- added UDMF portal flags. Names are identical with Eternity for compatibility reasons.

This commit is contained in:
Christoph Oelckers 2016-10-02 00:31:25 +02:00
parent 7720359f4c
commit ff0b879323
3 changed files with 82 additions and 0 deletions

View file

@ -215,6 +215,19 @@ Note: All <bool> fields default to false unless mentioned otherwise.
floorterrain = <string>; // Sets the terrain for the sector's floor. Default = 'use the flat texture's terrain definition.' floorterrain = <string>; // Sets the terrain for the sector's floor. Default = 'use the flat texture's terrain definition.'
ceilingterrain = <string>; // Sets the terrain for the sector's ceiling. Default = 'use the flat texture's terrain definition.' ceilingterrain = <string>; // Sets the terrain for the sector's ceiling. Default = 'use the flat texture's terrain definition.'
portal_ceil_alpha = <float> // translucency of ceiling portal (default is 0 (not visible))
portal_ceil_blocksound = <bool> // ceiling portal blocks sound.
portal_ceil_disabled = <bool> // ceiling portal disabled.
portal_ceil_nopass = <bool> // ceiling portal blocks movement if true.
portal_ceil_norender = <bool> // ceiling portal not rendered.
portal_ceil_overlaytype = <string> // defines translucency style, can either be "translucent" or "additive". Default is "translucent".
portal_floor_alpha = <float> // translucency of floor portal (default is 0 (not visible))
portal_floor_blocksound = <bool> // floor portal blocks sound.
portal_floor_disabled = <bool> // floor portal disabled.
portal_floor_nopass = <bool> // ceiling portal blocks movement if true.
portal_floor_norender = <bool> // ceiling portal not rendered.
portal_floor_overlaytype = <string> // defines translucency style, can either be "translucent" or "additive". Default is "translucent".
* Note about dropactors * Note about dropactors

View file

@ -507,6 +507,21 @@ xx(Alphaceiling)
xx(Renderstylefloor) xx(Renderstylefloor)
xx(Renderstyleceiling) xx(Renderstyleceiling)
xx(Waterzone) xx(Waterzone)
xx(portal_ceil_alpha)
xx(portal_ceil_blocksound)
xx(portal_ceil_disabled)
xx(portal_ceil_nopass)
xx(portal_ceil_norender)
xx(portal_ceil_overlaytype)
xx(portal_ceil_useglobaltex)
xx(portal_floor_alpha)
xx(portal_floor_blocksound)
xx(portal_floor_disabled)
xx(portal_floor_nopass)
xx(portal_floor_norender)
xx(portal_floor_overlaytype)
xx(portal_floor_useglobaltex)
xx(offsetx_top) xx(offsetx_top)
xx(offsety_top) xx(offsety_top)

View file

@ -1568,6 +1568,60 @@ public:
tagstring = CheckString(key); tagstring = CheckString(key);
break; break;
case NAME_portal_ceil_alpha:
sec->planes[sector_t::ceiling].alpha = CheckFloat(key);
break;
case NAME_portal_ceil_blocksound:
Flag(sec->planes[sector_t::ceiling].Flags, PLANEF_BLOCKSOUND, key);
break;
case NAME_portal_ceil_disabled:
Flag(sec->planes[sector_t::ceiling].Flags, PLANEF_DISABLED, key);
break;
case NAME_portal_ceil_nopass:
Flag(sec->planes[sector_t::ceiling].Flags, PLANEF_NOPASS, key);
break;
case NAME_portal_ceil_norender:
Flag(sec->planes[sector_t::ceiling].Flags, PLANEF_NORENDER, key);
break;
case NAME_portal_ceil_overlaytype:
if (!stricmp(CheckString(key), "translucent")) sec->planes[sector_t::ceiling].Flags &= ~PLANEF_ADDITIVE;
else if (!stricmp(CheckString(key), "additive")) sec->planes[sector_t::ceiling].Flags |= PLANEF_ADDITIVE;
break;
case NAME_portal_floor_alpha:
sec->planes[sector_t::floor].alpha = CheckFloat(key);
break;
case NAME_portal_floor_blocksound:
Flag(sec->planes[sector_t::floor].Flags, PLANEF_BLOCKSOUND, key);
break;
case NAME_portal_floor_disabled:
Flag(sec->planes[sector_t::floor].Flags, PLANEF_DISABLED, key);
break;
case NAME_portal_floor_nopass:
Flag(sec->planes[sector_t::floor].Flags, PLANEF_NOPASS, key);
break;
case NAME_portal_floor_norender:
Flag(sec->planes[sector_t::floor].Flags, PLANEF_NORENDER, key);
break;
case NAME_portal_floor_overlaytype:
if (!stricmp(CheckString(key), "translucent")) sec->planes[sector_t::floor].Flags &= ~PLANEF_ADDITIVE;
else if (!stricmp(CheckString(key), "additive")) sec->planes[sector_t::floor].Flags |= PLANEF_ADDITIVE;
break;
// These two are used by Eternity for something I do not understand.
//case NAME_portal_ceil_useglobaltex:
//case NAME_portal_floor_useglobaltex:
default: default:
break; break;
} }