EntityFlag
Defined in: flags/EntityFlag.ts:9
Not Exported
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.)
Enumeration Members
Section titled “Enumeration Members”NO_STATUS_EFFECTS
Section titled “NO_STATUS_EFFECTS”NO_STATUS_EFFECTS:
number
Defined in: flags/EntityFlag.ts:16
Prevents status effects from applying to the entity (e.g. freeze, poison, slow, charm, confusion, fear, burn, etc.).
1 << 0 (1)
NO_INTERPOLATE
Section titled “NO_INTERPOLATE”NO_INTERPOLATE:
number
Defined in: flags/EntityFlag.ts:23
Do not interpolate the position.
1 << 1 (2)
APPEAR
Section titled “APPEAR”APPEAR:
number
Defined in: flags/EntityFlag.ts:30
The “Appear” animation will be played after the entity is initialized.
1 << 2 (4)
RENDER_FLOOR
Section titled “RENDER_FLOOR”RENDER_FLOOR:
number
Defined in: flags/EntityFlag.ts:40
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)
NO_TARGET
Section titled “NO_TARGET”NO_TARGET:
number
Defined in: flags/EntityFlag.ts:47
Will not be a target of NPCs or familiars.
1 << 4 (16)
FREEZE
Section titled “FREEZE”FREEZE:
number
Defined in: flags/EntityFlag.ts:50
1 << 5 (32)
POISON
Section titled “POISON”POISON:
number
Defined in: flags/EntityFlag.ts:53
1 << 6 (64)
SLOW:
number
Defined in: flags/EntityFlag.ts:56
1 << 7 (128)
CHARM:
number
Defined in: flags/EntityFlag.ts:59
1 << 8 (256)
CONFUSION
Section titled “CONFUSION”CONFUSION:
number
Defined in: flags/EntityFlag.ts:62
1 << 9 (512)
MIDAS_FREEZE
Section titled “MIDAS_FREEZE”MIDAS_FREEZE:
number
Defined in: flags/EntityFlag.ts:65
1 << 10 (1024)
FEAR:
number
Defined in: flags/EntityFlag.ts:72
Fleeing in fear (from e.g. Mom’s Pad).
1 << 11 (2048)
BURN:
number
Defined in: flags/EntityFlag.ts:79
Caused by Fire Mind tears. Works like poison except with a red color effect.
1 << 12 (4096)
RENDER_WALL
Section titled “RENDER_WALL”RENDER_WALL:
number
Defined in: flags/EntityFlag.ts:89
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)
INTERPOLATION_UPDATE
Section titled “INTERPOLATION_UPDATE”INTERPOLATION_UPDATE:
number
Defined in: flags/EntityFlag.ts:96
The entity is updating at 60 frames per second and this is an odd frame.
1 << 14 (16384)
APPLY_GRAVITY
Section titled “APPLY_GRAVITY”APPLY_GRAVITY:
number
Defined in: flags/EntityFlag.ts:103
Indicates that the entity is in a side-scrolling room and is within a gravity zone.
1 << 15 (32768)
NO_BLOOD_SPLASH
Section titled “NO_BLOOD_SPLASH”NO_BLOOD_SPLASH:
number
Defined in: flags/EntityFlag.ts:106
1 << 16 (65536)
NO_REMOVE_ON_TEX_RENDER
Section titled “NO_REMOVE_ON_TEX_RENDER”NO_REMOVE_ON_TEX_RENDER:
number
Defined in: flags/EntityFlag.ts:113
See EntityFlag.FLAG_RENDER_FLOOR and EntityFlag.FLAG_RENDER_WALL.
1 << 17 (131072)
NO_DEATH_TRIGGER
Section titled “NO_DEATH_TRIGGER”NO_DEATH_TRIGGER:
number
Defined in: flags/EntityFlag.ts:116
1 << 18 (262144)
NO_SPIKE_DAMAGE
Section titled “NO_SPIKE_DAMAGE”NO_SPIKE_DAMAGE:
number
Defined in: flags/EntityFlag.ts:124
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)
LASER_POP
Section titled “LASER_POP”LASER_POP:
number
Defined in: flags/EntityFlag.ts:132
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)
ITEM_SHOULD_DUPLICATE
Section titled “ITEM_SHOULD_DUPLICATE”ITEM_SHOULD_DUPLICATE:
number
Defined in: flags/EntityFlag.ts:143
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)
BOSS_DEATH_TRIGGERED
Section titled “BOSS_DEATH_TRIGGERED”BOSS_DEATH_TRIGGERED:
number
Defined in: flags/EntityFlag.ts:151
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)
DONT_OVERWRITE
Section titled “DONT_OVERWRITE”DONT_OVERWRITE:
number
Defined in: flags/EntityFlag.ts:154
1 << 21 (2097152)
SPAWN_STICKY_SPIDERS
Section titled “SPAWN_STICKY_SPIDERS”SPAWN_STICKY_SPIDERS:
number
Defined in: flags/EntityFlag.ts:157
1 << 22 (4194304)
SPAWN_BLACK_HP
Section titled “SPAWN_BLACK_HP”SPAWN_BLACK_HP:
number
Defined in: flags/EntityFlag.ts:160
1 << 23 (8388608)
SHRINK
Section titled “SHRINK”SHRINK:
number
Defined in: flags/EntityFlag.ts:163
1 << 24 (16777216)
NO_FLASH_ON_DAMAGE
Section titled “NO_FLASH_ON_DAMAGE”NO_FLASH_ON_DAMAGE:
number
Defined in: flags/EntityFlag.ts:166
1 << 25 (33554432)
NO_KNOCKBACK
Section titled “NO_KNOCKBACK”NO_KNOCKBACK:
number
Defined in: flags/EntityFlag.ts:169
1 << 26 (67108864)
SLIPPERY_PHYSICS
Section titled “SLIPPERY_PHYSICS”SLIPPERY_PHYSICS:
number
Defined in: flags/EntityFlag.ts:172
1 << 27 (134217728)
ADD_JAR_FLY
Section titled “ADD_JAR_FLY”ADD_JAR_FLY:
number
Defined in: flags/EntityFlag.ts:175
1 << 28 (268435456)
FRIENDLY
Section titled “FRIENDLY”FRIENDLY:
number
Defined in: flags/EntityFlag.ts:178
1 << 29 (536870912)
NO_PHYSICS_KNOCKBACK
Section titled “NO_PHYSICS_KNOCKBACK”NO_PHYSICS_KNOCKBACK:
number
Defined in: flags/EntityFlag.ts:181
1 << 30 (1073741824)
DONT_COUNT_BOSS_HP
Section titled “DONT_COUNT_BOSS_HP”DONT_COUNT_BOSS_HP:
number
Defined in: flags/EntityFlag.ts:184
1 << 31 (2147483648)
NO_SPRITE_UPDATE
Section titled “NO_SPRITE_UPDATE”NO_SPRITE_UPDATE:
number
Defined in: flags/EntityFlag.ts:187
1 << 32 (4294967296)
CONTAGIOUS
Section titled “CONTAGIOUS”CONTAGIOUS:
number
Defined in: flags/EntityFlag.ts:190
1 << 33
BLEED_OUT
Section titled “BLEED_OUT”BLEED_OUT:
number
Defined in: flags/EntityFlag.ts:197
Used by the Mom’s Razor collectible.
1 << 34
HIDE_HP_BAR
Section titled “HIDE_HP_BAR”HIDE_HP_BAR:
number
Defined in: flags/EntityFlag.ts:204
Hides the HP bar generated by the Spider Mod collectible.
1 << 35
NO_DAMAGE_BLINK
Section titled “NO_DAMAGE_BLINK”NO_DAMAGE_BLINK:
number
Defined in: flags/EntityFlag.ts:207
1 << 36
PERSISTENT
Section titled “PERSISTENT”PERSISTENT:
number
Defined in: flags/EntityFlag.ts:214
The entity will persist between rooms.
1 << 37
BACKDROP_DETAIL
Section titled “BACKDROP_DETAIL”BACKDROP_DETAIL:
number
Defined in: flags/EntityFlag.ts:217
1 << 38
AMBUSH
Section titled “AMBUSH”AMBUSH:
number
Defined in: flags/EntityFlag.ts:220
1 << 39
GLITCH
Section titled “GLITCH”GLITCH:
number
Defined in: flags/EntityFlag.ts:223
1 << 40
SPIN:
number
Defined in: flags/EntityFlag.ts:226
1 << 41
NO_REWARD
Section titled “NO_REWARD”NO_REWARD:
number
Defined in: flags/EntityFlag.ts:229
1 << 42
REDUCE_GIBS
Section titled “REDUCE_GIBS”REDUCE_GIBS:
number
Defined in: flags/EntityFlag.ts:232
1 << 43
TRANSITION_UPDATE
Section titled “TRANSITION_UPDATE”TRANSITION_UPDATE:
number
Defined in: flags/EntityFlag.ts:235
1 << 44
NO_PLAYER_CONTROL
Section titled “NO_PLAYER_CONTROL”NO_PLAYER_CONTROL:
number
Defined in: flags/EntityFlag.ts:238
1 << 45
NO_QUERY
Section titled “NO_QUERY”NO_QUERY:
number
Defined in: flags/EntityFlag.ts:246
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
KNOCKED_BACK
Section titled “KNOCKED_BACK”KNOCKED_BACK:
number
Defined in: flags/EntityFlag.ts:249
1 << 47
APPLY_IMPACT_DAMAGE
Section titled “APPLY_IMPACT_DAMAGE”APPLY_IMPACT_DAMAGE:
number
Defined in: flags/EntityFlag.ts:252
1 << 48
ICE_FROZEN
Section titled “ICE_FROZEN”ICE_FROZEN:
number
Defined in: flags/EntityFlag.ts:255
1 << 49
ICE:
number
Defined in: flags/EntityFlag.ts:258
1 << 50
MAGNETIZED
Section titled “MAGNETIZED”MAGNETIZED:
number
Defined in: flags/EntityFlag.ts:261
1 << 51
BAITED
Section titled “BAITED”BAITED:
number
Defined in: flags/EntityFlag.ts:264
1 << 52
KILL_SWITCH
Section titled “KILL_SWITCH”KILL_SWITCH:
number
Defined in: flags/EntityFlag.ts:267
1 << 53
WEAKNESS
Section titled “WEAKNESS”WEAKNESS:
number
Defined in: flags/EntityFlag.ts:270
1 << 54
EXTRA_GORE
Section titled “EXTRA_GORE”EXTRA_GORE:
number
Defined in: flags/EntityFlag.ts:273
1 << 55
BRIMSTONE_MARKED
Section titled “BRIMSTONE_MARKED”BRIMSTONE_MARKED:
number
Defined in: flags/EntityFlag.ts:276
1 << 56
HELD:
number
Defined in: flags/EntityFlag.ts:279
1 << 57
THROWN
Section titled “THROWN”THROWN:
number
Defined in: flags/EntityFlag.ts:282
1 << 58
FRIENDLY_BALL
Section titled “FRIENDLY_BALL”FRIENDLY_BALL:
number
Defined in: flags/EntityFlag.ts:285
1 << 59
