These are named "states" in which the balls can exist. They describe what the ball is currently doing.
| attached | Attached to a structure |
| climbing | Moving along a strand |
| detaching | Being detached, but has not been actually removed from the structure |
| dragging | Being held by the player |
| falling | Falling or Flying.. not held by player, not sitting on geometry. |
| pipe | Moving along inside the pipe |
| sleeping | Asleep |
| standing | On geometry, but not walking. |
| stuck | Is a "sticky" ball and is stuck to geometry |
| stuck_attached | Stuck to geometry and attached to a structure |
| stuck_detaching | Stuck to geometry and being detached from a structure |
| tank | In the tank (Final Stats screen) |
| walking | On geometry and walking along. |
There is one additional state onfire which can only be used in a particles tag.
These are named events which can happen to the balls. They describe what happened to it.
| attach | Attaches to a structure |
| attachcloser | Attaches to a structure and is closer to the pipe |
| bounce | Bounces when hitting geometry |
| collidediff | Collides with a different type of ball |
| collidegeom | Collides with a geometry object |
| collidesame | collides with the same type of ball |
| death | dies |
| deathfall | Unknown |
| detached | Is detached from a structure |
| detaching | Is clicked ready for detaching |
| detonate | Explodes after being on fire |
| drop | Is dropped (at low speed) by the player.. not thrown |
| exit | Enters the pipe |
| extinguish | Unknown may be unused |
| ignite | Catches fire |
| land | Lands on geometry, but does not bounce. |
| marker | the player moves the mouse over this ball (Hover) |
| pickup | The player clicks the ball to grab it. |
| snap | a strand snaps, also used for Pilot and Bit "launch" ** |
| suction | in range of the pipe |
| throw | Released travelling at speed |
**Note
Balls with "fling" capability use the snap event to specify the sound when the ball is launched.
The sounds played as the arrow changes size are hardcoded to SOUND_GLOBAL_FLING0 -> 9
It is "unclear" what specifies the sound to play when a Pilot strand snaps.