Table of contents:
Thing type flags for Thing object of type Actor or Player.
Value |
Applicable To |
Description |
0x1 |
Actor & Player |
Actor can rotate its head |
0x2 |
Actor & Player |
Actor's view is centered (engine) |
0x4 |
Actor & Player |
Actor has a headlight |
0x8 |
Actor & Player |
Actor is invulnerable |
0x10 |
Actor & Player |
Actor's view is centered (engine) |
0x20 |
Actor |
Actor explodes when killed |
0x40 |
Actor & Player |
Actor can breathe underwater |
0x80 |
Actor & Player |
Actor is invisible to other actors |
0x100 |
Actor & Player |
Actor is a droid |
0x200 |
Actor |
Actor is a boss |
0x400 |
Actor |
Actor is deaf |
0x800 |
Actor |
Actor is blind |
0x1000 |
Actor |
Actor can see through wall and see invisible objects |
0x2000 |
Player |
Actor is poisoned (poisoned HUD is rendered) |
0x4000 |
Actor & Player |
Actor moves 15% fast |
0x8000 |
Actor & Player |
Actor moves 10% fast |
0x10000 |
Actor |
Actor can't move onto slopes (e.g.: if jumps on slope it will slide down the slope) |
0x20000 |
Actor |
Actor has delayed fire |
0x40000 |
Actor & Player |
Actor is immobile |
0x80000 |
Actor |
Actor can't fire underwater |
0x100000 |
Actor & Player |
Actor can't be targeted |
0x200000 |
Player |
Actor's controls are disabled |
0x400000 |
Player |
Actor is killed by falling into fall death sector (engine) |
0x800000 |
Actor & Player |
Idle camera is disabled for external camera (camera no. 1) |
0x1000000 |
Actor & Player |
Actor receives full damage from weapon projectiles and explosions (default half the fire damage) |
0x2000000 |
Actor |
Actor can see in the dark |
0x4000000 |
Unknown |
Unknown |
0x8000000 |
Actor & Player |
Actor is human |
0x10000000 |
Actor |
Actor moves like aircraft |
0x20000000 |
Unknown |
Unknown |
0x40000000 |
Player |
Actor has an electric whip |
0x80000000 |
Actor |
Actor is an arachnid e.g.: spider, scorpion etc... |
Value |
Description |
0x1 |
Adjoin is visible |
0x2 |
Adjoin is passable, i.e.: thing object can move through adjoin |
0x4 |
Reserved (JKDF - Allows sound to pass) |
0x8 |
Adjoin blocks AI actor movement |
0x10 |
Adjoin blocks player movement |
0x20 |
Adjoin is disabled by sector (engine) |
0x80 |
Unknown (engine) |
AI actor mode can be changed in COG script by calling AISetMode
COG function.
Value |
Description |
0x1 |
AI actor is moving towards it`s destination |
0x2 |
AI actor is attacking it's target |
0x4 |
AI actor is searching for target or danger |
0x8 |
AI actor is turning to face it's look target |
0x10 |
Unknown |
0x20 |
AI actor has tough skin |
0x40 |
AI actor does not check for cliffs |
0x80 |
Unknown |
0x100 |
AI actor is in block mode (blocks any AI event) |
0x200 |
AI actor is active |
0x400 |
AI actor has line of sight to it's target |
0x800 |
AI actor is fleeing |
0x1000 |
AI actor is sleeping |
0x2000 |
AI actor is disabled |
0x4000 |
AI actor is circle strafing |
0x8000 |
Unknown |
0x10000 |
AI actor wants all events |
0x20000 |
AI actor lost sight of goal |
0x40000 |
AI actor's instincts use waypoints |
0x80000 |
AI actor is chasing goal |
0x100000 |
Unknown |
0x200000 |
AI actor is wall crawling |
0x400000 |
Unknown |
0x800000 |
AI actor is hunting |
0x1000000 |
Unknown |
0x2000000 |
AI actor does not chase it's target |
0x4000000 |
AI actor is traversing waypoints |
0x8000000 |
AI actor has armored skin |
0x10000000 |
AI actor is fleeing to waypoint |
Value |
Description |
0x1 |
Unknown |
0x2 |
Unknown |
0x4 |
Unknown |
0x8 |
Unknown |
0x10 |
Unknown |
0x20 |
Skip check for fire field of view |
0x40 |
Add eye offset when firing |
0x80 |
AI actor cannot move backwards |
0x100 |
Unknown |
0x200 |
Active continuous motion |
0x400 |
Unknown |
0x800 |
Unknown |
0x1000 |
Active head tracking motion |
0x2000 |
Active body tracking motion |
0x4000 |
Unknown |
0x8000 |
Active continuous weapon motion |
0x10000 |
Semi-continuous weapon motion |
0x20000 |
Semi-continuous motion |
0x40000 |
Quick mode fade |
0x80000 |
Slow mode fade |
0x100000 |
Use matching velocity |
0x200000 |
Swim near the surface |
0x400000 |
Unknown |
0x800000 |
Allow step thing |
0x1000000 |
Special turns |
0x2000000 |
Unknown |
0x8000000 |
Wall crawl locked |
COG script flags
Value |
Description |
0x1 |
COG is in debug mode |
0x2 |
Execution disabled |
0x4 |
COG has pulse set (engine) |
0x8 |
COG has timer set (engine) |
0x10 |
Message sending is paused |
0x20 |
COG is linked to thing object |
0x40 |
Local COG |
0x80 |
Server COG (multiplayer) |
0x100 |
Global COG (multiplayer) |
0x200 |
No sync (multiplayer) |
Value |
Description |
0 |
None |
1 |
Sphere collision |
3 |
Face collision |
Value |
Description |
0x1 |
Impact damage (e.g. bullet projectile) |
0x2 |
Energy damage |
0x4 |
Fire damage |
0x8 |
Fist damage |
0x10 |
Whip damage |
0x20 |
Machete damage |
0x40 |
Drowning damage |
0x80 |
Crushing damage |
0x100 |
Poison damage |
0x200 |
Lava damage |
0x400 |
Unknown damage |
0x800 |
Electrified whip damage |
0x1000 |
Infernal Machine part 1 damage |
0x2000 |
Unknown damage. Maybe reserved for Infernal Machine part 2. |
0x4000 |
Infernal Machine part 4 damage |
0x5000 |
Infernal Machine part 5 damage |
0x100000 |
Lightning damage |
0x200000 |
Laser damage |
0x400000 |
Razor rock damage |
0x800000 |
Raft leak damage |
0x1000000 |
Scraping damage |
0x2000000 |
Vehicle impact damage |
0x4000000 |
Bonk damage (e.g. hitting head in a pipe while riding a mine car) |
0x8000000 |
Debris damage |
0x10000000 |
Infernal Machine part Blast damage |
0x20000000 |
Hit damage |
0x40000000 |
Cold water damage |
0x80000000 |
Dart damage |
Debug flags are set in COG script by calling COG function SetDebugModeFlags
Value |
Description |
0x1 |
AI system is disabled |
0x2 |
Puppet system is disabled |
0x40 |
Print collision information |
0x80 |
AI fire is disabled |
0x100 |
Debug mode (i.e. in editor dev mode) |
0x200 |
AI is disabled from looking for targets |
0x400 |
Slow down animations |
Thing type flags for Thing object of type Explosion
Value |
Description |
0x1 |
Animated sprite effect |
0x2 |
Has blast phase |
0x4 |
Blast radius causes damage |
0x8 |
Has child explosion effect |
0x10 |
Variable light effect |
0x20 |
Unknown |
0x40 |
Explosion doesn't cause damage to it's shooter |
0x80 |
Make random debris |
0x100 |
Flash blinds things |
0x200 |
Animate debris texture |
0x400 |
Set texture of debris to texture of hit surface |
0x800 |
Expand time effect |
0x1000 |
Use fade time effect |
Polygon face flags
Value |
Description |
0x1 |
Double-sided geometry |
0x2 |
Translucent texture |
0x4 |
Clamp texture in X-axis (default repeat) |
0x8 |
Clamp texture in Y-axis (default repeat) |
0x10 |
Nearest-neighbor texture filter |
0x20 |
Depth buffer disabled |
0x40 |
Face is ledge player can grab onto and hang from (3DO model) |
0x80 |
Unknown |
0x100 |
Fog render enabled (default on for all but sky polygons) |
0x200 |
Face triggers whip aim system (3DO model) |
Value |
Description |
0 |
None |
1 |
Draw vertex only |
2 |
Draw wireframe |
3 |
Draw solid |
4 |
Draw texture |
Thing type flags for Thing object of type Item
Value |
Description |
0x1 |
Item respawns in multiplayer mode |
0x2 |
Item respawns in single-player mode |
0x4 |
Item is a backpack |
Value |
Description |
0 |
Fully lit |
1 |
Lit |
2 |
Diffuse |
3 |
Gouraud |
Thing type flags for Thing object of type Particle
Value |
Description |
0x1 |
Outward expanding particle |
0x2 |
Unused |
0x4 |
Animate texture cels |
0x8 |
Fade out over time |
0x10 |
Emits light |
0x20 |
Randomly change animated texture cels |
0x40 |
Use timeout rate |
Value |
Description |
0x1 |
Use gravity |
0x2 |
Use thrust |
0x4 |
Unknown |
0x8 |
Unknown |
0x10 |
Object aligns to surface |
0x20 |
Object bounces off surfaces |
0x40 |
Object sticks to floors |
0x80 |
Object sticks to walls |
0x100 |
Object is aligned (engine) |
0x200 |
Use rotational velocity |
0x400 |
Object banks when turning |
0x800 |
Object aligns up, i.e.: pitch always 0 |
0x1000 |
Use angular thrust |
0x2000 |
Object can fly |
0x4000 |
Object is affected by explosion blast force |
0x8000 |
Unknown flag |
0x10000 |
Object is crouching |
0x20000 |
When object is created it starts moving in oriented direction |
0x40000 |
Partial gravity |
0x80000 |
Unknown |
0x100000 |
Object is on water surface, i.e.: afloat |
0x200000 |
Unknown |
0x400000 |
Object is not affected by thrust |
0x800000 |
Physics is disabled |
0x1000000 |
Object is a minecar |
0x2000000 |
Object is a raft |
0x4000000 |
Object is a jeep |
0x8000000 |
Unknown |
0x10000000 |
Unknown |
0x20000000 |
Unknown |
0x40000000 |
Unknown |
0x80000000 |
Unknown |
Value |
Description |
0x1 |
Sector has no gravity |
0x2 |
Sector is underwater |
0x4 |
Sector is COG linked |
0x8 |
Sector uses thrust |
0x10 |
Sector is hidden on the overlay map |
0x20 |
AI actors can't enter the sector |
0x40 |
Objects falling into the sector result in death (fall death) |
0x80 |
Sector adjoins are turned off. Set by COG function SetSectorAdjoins (engine) |
0x100 |
Sector is part of aetherium |
0x1000 |
Sector uses collision box for collision instead of surface collision |
0x4000 |
Sector has been seen by the player |
0x8000 |
Sector should be synchronized (engine, multiplayer) |
Value |
Description |
0x1 |
Loop until stopped |
0x2 |
Remove when faded out |
0x4 |
Ambient (no 3D specialization) |
0x8 |
Used Doppler effects |
0x10 |
Sound is fading in |
0x20 |
Sound is fading out |
0x40 |
Sound position is absolute |
0x80 |
Sound is linked to position of thing |
0x100 |
Sound has higher priority than default |
0x200 |
Sound has highest priority |
0x400 |
Sound can't play twice in mixer |
0x800 |
Sound can't play twice when linked to thing |
0x1000 |
Sound is pitch blended per velocity |
0x2000 |
Sound is underwater |
0x4000 |
Sound should be pre-cached |
0x8000 |
Sound is using duplicate play buffer |
0x10000 |
Sound is a voice |
0x20000 |
Sound is currently audible |
0x40000 |
Sound is playing but paused |
0x80000 |
3D sound is disabled |
Note, the flags meaning of the flags were sourced form the COG script ra.snd
in the Star Wars Jedi Knight: Mysteries of the Sith game.
Value |
Description |
0x1 |
Floor surface |
0x2 |
Surface is COG linked |
0x4 |
Surface has face collision |
0x8 |
AI can't movement onto the surface |
0x10 |
2x scroll size (Affects the speed of SlideWall COG function) |
0x20 |
1/2 scroll size (Affects the speed of SlideWall COG function) |
0x40 |
1/8 scroll size (Affects the speed of SlideWall COG function) |
0x80 |
Surface is part of aetherium sector |
0x200 |
Surface is part of horizon sky |
0x400 |
Surface is part of ceiling sky |
0x800 |
Surface is scrolling (engine, set SlideWall COG function) |
0x1000 |
Kill floor, i.e.: thing object is killed if it touches the surface |
0x2000 |
Surface is climbable |
0x4000 |
Track surface (e.g. minecar track) |
0x8000 |
Surface should be synchronized (engine, multiplayer) |
0x10000 |
Metal surface and makes metal sound fx when hit or walked on |
0x20000 |
Surface is part of underwater sector |
0x40000 |
Shallow water surface and makes water sound fx when hit or walked on |
0x80000 |
Dirt surface and makes dirt sound fx when hit or walked on |
0x100000 |
Spider web surface |
0x200000 |
Lava surface. Player or AI actor is instantly killed if it touches the surface |
0x400000 |
Snow surface and makes snow sound fx when hit or walked on |
0x800000 |
Wood surface and makes wood sound fx when hit or walked on |
0x1000000 |
Ledge surface. Player can grab onto and hang from it |
0x2000000 |
Water ledge for climbing out of water |
0x4000000 |
1/4 scroll size (Affects the speed of SlideWall COG function) |
0x8000000 |
4x scroll size (Affects the speed of SlideWall COG function) |
0x10000000 |
Whip aim. Surface triggers whip aim system for the player when standing on it |
0x20000000 |
Makes indoor/echo sound fx when hit or walked on |
0x40000000 |
Wood echo surface and makes wood indoor/echo sound fx when hit or walked on |
0x80000000 |
Dirt echo surface and makes dirt indoor/echo sound fx when hit or walked on |
Value |
Description |
0x1 |
Object emits light |
0x2 |
Object is destroyed (engine) |
0x4 |
Weapon object (projectile) doesn't collide with the object |
0x8 |
Object is whip climb structure |
0x10 |
Objet is invisible but interacts with other objects (e.g. sends COG messages) |
0x20 |
Unknown/Reserved |
0x40 |
Object can be stood on |
0x80 |
Object is mountable |
0x100 |
Object is remotely controlled (multiplayer) |
0x200 |
Object is dying and will be removed from the game (engine) |
0x400 |
Object is COG linked (engine) |
0x800 |
Object can't be crushed by other objects |
0x1000 |
Unknown, related to stand on collision and stand |
0x2000 |
Object is made of wood and makes wood sound fx when hit |
0x4000 |
Object casts shadow |
0x8000 |
Object only blocks jeep player and doesn't collide with other type of objects |
0x10000 |
Object is made of snow and makes snow sound fx when hit |
0x20000 |
Object pulse timer is set by COG (engine) |
0x40000 |
Object timer is set by COG (engine) |
0x80000 |
Object is disabled, and is not rendered nor interacts with other objects |
0x100000 |
Object has been already seen by camera (engine) |
0x200000 |
Unknown |
0x400000 |
Object is made of metal and makes metal sound fx when hit |
0x800000 |
Object is made of dirt and makes dirt sound fx when hit |
0x1000000 |
Object makes no sound |
0x2000000 |
Object is submerged in water or aetherium (engine) |
0x4000000 |
Object is a crate and can be climbed on |
0x8000000 |
Object is destroyed in water |
0x10000000 |
Object is destroyed in the air |
0x20000000 |
Object creates splash effect (sends splash message to it's COG) |
0x40000000 |
Object can be moved, i.e. pushed or pulled |
0x80000000 |
Object is whip swing structure |
Thing type flags for Thing object of type weapon.
Value |
Description |
0x1 |
No damage to the shooter |
0x4 |
Explode on surface hit |
0x8 |
Explode on thing object hit |
0x80 |
Stick to surface |
0x100 |
Explode timer set (engine) |
0x200 |
Damage destroys the weapon object |
0x400 |
Produce impact sound fx |
0x800 |
Stick to thing |
0x1000 |
Close proximity trigger |
0x2000 |
Instant impact |
0x4000 |
Damage decays over time |
0x8000 |
Object leaves a trail |
0x20000 |
Targeted AI actor can't dodge the weapon object |
0x40000 |
Decay emits AI sound awareness event |
0x80000 |
Ricochets off of surface |
0x200000 |
Emit AI target event |
0x400000 |
Destroy when AI actor is killed by this object (default explode) |
0x800000 |
Weapon is marduk mophia bomb |