EntityFlagInternal
This is represented as an object instead of an enum due to limitations with TypeScript enums. (We
want this type to be a child of the BitFlag
type.)
EntityFlag
Enumeration Members
NO_STATUS_EFFECTS
• NO_STATUS_EFFECTS = number
Prevents status effects from applying to the entity (e.g. freeze, poison, slow, charm, confusion, fear, burn, etc.).
1 << 0 (1)
Defined in
NO_INTERPOLATE
• NO_INTERPOLATE = number
Do not interpolate the position.
1 << 1 (2)
Defined in
APPEAR
• APPEAR = number
The "Appear" animation will be played after the entity is initialized.
1 << 2 (4)
Defined in
RENDER_FLOOR
• RENDER_FLOOR = number
Meant for entities that have a sprite loaded that represent a floor texture. Entities with this
flag will be removed after their first render. (Removing the entity is desirable because we
would not want it to override other things that render to the floor, like bomb explosions.) You
can use EntityFlag.NO_REMOVE_ON_TEX_RENDER
to disable this behavior.
1 << 3 (8)
Defined in
NO_TARGET
• NO_TARGET = number
Will not be a target of NPCs or familiars.
1 << 4 (16)
Defined in
FREEZE
• FREEZE = number
1 << 5 (32)
Defined in
POISON
• POISON = number
1 << 6 (64)
Defined in
SLOW
• SLOW = number
1 << 7 (128)
Defined in
CHARM
• CHARM = number
1 << 8 (256)
Defined in
CONFUSION
• CONFUSION = number
1 << 9 (512)
Defined in
MIDAS_FREEZE
• MIDAS_FREEZE = number
1 << 10 (1024)
Defined in
FEAR
• FEAR = number
Fleeing in fear (from e.g. Mom's Pad).
1 << 11 (2048)
Defined in
BURN
• BURN = number
Caused by Fire Mind tears. Works like poison except with a red color effect.
1 << 12 (4096)
Defined in
RENDER_WALL
• RENDER_WALL = number
Meant for entities that have a sprite loaded that represent a wall texture. Entities with this
flag will be removed after their first render. (Removing the entity is desirable because we
would not want it to override other things that render to the wall, like bomb explosions.) You
can use EntityFlag.NO_REMOVE_ON_TEX_RENDER
to disable this behavior.
1 << 13 (8192)
Defined in
INTERPOLATION_UPDATE
• INTERPOLATION_UPDATE = number
The entity is updating at 60 frames per second and this is an odd frame.
1 << 14 (16384)
Defined in
APPLY_GRAVITY
• APPLY_GRAVITY = number
Indicates that the entity is in a side-scrolling room and is within a gravity zone.
1 << 15 (32768)
Defined in
NO_BLOOD_SPLASH
• NO_BLOOD_SPLASH = number
1 << 16 (65536)
Defined in
NO_REMOVE_ON_TEX_RENDER
• NO_REMOVE_ON_TEX_RENDER = number
See EntityFlag.FLAG_RENDER_FLOOR
and EntityFlag.FLAG_RENDER_WALL
.
1 << 17 (131072)
Defined in
NO_DEATH_TRIGGER
• NO_DEATH_TRIGGER = number
1 << 18 (262144)
Defined in
NO_SPIKE_DAMAGE
• NO_SPIKE_DAMAGE = number
This shares the same value as FLAG_LASER_POP
and FLAG_ITEM_SHOULD_DUPLICATE
, but has a
different meaning depending on the entity type.
1 << 19 (524288)
Defined in
LASER_POP
• LASER_POP = number
This shares the same value as FLAG_NO_SPIKE_DAMAGE
and FLAG_ITEM_SHOULD_DUPLICATE
, but has
a different meaning depending on the entity type.
1 << 19 (524288)
Defined in
ITEM_SHOULD_DUPLICATE
• ITEM_SHOULD_DUPLICATE = number
A collectible affected by Damocles. The flag indicates that it will be duplicated at the end of the current frame.
This shares the same value as FLAG_NO_SPIKE_DAMAGE
and FLAG_LASER_POP
, but has a different
meaning depending on the entity type.
1 << 19 (524288)
Defined in
BOSS_DEATH_TRIGGERED
• BOSS_DEATH_TRIGGERED = number
Some bosses (like Lamb or Mother) can die but they will still appear to be active in the room
(IsActiveEnemy
). You can check this flag in those cases.
1 << 20 (1048576)
Defined in
DONT_OVERWRITE
• DONT_OVERWRITE = number
1 << 21 (2097152)
Defined in
SPAWN_STICKY_SPIDERS
• SPAWN_STICKY_SPIDERS = number
1 << 22 (4194304)
Defined in
SPAWN_BLACK_HP
• SPAWN_BLACK_HP = number
1 << 23 (8388608)
Defined in
SHRINK
• SHRINK = number
1 << 24 (16777216)
Defined in
NO_FLASH_ON_DAMAGE
• NO_FLASH_ON_DAMAGE = number
1 << 25 (33554432)
Defined in
NO_KNOCKBACK
• NO_KNOCKBACK = number
1 << 26 (67108864)
Defined in
SLIPPERY_PHYSICS
• SLIPPERY_PHYSICS = number
1 << 27 (134217728)
Defined in
ADD_JAR_FLY
• ADD_JAR_FLY = number
1 << 28 (268435456)
Defined in
FRIENDLY
• FRIENDLY = number
1 << 29 (536870912)
Defined in
NO_PHYSICS_KNOCKBACK
• NO_PHYSICS_KNOCKBACK = number
1 << 30 (1073741824)
Defined in
DONT_COUNT_BOSS_HP
• DONT_COUNT_BOSS_HP = number
1 << 31 (2147483648)
Defined in
NO_SPRITE_UPDATE
• NO_SPRITE_UPDATE = number
1 << 32 (4294967296)
Defined in
CONTAGIOUS
• CONTAGIOUS = number
1 << 33
Defined in
BLEED_OUT
• BLEED_OUT = number
Used by the Mom's Razor collectible.
1 << 34
Defined in
HIDE_HP_BAR
• HIDE_HP_BAR = number
Hides the HP bar generated by the Spider Mod collectible.
1 << 35
Defined in
NO_DAMAGE_BLINK
• NO_DAMAGE_BLINK = number
1 << 36
Defined in
PERSISTENT
• PERSISTENT = number
The entity will persist between rooms.
1 << 37
Defined in
BACKDROP_DETAIL
• BACKDROP_DETAIL = number
1 << 38
Defined in
AMBUSH
• AMBUSH = number
1 << 39
Defined in
GLITCH
• GLITCH = number
1 << 40
Defined in
SPIN
• SPIN = number
1 << 41
Defined in
NO_REWARD
• NO_REWARD = number
1 << 42
Defined in
REDUCE_GIBS
• REDUCE_GIBS = number
1 << 43
Defined in
TRANSITION_UPDATE
• TRANSITION_UPDATE = number
1 << 44
Defined in
NO_PLAYER_CONTROL
• NO_PLAYER_CONTROL = number
1 << 45
Defined in
NO_QUERY
• NO_QUERY = number
Makes the entity excluded from the results of the Isaac.FindByType
method. Additionally, the
entity will not fire the ENTITY_TAKE_DMG
callback.
1 << 46
Defined in
KNOCKED_BACK
• KNOCKED_BACK = number
1 << 47
Defined in
APPLY_IMPACT_DAMAGE
• APPLY_IMPACT_DAMAGE = number
1 << 48
Defined in
ICE_FROZEN
• ICE_FROZEN = number
1 << 49
Defined in
ICE
• ICE = number
1 << 50
Defined in
MAGNETIZED
• MAGNETIZED = number
1 << 51
Defined in
BAITED
• BAITED = number
1 << 52
Defined in
KILL_SWITCH
• KILL_SWITCH = number
1 << 53
Defined in
WEAKNESS
• WEAKNESS = number
1 << 54
Defined in
EXTRA_GORE
• EXTRA_GORE = number
1 << 55
Defined in
BRIMSTONE_MARKED
• BRIMSTONE_MARKED = number
1 << 56
Defined in
HELD
• HELD = number
1 << 57
Defined in
THROWN
• THROWN = number
1 << 58
Defined in
FRIENDLY_BALL
• FRIENDLY_BALL = number
1 << 59