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- add missing keys in udmf spec
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@ -122,6 +122,7 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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blocklandmonsters = <bool>; // Line blocks walking monsters' movement.
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blocklandmonsters = <bool>; // Line blocks walking monsters' movement.
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locknumber = <int>; // Line special is locked
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locknumber = <int>; // Line special is locked
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arg0str = <string>; // Alternate string-based version of arg0
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arg0str = <string>; // Alternate string-based version of arg0
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arg1str = <string>; // Alternate string-based version of arg1
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moreids = <string>; // Additional line IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
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moreids = <string>; // Additional line IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
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transparent = <bool>; // true = line is a Strife transparent line (alpha 0.25)
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transparent = <bool>; // true = line is a Strife transparent line (alpha 0.25)
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@ -347,6 +348,8 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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healthfloorgroup = <int>; // ID of destructible object to synchronize hitpoints (optional, default is 0)
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healthfloorgroup = <int>; // ID of destructible object to synchronize hitpoints (optional, default is 0)
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healthceiling = <int>; // Amount of hitpoints for this sector (includes ceiling and top-outside linedef sides)
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healthceiling = <int>; // Amount of hitpoints for this sector (includes ceiling and top-outside linedef sides)
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healthceilinggroup = <int>; // ID of destructible object to synchronize hitpoints (optional, default is 0)
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healthceilinggroup = <int>; // ID of destructible object to synchronize hitpoints (optional, default is 0)
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health3d = <int>; // Amount of hitpoints for this sector (includes 3D floors)
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health3dgroup = <int>; // ID of destructible object to synchronize hitpoints (optional, default is 0)
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xscrollfloor = <float>; // X map units per frame to scroll the floor.
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xscrollfloor = <float>; // X map units per frame to scroll the floor.
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yscrollfloor = <float>; // Y map units per frame to scroll the floor.
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yscrollfloor = <float>; // Y map units per frame to scroll the floor.
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@ -396,7 +399,9 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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conversation = <int> // Assigns a conversation dialogue to this thing.
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conversation = <int> // Assigns a conversation dialogue to this thing.
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// Parameter is the conversation ID, 0 meaning none.
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// Parameter is the conversation ID, 0 meaning none.
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countsecret = <bool>; // Picking up this actor counts as a secret.
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countsecret = <bool>; // Picking up this actor counts as a secret.
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nocount = <bool>; // When true, object does not count toward kills or items.
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arg0str = <string>; // Alternate string-based version of arg0
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arg0str = <string>; // Alternate string-based version of arg0
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arg1str = <string>; // Alternate string-based version of arg1
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gravity = <float>; // Set per-actor gravity. Positive values are multiplied with the class's property,
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gravity = <float>; // Set per-actor gravity. Positive values are multiplied with the class's property,
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// negative values are used as their absolute. Default = 1.0.
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// negative values are used as their absolute. Default = 1.0.
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@ -421,6 +426,8 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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lm_suncolor = <string>; // ZDRay lightmap sun color in hex. Default = "FFFFFF"
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lm_suncolor = <string>; // ZDRay lightmap sun color in hex. Default = "FFFFFF"
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sourceradius = <float>; // ZDRay lightmap light soft shadow amount. Higher values produce softer shadows. Default = 5.0
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sourceradius = <float>; // ZDRay lightmap light soft shadow amount. Higher values produce softer shadows. Default = 5.0
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friendlyseeblocks = <int>; // How far (in block units) a friendly monster can see other monsters. Default 10
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* Note about arg0str
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* Note about arg0str
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For things with ACS specials (80-86 and 226), if arg0str is present and non-null, it
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For things with ACS specials (80-86 and 226), if arg0str is present and non-null, it
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