Fixed, Game configurations: some Generic_Floor:200 and Generic_Ceiling:201 parameters were named incorrectly.

This commit is contained in:
MaxED 2016-03-21 17:48:22 +00:00 committed by spherallic
parent a92610a2d8
commit 99e9da4358
2 changed files with 32 additions and 36 deletions

View file

@ -867,21 +867,30 @@ zdoom
{
title = "Target";
type = 11;
enum = "generic_floor_target";
enum
{
0 = "Move by Movement Amount";
1 = "Highest neighboring floor";
2 = "Lowest neighboring floor";
3 = "Nearest neighboring floor";
4 = "Lowest neighboring ceiling";
5 = "Sector ceiling";
6 = "Move by the height of sector's shortest lower texture";
}
}
arg4
{
title = "Options";
title = "Flags";
type = 12;
enum
{
0 = "No change";
1 = "Zero sector's special";
2 = "Change sector's floor texture";
3 = "Change sector's special";
0 = "Don't copy anything";
1 = "Copy floor texture, remove sector special";
2 = "Copy floor texture";
3 = "Copy floor texture and special";
4 = "Use numeric model if set, trigger model if not";
8 = "Raise floor if set, lower it if not";
16 = "Cause crushing damage";
16 = "Inflict crushing damage";
}
}
}
@ -1638,21 +1647,30 @@ zdoom
{
title = "Target";
type = 11;
enum = "generic_ceiling_target";
enum
{
0 = "Move by Movement Amount";
1 = "Highest neighboring ceiling";
2 = "Lowest neighboring ceiling";
3 = "Nearest neighboring ceiling";
4 = "Highest neighboring floor";
5 = "Sector floor";
6 = "Move by the height of sector's shortest upper texture";
}
}
arg4
{
title = "Options";
title = "Flags";
type = 12;
enum
{
0 = "No change";
1 = "Zero sector's special";
2 = "Change sector's ceiling texture";
3 = "Change sector's special";
0 = "Don't copy anything";
1 = "Copy ceiling texture, remove sector special";
2 = "Copy ceiling texture";
3 = "Copy ceiling texture and special";
4 = "Use numeric model if set, trigger model if not";
8 = "Raise ceiling if set, lower it if not";
16 = "Cause crushing damage";
16 = "Inflict crushing damage";
}
}
}

View file

@ -732,28 +732,6 @@ enums
4 = "Lower";
}
generic_floor_target
{
0 = "Relative offset";
1 = "Highest neighbor";
2 = "Lowest neighbor";
3 = "Nearest neighbor";
4 = "Lowest neighbor";
5 = "Ceiling";
6 = "Shortest lower texture";
}
generic_ceiling_target
{
0 = "Relative offset";
1 = "Highest neighbor";
2 = "Lowest neighbor";
3 = "Nearest neighbor";
4 = "Highest neighbor";
5 = "Floor";
6 = "Shortest lower texture";
}
generic_door_types
{
0 = "Open Close";