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- added UDMF_fields for sector plane reflectiveness.
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@ -214,6 +214,9 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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damagehazard = <bool>; // Changes damage model to Strife's delayed damage for the given sector. Default = false.
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floorterrain = <string>; // Sets the terrain for the sector's floor. Default = 'use the flat texture's terrain definition.'
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ceilingterrain = <string>; // Sets the terrain for the sector's ceiling. Default = 'use the flat texture's terrain definition.'
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floor_reflect = <float>; // reflectiveness of floor (OpenGL only, not functional on sloped sectors)
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ceiling_reflect = <float>; // reflectiveness of ceiling (OpenGL only, not functional on sloped sectors)
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portal_ceil_alpha = <float> // translucency of ceiling portal (default is 0 (not visible))
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portal_ceil_blocksound = <bool> // ceiling portal blocks sound.
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@ -406,6 +409,9 @@ Added 'moreids' for linedefs and sectors.
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added clarification about character encoding
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added sector damage properties.
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1.27 05.01.2016
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floor_reflect and ceiling_reflect.
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===============================================================================
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EOF
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===============================================================================
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@ -575,6 +575,8 @@ xx(damageterraineffect)
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xx(damagehazard)
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xx(floorterrain)
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xx(ceilingterrain)
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xx(floor_reflect)
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xx(ceiling_reflect)
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// USDF keywords
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xx(Amount)
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@ -4080,6 +4080,13 @@ void P_SetupLevel (const char *lumpname, int position)
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// set up world state
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P_SpawnSpecials ();
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// disable reflective planes on sloped sectors.
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for (auto i = 0; i < numsectors; i++)
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{
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if (sectors[i].floorplane.isSlope()) sectors[i].reflect[sector_t::floor] = 0;
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if (sectors[i].ceilingplane.isSlope()) sectors[i].reflect[sector_t::ceiling] = 0;
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}
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// This must be done BEFORE the PolyObj Spawn!!!
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Renderer->PreprocessLevel();
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@ -1563,6 +1563,14 @@ public:
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sec->terrainnum[sector_t::ceiling] = P_FindTerrain(CheckString(key));
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break;
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case NAME_floor_reflect:
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sec->reflect[sector_t::floor] = (float)CheckFloat(key);
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break;
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case NAME_ceiling_reflect:
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sec->reflect[sector_t::ceiling] = (float)CheckFloat(key);
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break;
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case NAME_MoreIds:
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// delay parsing of the tag string until parsing of the sector is complete
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// This ensures that the ID is always the first tag in the list.
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