gzdoom/wadsrc/static/zscript/shared/sectoraction.txt

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class SectorAction : Actor native
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{
// this class uses health to define the activation type.
enum EActivation
{
SECSPAC_Enter = 1,
SECSPAC_Exit = 2,
SECSPAC_HitFloor = 4,
SECSPAC_HitCeiling = 8,
SECSPAC_Use = 16,
SECSPAC_UseWall = 32,
SECSPAC_EyesDive = 64,
SECSPAC_EyesSurface = 128,
SECSPAC_EyesBelowC = 256,
SECSPAC_EyesAboveC = 512,
SECSPAC_HitFakeFloor= 1024,
};
default
{
+NOBLOCKMAP
+NOSECTOR
+NOGRAVITY
+DONTSPLASH
}
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}
// Triggered when entering sector -------------------------------------------
class SecActEnter : SectorAction
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{
Default
{
Health SECSPAC_Enter;
}
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}
// Triggered when leaving sector --------------------------------------------
class SecActExit : SectorAction
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{
Default
{
Health SECSPAC_Exit;
}
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}
// Triggered when hitting sector's floor ------------------------------------
class SecActHitFloor : SectorAction
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{
Default
{
Health SECSPAC_HitFloor;
}
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}
// Triggered when hitting sector's ceiling ----------------------------------
class SecActHitCeil : SectorAction
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{
Default
{
Health SECSPAC_HitCeiling;
}
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}
// Triggered when using inside sector ---------------------------------------
class SecActUse : SectorAction
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{
Default
{
Health SECSPAC_Use;
}
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}
// Triggered when using a sector's wall -------------------------------------
class SecActUseWall : SectorAction
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{
Default
{
Health SECSPAC_UseWall;
}
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}
// Triggered when eyes go below fake floor ----------------------------------
class SecActEyesDive : SectorAction
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{
Default
{
Health SECSPAC_EyesDive;
}
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}
// Triggered when eyes go above fake floor ----------------------------------
class SecActEyesSurface : SectorAction
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{
Default
{
Health SECSPAC_EyesSurface;
}
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}
// Triggered when eyes go below fake ceiling ----------------------------------
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class SecActEyesBelowC : SectorAction
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{
Default
{
Health SECSPAC_EyesBelowC;
}
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}
// Triggered when eyes go above fake ceiling ----------------------------------
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class SecActEyesAboveC : SectorAction
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{
Default
{
Health SECSPAC_EyesAboveC;
}
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}
// Triggered when hitting fake floor ----------------------------------
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class SecActHitFakeFloor : SectorAction
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{
Default
{
Health SECSPAC_HitFakeFloor;
}
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}
// Music changer ----------------------------------
class MusicChanger : SectorAction native
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{
}