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c4ed0cefde
While 'block players' was just a simple remap, 'block land monsters' required quite a bit of work... This also fixes the bug that BLOCK_FLOATERS was never checked for sliding against a wall.
44 lines
1.3 KiB
Text
44 lines
1.3 KiB
Text
include "xlat/base.txt"
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sector bitmask 0xc000 clear;
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sector bitmask 0x3fe0 <<= 3;
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sector 1 = dLight_Flicker;
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sector 2 = dLight_StrobeFast;
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sector 3 = dLight_StrobeSlow;
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sector 4 = dLight_Strobe_Hurt;
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sector 5 = dDamage_Hellslime;
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sector 7 = dDamage_Nukage;
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sector 8 = dLight_Glow;
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sector 9 = SECRET_MASK nobitmask;
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sector 10 = dSector_DoorCloseIn30;
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sector 11 = dDamage_End;
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sector 12 = dLight_StrobeSlowSync;
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sector 13 = dLight_StrobeFastSync;
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sector 14 = dSector_DoorRaiseIn5Mins;
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sector 15 = dFriction_Low;
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sector 16 = dDamage_SuperHellslime;
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sector 17 = dLight_FireFlicker;
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sector 18 = dDamage_LavaWimpy;
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sector 19 = dDamage_LavaHefty;
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sector 20 = dScroll_EastLavaDamage;
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sector 21 = Light_Phased;
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sector 22 = LightSequenceStart;
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sector 23 = LightSequenceSpecial1;
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sector 24 = LightSequenceSpecial2;
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lineflag 0 = ML_BLOCKING;
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lineflag 1 = ML_BLOCKMONSTERS;
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lineflag 2 = ML_TWOSIDED;
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lineflag 3 = ML_DONTPEGTOP;
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lineflag 4 = ML_DONTPEGBOTTOM;
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lineflag 5 = ML_SECRET;
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lineflag 6 = ML_SOUNDBLOCK;
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lineflag 7 = ML_DONTDRAW;
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lineflag 8 = ML_MAPPED;
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lineflag 9 = ML_PASSTHROUGH;
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lineflag 10 = ML_3DMIDTEX;
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lineflag 11 & (ML_BLOCKING|ML_BLOCKMONSTERS|ML_TWOSIDED|ML_DONTPEGTOP|ML_DONTPEGBOTTOM|ML_SECRET|ML_SOUNDBLOCK|ML_DONTDRAW|ML_MAPPED);
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lineflag 12 = ML_BLOCKLANDMONSTERS;
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lineflag 13 = ML_BLOCK_PLAYERS;
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