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- allow setting the sector's damage properties through UDMF.
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3 changed files with 32 additions and 1 deletions
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@ -203,7 +203,11 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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// sound sequence thing in the sector will override this property.
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// sound sequence thing in the sector will override this property.
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hidden = <bool>; // if true this sector will not be drawn on the textured automap.
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hidden = <bool>; // if true this sector will not be drawn on the textured automap.
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waterzone = <bool>; // Sector is under water and swimmable
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waterzone = <bool>; // Sector is under water and swimmable
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moreids = <string>; // Additional sector IDs/tags, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
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moreids = <string>; // Additional sector IDs/tags, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
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damageamount = <int>; // Amount of damage inflicted by this sector, default = 0
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damagetype = <string>; // Damage type for sector damage, Default = "None". (generic damage)
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damageinterval = <int>; // Interval in tics between damage application, default = 32.
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leakiness = <int>; // Probability of leaking through radiation suit (0 = never, 256 = always), default = 0.
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* Note about dropactors
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* Note about dropactors
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@ -377,6 +381,10 @@ Changed language describing the DIALOGUE lump to mention USDF as an option.
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1.25 19.04.2015
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1.25 19.04.2015
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Added 'moreids' for linedefs and sectors.
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Added 'moreids' for linedefs and sectors.
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1.26 05.01.2016
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added clarification about character encoding
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added sector damage properties.
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===============================================================================
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===============================================================================
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EOF
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EOF
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===============================================================================
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===============================================================================
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@ -506,6 +506,10 @@ xx(floorplane_a)
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xx(floorplane_b)
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xx(floorplane_b)
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xx(floorplane_c)
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xx(floorplane_c)
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xx(floorplane_d)
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xx(floorplane_d)
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xx(damageamount)
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xx(damagetype)
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xx(damageinterval)
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xx(leakiness)
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// USDF keywords
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// USDF keywords
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xx(Amount)
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xx(Amount)
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@ -1299,6 +1299,8 @@ public:
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sec->prevsec = -1; // stair retriggering until build completes
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sec->prevsec = -1; // stair retriggering until build completes
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sec->heightsec = NULL; // sector used to get floor and ceiling height
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sec->heightsec = NULL; // sector used to get floor and ceiling height
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sec->sectornum = index;
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sec->sectornum = index;
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sec->damageinterval = 32;
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sec->leakydamage = 5;
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if (floordrop) sec->Flags = SECF_FLOORDROP;
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if (floordrop) sec->Flags = SECF_FLOORDROP;
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// killough 3/7/98: end changes
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// killough 3/7/98: end changes
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@ -1524,6 +1526,23 @@ public:
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cp[3] = CheckFloat(key);
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cp[3] = CheckFloat(key);
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break;
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break;
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case NAME_damageamount:
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sec->damageamount = CheckInt(key);
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break;
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case NAME_damagetype:
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sec->damagetype = CheckString(key);
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break;
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case NAME_damageinterval:
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sec->damageinterval = CheckInt(key);
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if (sec->damageinterval < 1) sec->damageinterval = 1;
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break;
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case NAME_leakiness:
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sec->leakydamage = CheckInt(key);
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break;
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case NAME_MoreIds:
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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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// 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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// This ensures that the ID is always the first tag in the list.
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