// Call P_SpecialThing when touched.
MF_SPECIAL = 0x0001,
// Blocks.
MF_SOLID = 0x0002,
// Can be hit.
MF_SHOOTABLE = 0x0004,
// Don't use the sector links (invisible but touchable).
MF_NOSECTOR = 0x0008,
// Don't use the blocklinks (inert but displayable)
MF_NOBLOCKMAP = 0x0010,
// Not to be activated by sound, deaf monster.
MF_AMBUSH = 0x0020,
// You can push this object. It can activate switches and things by pushing it on top.
MF_PUSHABLE = 0x0040,
// Object is a boss.
MF_BOSS = 0x0080,
// On level spawning (initial position),
// hang from ceiling instead of stand on floor.
MF_SPAWNCEILING = 0x0100,
// Don't apply gravity (every tic),
// that is, object will float, keeping current height
// or changing it actively.
MF_NOGRAVITY = 0x0200,
// This object is an ambient sound.
MF_AMBIENT = 0x0400,
// Slide this object when it hits a wall. Tails 12-28-2003
MF_SLIDEME = 0x0800,
// Player cheat. ???
MF_NOCLIP = 0x1000,
// This object does not adhere to regular flag/z properties for object placing.
MF_SPECIALFLAGS = 0x2000,
// Allow moves to any height, no gravity.
// For active floaters, e.g. cacodemons, pain elementals.
MF_FLOAT = 0x4000,
// Monitor powerup icon. These rise a bit.
MF_MONITORICON = 0x8000,
// Don't hit same species, explode on block.
// Player missiles as well as fireballs of various kinds.
MF_MISSILE = 0x10000,
// Item is a spring.
MF_SPRING = 0x20000,
// bounce off walls and things Graue 12-31-2003
MF_BOUNCE = 0x40000,
// Object uses a high-resolution sprite
// Tails 01-23-2003
MF_HIRES = 0x80000,
// This object is an item box! Tails 01-08-2002
MF_MONITOR = 0x100000,
// Floating to a height for a move, ???
// don't auto float to target's height.
MF_INFLOAT = 0x200000,
// On kill, count this enemy object
// towards intermission kill total.
// Happy gathering.
MF_COUNTKILL = 0x400000,
// On picking up, count this item object
// towards intermission item total.
MF_COUNTITEM = 0x800000,
// This mobj is an enemy! Tails 12-27-2003
MF_ENEMY = 0x1000000,
// Use the scenery thinker instead if it is just scenery.
// Tails 07-24-2002
MF_SCENERY = 0x2000000,
// Player sprites in multiplayer modes are modified
// using an internal color lookup table for re-indexing.
// If 0x4 0x8 or 0xc,
// use a translation table for player colormaps
MF_TRANSLATION = 0x3C000000, // 0xc000000, original 4color
// Hmm ???.
MF_TRANSSHIFT = 26,
// for chase camera, don't be blocked by things (partial clipping)
MF_NOCLIPTHING = 0x40000000,
MF_FIRE = 0x80000000 // This is a fire object (doesn't harm if you have red shield).