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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.)

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: number

Defined in: flags/EntityFlag.ts:23

Do not interpolate the position.

1 << 1 (2)


APPEAR: number

Defined in: flags/EntityFlag.ts:30

The “Appear” animation will be played after the entity is initialized.

1 << 2 (4)


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: number

Defined in: flags/EntityFlag.ts:47

Will not be a target of NPCs or familiars.

1 << 4 (16)


FREEZE: number

Defined in: flags/EntityFlag.ts:50

1 << 5 (32)


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: number

Defined in: flags/EntityFlag.ts:62

1 << 9 (512)


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: 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: 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: 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: number

Defined in: flags/EntityFlag.ts:106

1 << 16 (65536)


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: number

Defined in: flags/EntityFlag.ts:116

1 << 18 (262144)


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: 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: 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: 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: number

Defined in: flags/EntityFlag.ts:154

1 << 21 (2097152)


SPAWN_STICKY_SPIDERS: number

Defined in: flags/EntityFlag.ts:157

1 << 22 (4194304)


SPAWN_BLACK_HP: number

Defined in: flags/EntityFlag.ts:160

1 << 23 (8388608)


SHRINK: number

Defined in: flags/EntityFlag.ts:163

1 << 24 (16777216)


NO_FLASH_ON_DAMAGE: number

Defined in: flags/EntityFlag.ts:166

1 << 25 (33554432)


NO_KNOCKBACK: number

Defined in: flags/EntityFlag.ts:169

1 << 26 (67108864)


SLIPPERY_PHYSICS: number

Defined in: flags/EntityFlag.ts:172

1 << 27 (134217728)


ADD_JAR_FLY: number

Defined in: flags/EntityFlag.ts:175

1 << 28 (268435456)


FRIENDLY: number

Defined in: flags/EntityFlag.ts:178

1 << 29 (536870912)


NO_PHYSICS_KNOCKBACK: number

Defined in: flags/EntityFlag.ts:181

1 << 30 (1073741824)


DONT_COUNT_BOSS_HP: number

Defined in: flags/EntityFlag.ts:184

1 << 31 (2147483648)


NO_SPRITE_UPDATE: number

Defined in: flags/EntityFlag.ts:187

1 << 32 (4294967296)


CONTAGIOUS: number

Defined in: flags/EntityFlag.ts:190

1 << 33


BLEED_OUT: number

Defined in: flags/EntityFlag.ts:197

Used by the Mom’s Razor collectible.

1 << 34


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: number

Defined in: flags/EntityFlag.ts:207

1 << 36


PERSISTENT: number

Defined in: flags/EntityFlag.ts:214

The entity will persist between rooms.

1 << 37


BACKDROP_DETAIL: number

Defined in: flags/EntityFlag.ts:217

1 << 38


AMBUSH: number

Defined in: flags/EntityFlag.ts:220

1 << 39


GLITCH: number

Defined in: flags/EntityFlag.ts:223

1 << 40


SPIN: number

Defined in: flags/EntityFlag.ts:226

1 << 41


NO_REWARD: number

Defined in: flags/EntityFlag.ts:229

1 << 42


REDUCE_GIBS: number

Defined in: flags/EntityFlag.ts:232

1 << 43


TRANSITION_UPDATE: number

Defined in: flags/EntityFlag.ts:235

1 << 44


NO_PLAYER_CONTROL: number

Defined in: flags/EntityFlag.ts:238

1 << 45


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: number

Defined in: flags/EntityFlag.ts:249

1 << 47


APPLY_IMPACT_DAMAGE: number

Defined in: flags/EntityFlag.ts:252

1 << 48


ICE_FROZEN: number

Defined in: flags/EntityFlag.ts:255

1 << 49


ICE: number

Defined in: flags/EntityFlag.ts:258

1 << 50


MAGNETIZED: number

Defined in: flags/EntityFlag.ts:261

1 << 51


BAITED: number

Defined in: flags/EntityFlag.ts:264

1 << 52


KILL_SWITCH: number

Defined in: flags/EntityFlag.ts:267

1 << 53


WEAKNESS: number

Defined in: flags/EntityFlag.ts:270

1 << 54


EXTRA_GORE: number

Defined in: flags/EntityFlag.ts:273

1 << 55


BRIMSTONE_MARKED: number

Defined in: flags/EntityFlag.ts:276

1 << 56


HELD: number

Defined in: flags/EntityFlag.ts:279

1 << 57


THROWN: number

Defined in: flags/EntityFlag.ts:282

1 << 58


FRIENDLY_BALL: number

Defined in: flags/EntityFlag.ts:285

1 << 59