🍎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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