
2 |
ItemUse |
3 |
Lighted |
4 |
CanDestroy |
5 |
HitOnly |
6 |
ItemOpt |
7 |
Status
means the panel is switched already.
Panel
means the side is a control panel.
Repair
means the panel must be switched for Repair.
ItemUse
means the panel uses an item (for scripts, unused otherwise.)
Lighted
means the panel must be 3/4ths or more lit up to be used.
CanDestroy
makes projectiles toggle and disable this panel.
HitOnly
means the panel can only be hit by projectiles.
ItemOpt
means the item is optional for this panel (for scripts.)
Polygon Flags
Map Object Flags
Name |
Bit |
Invisible |
0 |
Ceiling |
1 |
Blind |
2 |
Deaf |
3 |
Floating |
4 |
NetOnly |
5 |
Invisible
makes the object initially invisible (warps in.)
Ceiling
reverses the Z coordinate (from the ceiling.)
Blind
makes the object unable to be activated by sight.
Deaf
makes the object unable to be activated by sound.
NetOnly
makes the object only show up in net-games (items only.)
Mission Flags
Name |
Bit |
Extermination |
0 |
Exploration |
1 |
Retrieval |
2 |
Repair |
3 |
Rescue |
4 |
M1Exploration |
5 |
M1Rescue |
6 |
M1Repair |
7 |
Extermination
means you must kill all monsters on the map, with an error
threshold of 8 alien enemies maximum.
Exploration
means you must explore marked polygons.
Retrieval
means you must grab marked items.
Repair
means you must flip marked switches.
Rescue
means you must keep 50% of BoBs alive.
M1Exploration
is the same as Exploration
except you only need to look at
each marked polygon, not actually enter them.
M1Rescue
is the same as Rescue
. Since this is an internal flag, all it
actually does is change which monster class it checks.
M1Repair
is the same as Repair
, except it only requires that the last
switch (by side index) be switched to succeed.
Environment Flags
Name |
Bit |
Vacuum |
0 |
Magnetic |
1 |
Rebellion |
2 |
LowGrav |
3 |
M1Glue |
4 |
LavaFloor |
5 |
Rebellion2 |
6 |
Music |
7 |
TermPause |
8 |
M1Monster |
9 |
M1Weps |
10 |
Vacuum
makes most weapons not work and oxygen deplete.
Magnetic
fucks up the motion sensor.
Rebellion
makes S'pht friendly and strips items and health.
LowGrav
lowers gravity.
M1Glue
makes glue handle like Marathon 1.
LavaFloor
makes the floor damage you.
Rebellion2
is the same as Rebellion
but does not strip items/health.
Music
makes the level have music.
TermPause
makes terminals stop time (in Solo only.)
M1Monster
sets monster activation limits to Marathon 1's.
M1Weps
changes weapon pickups on Total Carnage and makes grenades low
gravity.
Light Flags
Name |
Bit |
InitActive |
0 |
SlaveValue |
1 |
Stateless |
2 |
Entry Point Flags
Name |
Bit |
Solo |
0 |
CoOp |
1 |
Carnage |
2 |
KTMWTB |
3 |
KOTH |
4 |
Defense |
5 |
Rugby |
6 |
CTF |
7 |
KTMWTB
is Kill The Man With The Ball.
Terminal Flags
Terminal Group Flags
Name |
Bit |
DrawOnRight |
0 |
DrawCenter |
1 |
CopyBits Flags
Color Table Flags
Frame Flags
Name |
Bit |
Obscure |
13 |
FlipY |
14 |
FlipX |
15 |
Obscure
makes the player's torso obscure the legs.
FlipY
and FlipX
flip pixels on the respective axis.
Sound Definition Flags
Name |
Bit |
NoRestart |
0 |
NoChannelSwitch |
1 |
LessPitchChange |
2 |
NoPitchChange |
3 |
NoObstruction |
4 |
NoMediaObstruct |
5 |
Ambient |
6 |
Random Sound Flags
Name |
Bit |
IgnoreDirection |
0 |
Media Flags
SoundObstruct
means the media makes no sound when under the floor. This is
most sensible for, for instance, lava which can be drained.
Object Frequency Flags
Name |
Bit |
RandomLocation |
0 |
Static Platform Flags
Name |
Bit |
InitActive |
0 |
InitExtended |
1 |
StopAtEachLevel |
2 |
StopAtInitLevel |
3 |
StartAdjOnStop |
4 |
ExtendsFloorToCeil |
5 |
ComesFromFloor |
6 |
ComesFromCeil |
7 |
CausesDamage |
8 |
NoActivateParent |
9 |
ActivatesOnce |
10 |
ActivatesLight |
11 |
DeactivatesLight |
12 |
PlayerControls |
13 |
MonsterControls |
14 |
ReverseOnObstruct |
15 |
NoExtDeactivation |
16 |
UsePolygonHeights |
17 |
DelayedActivation |
18 |
StartAdjOnStart |
19 |
StopAdjOnStart |
20 |
StopAdjOnStop |
21 |
Slow |
22 |
StartAtEachLevel |
23 |
Locked |
24 |
Secret |
25 |
Door |
26 |
If I could explain to you why there are this many flags, I gladly would, but
this actually hurts my head.
Effect Definition Flags
Name |
Bit |
EndOnLoop |
0 |
EndOnXferLoop |
1 |
SoundOnly |
2 |
MakeTwinVisible |
3 |
MediaEffect |
4 |
Weapon Flags
Name |
Bit |
Automatic |
0 |
RemoveAfterUse |
1 |
InstantCasing |
2 |
Overloads |
3 |
RandomAmmo |
4 |
TemporaryPower |
5 |
ReloadOneHand |
6 |
FireOutOfPhase |
7 |
FireUnderMedia |
8 |
TriggerSameAmmo |
9 |
SecondaryFlip |
10 |
Damage Flags
AlienDamage
will decrease the damage on Easy and Wuss.
Projectile Flags
Name |
Bit |
Guided |
0 |
StopOnLoop |
1 |
Persistent |
2 |
Alien |
3 |
Gravity |
4 |
NoHorzError |
5 |
NoVertError |
6 |
TogglePanels |
7 |
PosVertError |
8 |
Melee |
9 |
Ripper |
10 |
PassTransRandom |
11 |
PassTransMore |
12 |
DoubleGravity |
13 |
ReboundFloor |
14 |
ThroughMedia |
15 |
BecomeItem |
16 |
Bloody |
17 |
WanderHorz |
18 |
WanderVert |
19 |
UseLowGrav |
20 |
PassMedia |
21 |
Monster Flags
Name |
Bit |
IgnoreLOS |
0 |
Flying |
1 |
Alien |
2 |
Major |
3 |
Minor |
4 |
NoOmit |
5 |
Floats |
6 |
NoAttack |
7 |
Snipe |
8 |
Invisible |
9 |
SubtlyInvisible |
10 |
Kamikaze |
11 |
Berserker |
12 |
Enlarged |
13 |
DelayedDeath |
14 |
FireSymmetrical |
15 |
NuclearDeath |
16 |
NoFireBackwards |
17 |
CanDieInFlames |
18 |
WaitForGoodShot |
19 |
Tiny |
20 |
FastAttack |
21 |
LikesWater |
22 |
LikesSewage |
23 |
LikesLava |
24 |
LikesGoo |
25 |
TeleUnderMedia |
26 |
UseRandomWeapon |
27 |
Monster Class
Name |
Bit |
Player |
0 |
Civilian |
1 |
Madd |
2 |
PossessedHummer |
3 |
Defender |
4 |
Fighter |
5 |
Trooper |
6 |
Hunter |
7 |
Enforcer |
8 |
Juggernaut |
9 |
Hummer |
10 |
Compiler |
11 |
Cyborg |
12 |
Assimilated |
13 |
Tick |
14 |
Yeti |
15 |
Damage Type Flag
Name |
Bit |
Explosion |
0 |
ElectricalStaff |
1 |
Projectile |
2 |
Absorbed |
3 |
Flame |
4 |
HoundClaws |
5 |
AlienProjectile |
6 |
HulkSlap |
7 |
CompilerBolt |
8 |
FusionBolt |
9 |
HunterBolt |
10 |
Fist |
11 |
Teleporter |
12 |
Defender |
13 |
YetiClaws |
14 |
YetiProjectile |
15 |
Crushing |
16 |
Lava |
17 |
Suffocation |
18 |
Goo |
19 |
EnergyDrain |
20 |
OxygenDrain |
21 |
HummerBolt |
22 |
ShotgunProjectile |
23 |