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Enum "EntityFlag"⚓︎

Bitset Calculator

DLC Value Enumerator Comment
1 << 0 FLAG_NO_STATUS_EFFECTS Prevents status effects from applying to the entity (e.g. freeze, poison, slow, charm, confusion, fear, burn, etc.).
1 << 1 FLAG_NO_INTERPOLATE Do not interpolate the position.
1 << 2 FLAG_APPEAR The "Appear" animation will be played after the entity is initialized.
1 << 3 FLAG_RENDER_FLOOR 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 << 4 FLAG_NO_TARGET Will not be a target of NPCs or familiars.
1 << 5 FLAG_FREEZE
1 << 6 FLAG_POISON
1 << 7 FLAG_SLOW
1 << 8 FLAG_CHARM
1 << 9 FLAG_CONFUSION
1 << 10 FLAG_MIDAS_FREEZE
1 << 11 FLAG_FEAR Fleeing in fear (from e.g. Mom's Pad).
1 << 12 FLAG_BURN Caused by Fire Mind tears. Works like poison except with a red color effect.
1 << 13 FLAG_RENDER_WALL 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 << 14 FLAG_INTERPOLATION_UPDATE The entity is updating at 60 frames per second and this is an odd frame.
1 << 15 FLAG_APPLY_GRAVITY Indicates that the entity is in a side-scrolling room and is within a gravity zone.
1 << 16 FLAG_NO_BLOOD_SPLASH
1 << 17 FLAG_NO_REMOVE_ON_TEX_RENDER See EntityFlag.FLAG_RENDER_FLOOR and EntityFlag.FLAG_RENDER_WALL.
1 << 18 FLAG_NO_DEATH_TRIGGER
1 << 19 FLAG_NO_SPIKE_DAMAGE
1 << 19 FLAG_LASER_POP EntityTear: Pop tear fired by a laser, should decelerate very quickly for the first few frames
1 << 19 FLAG_ITEM_SHOULD_DUPLICATE EntityPickup: item pedestal affected by Damocles, will be duplicated at the end of the current frame
1 << 20 FLAG_BOSSDEATH_TRIGGERED Some bosses (Lamb/Mother) can die but they'll still appear to be active in the room (IsActiveEnemy). You can check this flag in those cases.
1 << 21 FLAG_DONT_OVERWRITE Used in entityfactory to not remove this entity if there is no space left for new entity
1 << 22 FLAG_SPAWN_STICKY_SPIDERS Used by Sticky bombs to generate spiders on death
1 << 23 FLAG_SPAWN_BLACK_HP Used by black hp drop tear flag to drop a black hp on enemy death
1 << 24 FLAG_SHRINK God's flesh effect
1 << 25 FLAG_NO_FLASH_ON_DAMAGE Entity will not flash red when damaged
1 << 26 FLAG_NO_KNOCKBACK Bombs and farts have no knockback effects
1 << 27 FLAG_SLIPPERY_PHYSICS Standing on a slippery surface
1 << 28 FLAG_ADD_JAR_FLY Adds a fly to the jar when killed
1 << 29 FLAG_FRIENDLY Charmed and m_CharmCountdown<0
1 << 30 FLAG_NO_PHYSICS_KNOCKBACK No knockback from general collisions
1 << 31 FLAG_DONT_COUNT_BOSS_HP Do not count boss hp. If all boss entities have this tag, the boss hp bar is hidden
1 << 32 FLAG_NO_SPRITE_UPDATE Do not update sprite animation
1 << 33 FLAG_CONTAGIOUS Used for Contagious item (if the enemy is infected)
1 << 34 FLAG_BLEED_OUT Used for Mom's Razor
1 << 35 FLAG_HIDE_HP_BAR Hides the Spider Mod hp bar of an EntityNPC
1 << 36 FLAG_NO_DAMAGE_BLINK Player was given a short period of invulnerability by something other than damage, don't blink
1 << 37 FLAG_PERSISTENT The entity will persists between rooms. (It will appear in every room, as opposed to the game remembering the specific room that it was spawned in.)
1 << 38 FLAG_BACKDROP_DETAIL Was spawned as a backdrop decoration, should be deleted if the current backdrop changes (due to Delirium)
1 << 39 FLAG_AMBUSH Enemy was spawned by some sort of ambush (Greed Mode, challenge rooms), don't collide with the player for a few frames
1 << 40 FLAG_GLITCH Glitched out, has different effects depending on the entity
1 << 41 FLAG_SPIN Used by Spin to Win, causes a familiar to rapidly spin around its owner
1 << 42 FLAG_NO_REWARD Doesn't spawn any kind of reward on death
1 << 43 FLAG_REDUCE_GIBS Spawn less gibs on death
1 << 44 FLAG_TRANSITION_UPDATE Updates during room/stage transitions
1 << 45 FLAG_NO_PLAYER_CONTROL Cannot be controlled by players
1 << 46 FLAG_NO_QUERY Hide from query results. This can hide entities from things like Isaac.FindByType and the MC_ENTITY_TAKE_DMG callback. Entities will still be visible to Isaac.GetRoomEntities and _UPDATE callbacks.
1 << 47 FLAG_KNOCKED_BACK Strong knockback: Forcefy moved in a specified direction for a short duration
1 << 48 FLAG_APPLY_IMPACT_DAMAGE Inflicts damage upon colliding with enemies, takes damage when colliding with walls
1 << 49 FLAG_ICE_FROZEN Frozen solid
1 << 50 FLAG_ICE Flagged to become frozen on death
1 << 51 FLAG_MAGNETIZED Magnetized: Attracts nearby enemies, projectiles and pickups
1 << 52 FLAG_BAITED Baited: Is targeted by nearby enemies
1 << 53 FLAG_KILLSWITCH Killed by a killswitch
1 << 54 FLAG_WEAKNESS Weakness effect from Reverse Strength
1 << 55 FLAG_EXTRA_GORE Spawns more gibs on death
1 << 56 FLAG_BRIMSTONE_MARKED Marked by Tainted Azazel; takes extra damage from Brimstone attacks.
1 << 57 FLAG_HELD Picked up by a player
1 << 58 FLAG_THROWN Thrown by a player
1 << 59 FLAG_FRIENDLY_BALL Used to detect enemies spawned by Friendly Ball

Last update: December 19, 2023