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Enum "ProjectileFlags"⚓︎

Bitset Calculator

DLC Value Enumerator Comment
1 << 0 SMART follow player
1 << 1 EXPLODE explode on impact
1 << 2 ACID_GREEN acid splat on impact
1 << 3 GOO goo splat on impact
1 << 4 GHOST slide through solid entities
1 << 5 WIGGLE
1 << 6 BOOMERANG come back
1 << 7 HIT_ENEMIES can hit enemies
1 << 8 ACID_RED blood acid
1 << 9 GREED Greed projectiles have same effect as Greed enemy's bullets.
1 << 10 RED_CREEP Bullet leaves a red creep
1 << 11 ORBIT_CW Bullet orbits a point clockwise and passes through walls similar to Tiny Planet
1 << 12 ORBIT_CCW Bullet orbits a point counter-clockwise and passes through walls similar to Tiny Planet
1 << 13 NO_WALL_COLLIDE
1 << 14 CREEP_BROWN Bullet leaves a brown creep
1 << 15 FIRE Projectile was cast by a fireplace
1 << 16 BURST Bursts into more bullets
1 << 17 ANY_HEIGHT_ENTITY_HIT Bullets that can hit at any height
1 << 18 CURVE_LEFT Bullets curve slightly on a circular path
1 << 19 CURVE_RIGHT Bullets curve slightly on a circular path
1 << 20 TURN_HORIZONTAL Bullets turn and go horizontally and increase in speed when they pass the const static uint64_t player on either side
1 << 21 SINE_VELOCITY Bullet velocity varies over time as a function of a wave
1 << 22 MEGA_WIGGLE Like wiggle worm but the wiggling increases in amplitude over time
1 << 23 SAWTOOTH_WIGGLE Bullets travel on a sawtooth shaped path
1 << 24 SLOWED
1 << 25 TRIANGLE
1 << 26 MOVE_TO_PARENT
1 << 27 ACCELERATE
1 << 28 DECELERATE
1 << 29 BURST3
1 << 30 CONTINUUM Bullets reappear from the opposite side as they leave the screen
1 << 31 CANT_HIT_PLAYER
1 << 32 CHANGE_FLAGS_AFTER_TIMEOUT "Change" flags will change the bullet's behavior after a timeout. change m_ProjectileFlags to m_TimeoutProjectileFlags.
1 << 33 CHANGE_VELOCITY_AFTER_TIMEOUT "Change" flags will change the bullet's behavior after a timeout.
1 << 34 STASIS
1 << 35 FIRE_WAVE
1 << 36 FIRE_WAVE_X
1 << 37 ACCELERATE_EX
1 << 38 BURST8
1 << 39 FIRE_SPAWN
1 << 40 ANTI_GRAVITY
1 << 41 TRACTOR_BEAM
1 << 42 BOUNCE
1 << 43 BOUNCE_FLOOR
1 << 44 SHIELDED
1 << 45 BLUE_FIRE_SPAWN
1 << 46 LASER_SHOT
1 << 47 GODHEAD
1 << 48 SMART_PERFECT
1 << 49 BURSTSPLIT
1 << 50 WIGGLE_ROTGUT
1 << 51 FREEZE
1 << 52 ACCELERATE_TO_POSITION
1 << 53 BROCCOLI
1 << 54 BACKSPLIT
1 << 55 SIDEWAVE
1 << 56 ORBIT_PARENT
1 << 57 FADEOUT

Last update: September 14, 2022