| FL_AIMTARGET | set if the crosshair needs to aim onto the entity |
| FL_ATCONTROLS | Player can't move, but keeps key inputs for controlling another entity |
| FL_BASEVELOCITY | Base velocity has been applied this frame (used to convert base velocity into momentum) |
| FL_CLIENT | Is a player |
| FL_CONVEYOR | |
| FL_DISSOLVING | We're dissolving! |
| FL_DONTTOUCH | Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set |
| FL_DUCKING | Player flag -- Player is fully crouched |
| FL_EP2V_UNKNOWN1 | Unknown |
| FL_FAKECLIENT | Fake client, simulated server side; don't send network messages to them |
| FL_FLY | Changes the SV_Movestep() behavior to not need to be on ground |
| FL_FREEZING | We're becoming frozen! |
| FL_FROZEN | Player is frozen for 3rd person camera |
| FL_GODMODE | |
| FL_GRAPHED | worldgraph has this ent listed as something that blocks a connection |
| FL_GRENADE | |
| FL_INRAIN | Indicates the entity is standing in rain |
| FL_INWATER | In water |
| FL_KILLME | This entity is marked for death -- will be freed by game DLL |
| FL_NOTARGET | |
| FL_NPC | |
| FL_OBJECT | Terrible name. This is an object that NPCs should see. Missiles, for example. |
| FL_ONFIRE | You know... |
| FL_ONGROUND | At rest / on the ground |
| FL_ONTRAIN | Player is _controlling_ a train, so movement commands should be ignored on client during prediction. |
| FL_PARTIALGROUND | not all corners are valid |
| FL_STATICPROP | Eetsa static prop! |
| FL_STEPMOVEMENT | Changes the SV_Movestep() behavior to not do any processing |
| FL_SWIM | Changes the SV_Movestep() behavior to not need to be on ground (but stay in water) |
| FL_TRANSRAGDOLL | In the process of turning into a client side ragdoll. |
| FL_UNBLOCKABLE_BY_PLAYER | pusher that can't be blocked by the player |
| FL_WATERJUMP | player jumping out of water |
| FL_WORLDBRUSH | Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something) |
| IN_ALT1 | |
| IN_ALT2 | |
| IN_ATTACK | |
| IN_ATTACK2 | |
| IN_ATTACK3 | |
| IN_BACK | |
| IN_BULLRUSH | |
| IN_CANCEL | |
| IN_DUCK | |
| IN_FORWARD | |
| IN_GRENADE1 | grenade 1 |
| IN_GRENADE2 | grenade 2 |
| IN_JUMP | |
| IN_LEFT | |
| IN_MOVELEFT | |
| IN_MOVERIGHT | |
| IN_RELOAD | |
| IN_RIGHT | |
| IN_RUN | |
| IN_SCORE | Used by client.dll for when scoreboard is held down |
| IN_SPEED | Player is holding the speed key |
| IN_USE | |
| IN_WALK | Player holding walk key |
| IN_WEAPON1 | weapon defines these bits |
| IN_WEAPON2 | weapon defines these bits |
| IN_ZOOM | Zoom key for HUD zoom |
| PLAYER_FLAG_BITS | |