🍎Flags

The following lines define various flags used in the game engine

-- Indicates that the entity can fly
FL_FLY

-- Indicates that the entity can swim
FL_SWIM

-- Indicates that the entity is on a conveyor belt
FL_CONVEYOR

-- Indicates that the entity is a client (i.e., a player)
FL_CLIENT

-- Indicates that the entity is underwater
FL_INWATER

-- Indicates that the entity is a monster
FL_MONSTER

-- Indicates that the entity has god mode enabled
FL_GODMODE

-- Indicates that the entity is not a target
FL_NOTARGET

-- Indicates that the entity should not apply to localhost
FL_SKIPLOCALHOST

-- Indicates that the entity is on the ground
FL_ONGROUND

-- Indicates that the entity is partially on the ground
FL_PARTIALGROUND

-- Indicates that the entity can perform a water jump
FL_WATERJUMP

-- Indicates that the entity is frozen (i.e., cannot move)
FL_FROZEN

-- Indicates that the entity is a fake client (i.e., a bot)
FL_FAKECLIENT

-- Indicates that the entity is ducking
FL_DUCKING

-- Indicates that the entity can float
FL_FLOAT

-- Indicates that the entity is being graphed (i.e., rendered)
FL_GRAPHED

-- Indicates that the entity is immune to water
FL_IMMUNE_WATER

-- Indicates that the entity is immune to slime
FL_IMMUNE_SLIME

-- Indicates that the entity is immune to lava
FL_IMMUNE_LAVA

-- Indicates that the entity is a proxy (i.e., a placeholder)
FL_PROXY

-- Indicates that the entity should always think (i.e., run AI)
FL_ALWAYSTHINK

-- Indicates that the entity has a base velocity
FL_BASEVELOCITY

-- Indicates that the entity is a monster clip (i.e., an invisible wall)
FL_MONSTERCLIP

-- Indicates that the entity is on a train
FL_ONTRAIN

-- Indicates that the entity is part of the world geometry
FL_WORLDBRUSH

-- Indicates that the entity is a spectator (i.e., not a player)
FL_SPECTATOR

-- Indicates that the entity is a custom entity
FL_CUSTOMENTITY

-- Indicates that the entity should be killed
FL_KILLME

-- Indicates that the entity is dormant (i.e., not active)
FL_DORMANT

-- Example usage:
LocalPlayer.CheckFlag(FL_ONGROUND)

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