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https://github.com/ZDoom/qzdoom-gpl.git
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- Added Gez's submission for Eternity-style skybox definitions.
SVN r2151 (trunk)
This commit is contained in:
parent
ecb9d2f24b
commit
4310b239f4
8 changed files with 316 additions and 25 deletions
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@ -159,7 +159,7 @@ DEFINE_SPECIAL(Sector_SetCeilingPanning, 186, 5, 5, 5)
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DEFINE_SPECIAL(Sector_SetFloorPanning, 187, 5, 5, 5)
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DEFINE_SPECIAL(Sector_SetCeilingScale, 188, 5, 5, 5)
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DEFINE_SPECIAL(Sector_SetFloorScale, 189, 5, 5, 5)
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DEFINE_SPECIAL(Static_Init, 190, -1, -1, 3)
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DEFINE_SPECIAL(Static_Init, 190, -1, -1, 4)
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DEFINE_SPECIAL(SetPlayerProperty, 191, 3, 3, 3)
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DEFINE_SPECIAL(Ceiling_LowerToHighestFloor, 192, 2, 2, 2)
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DEFINE_SPECIAL(Ceiling_LowerInstant, 193, 3, 3, 3)
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@ -35,6 +35,7 @@
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#include "actor.h"
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#include "a_sharedglobal.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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// arg0 = Visibility*4 for this skybox
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@ -88,6 +89,64 @@ void ASkyViewpoint::Destroy ()
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Super::Destroy();
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}
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// For an RR compatible linedef based definition. This searches the viewpoint's sector
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// for a skybox line special, gets its tag and transfers the skybox to all tagged sectors.
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class ASkyCamCompat : public ASkyViewpoint
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{
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DECLARE_CLASS (ASkyCamCompat, ASkyViewpoint)
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public:
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void BeginPlay ();
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};
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IMPLEMENT_CLASS (ASkyCamCompat)
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extern FTextureID skyflatnum;
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void ASkyCamCompat::BeginPlay ()
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{
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if (Sector == NULL)
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{
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Printf("Sector not initialized for SkyCamCompat\n");
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Sector = P_PointInSector(x, y);
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}
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if (Sector)
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{
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line_t * refline = NULL;
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for (short i = 0; i < Sector->linecount; i++)
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{
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refline = Sector->lines[i];
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if (refline->special == Sector_SetPortal && refline->args[1] == 2)
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{
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// We found the setup linedef for this skybox, so let's use it for our init.
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int skybox_id = refline->args[0];
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// Then, change the alpha
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alpha = refline->args[4];
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// Finally, skyboxify all tagged sectors
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// This involves changing their texture to the sky flat, because while
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// EE works with any texture for its skybox portals, ZDoom doesn't.
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for (int secnum =-1; (secnum = P_FindSectorFromTag (skybox_id, secnum)) != -1; )
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{
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// plane: 0=floor, 1=ceiling, 2=both
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if (refline->args[2] == 1 || refline->args[2] == 2)
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{
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sectors[secnum].CeilingSkyBox = this;
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sectors[secnum].SetTexture(sector_t::ceiling, skyflatnum, false);
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}
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if (refline->args[2] == 0 || refline->args[2] == 2)
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{
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sectors[secnum].FloorSkyBox = this;
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sectors[secnum].SetTexture(sector_t::floor, skyflatnum, false);
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}
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}
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}
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}
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}
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// Do not call the SkyViewpoint's super method because it would trash our setup
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AActor::BeginPlay();
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}
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//---------------------------------------------------------------------------
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// arg0 = tid of matching SkyViewpoint
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@ -354,12 +354,22 @@ void P_AddSectorLinksByID(sector_t *control, int id, INTBOOL ceiling)
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{
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int movetype = ld->args[3];
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// [GZ] Eternity does allow the attached sector to be the control sector,
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// this permits elevator effects (ceiling attached to floors), so instead
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// of checking whether the two sectors are the same, we prevent a plane
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// from being attached to itself. This should be enough to do the trick.
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if (ld->frontsector == control)
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{
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if (ceiling) movetype &= ~LINK_CEILING;
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else movetype &= ~LINK_FLOOR;
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}
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// Make sure we have only valid combinations
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movetype &= LINK_FLAGMASK;
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if ((movetype & LINK_FLOORMIRROR) == LINK_FLOORMIRRORFLAG) movetype &= ~LINK_FLOORMIRRORFLAG;
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if ((movetype & LINK_CEILINGMIRROR) == LINK_CEILINGMIRRORFLAG) movetype &= ~LINK_CEILINGMIRRORFLAG;
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if (movetype != 0 && ld->frontsector != NULL && ld->frontsector != control)
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if (movetype != 0 && ld->frontsector != NULL)//&& ld->frontsector != control) Needs to be allowed!
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{
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AddSingleSector(scrollplane, ld->frontsector, movetype);
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}
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@ -3418,8 +3418,24 @@ void P_SetupLevel (char *lumpname, int position)
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else
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{
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// We need translators only for Doom format maps.
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// If none has been defined in a map use the game's default.
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P_LoadTranslator(!level.info->Translator.IsEmpty()? level.info->Translator.GetChars() : gameinfo.translator.GetChars());
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const char *translator;
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if (!level.info->Translator.IsEmpty())
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{
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// The map defines its own translator.
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translator = level.info->Translator.GetChars();
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}
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else
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{
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// Has the user overridden the game's default translator with a commandline parameter?
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translator = Args->CheckValue("-xlat");
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if (translator == NULL)
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{
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// Use the game's default.
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translator = gameinfo.translator.GetChars();
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}
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}
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P_LoadTranslator(translator);
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}
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CheckCompatibility(map);
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@ -3561,17 +3577,23 @@ void P_SetupLevel (char *lumpname, int position)
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}
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else if (!map->isText) // regular nodes are not supported for text maps
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{
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times[7].Clock();
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P_LoadSubsectors (map);
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times[7].Unclock();
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// If all 3 node related lumps are empty there's no need to output a message.
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// This just means that the map has no nodes and the engine is supposed to build them.
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if (map->Size(ML_SEGS) != 0 || map->Size(ML_SSECTORS) != 0 || map->Size(ML_NODES) != 0)
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{
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times[7].Clock();
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P_LoadSubsectors (map);
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times[7].Unclock();
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times[8].Clock();
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if (!ForceNodeBuild) P_LoadNodes (map);
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times[8].Unclock();
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times[8].Clock();
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if (!ForceNodeBuild) P_LoadNodes (map);
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times[8].Unclock();
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times[9].Clock();
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if (!ForceNodeBuild) P_LoadSegs (map);
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times[9].Unclock();
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times[9].Clock();
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if (!ForceNodeBuild) P_LoadSegs (map);
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times[9].Unclock();
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}
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else ForceNodeBuild = true;
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}
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else ForceNodeBuild = true;
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}
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@ -912,19 +912,20 @@ void P_SetupPortals()
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}
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}
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inline void SetPortal(sector_t *sector, INTBOOL ceiling, AStackPoint *portal)
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inline void SetPortal(sector_t *sector, int plane, AStackPoint *portal)
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{
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if (ceiling)
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// plane: 0=floor, 1=ceiling, 2=both
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if (plane > 0)
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{
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if (sector->CeilingSkyBox == NULL) sector->CeilingSkyBox = portal;
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}
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else
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if (plane == 2 || plane == 0)
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{
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if (sector->FloorSkyBox == NULL) sector->FloorSkyBox = portal;
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}
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}
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void P_SpawnPortal(line_t *line, int sectortag, INTBOOL ceiling, int alpha)
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void P_SpawnPortal(line_t *line, int sectortag, int plane, int alpha)
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{
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for (int i=0;i<numlines;i++)
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{
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@ -933,7 +934,7 @@ void P_SpawnPortal(line_t *line, int sectortag, INTBOOL ceiling, int alpha)
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if (lines[i].special == Sector_SetPortal &&
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lines[i].args[0] == sectortag &&
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lines[i].args[1] == 0 &&
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lines[i].args[2] == ceiling &&
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lines[i].args[2] == plane &&
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lines[i].args[3] == 1)
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{
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fixed_t x1 = (line->v1->x + line->v2->x) >> 1;
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@ -954,7 +955,7 @@ void P_SpawnPortal(line_t *line, int sectortag, INTBOOL ceiling, int alpha)
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for (int s=-1; (s = P_FindSectorFromTag(sectortag,s)) >= 0;)
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{
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SetPortal(§ors[s], ceiling, reference);
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SetPortal(§ors[s], plane, reference);
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}
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for (int j=0;j<numlines;j++)
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@ -963,18 +964,18 @@ void P_SpawnPortal(line_t *line, int sectortag, INTBOOL ceiling, int alpha)
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// This must be done here to ensure that it gets done only after the portal is set up
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if (lines[i].special == Sector_SetPortal &&
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lines[i].args[1] == 1 &&
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lines[i].args[2] == ceiling &&
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lines[i].args[2] == plane &&
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lines[i].args[3] == sectortag)
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{
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if (lines[i].args[0] == 0)
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{
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SetPortal(lines[i].frontsector, ceiling, reference);
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SetPortal(lines[i].frontsector, plane, reference);
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}
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else
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{
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for (int s=-1; (s = P_FindSectorFromTag(lines[i].args[0],s)) >= 0;)
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{
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SetPortal(§ors[s], ceiling, reference);
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SetPortal(§ors[s], plane, reference);
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}
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}
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}
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@ -1211,8 +1212,12 @@ void P_SpawnSpecials (void)
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case Sector_SetPortal:
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// arg 0 = sector tag
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// arg 1 = type (must be 0, other values reserved for later use)
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// arg 2 = 0:floor, 1:ceiling
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// arg 1 = type
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// - 0: normal (handled here)
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// - 1: copy (handled by the portal they copy)
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// - 2: EE-style skybox (handled by the camera object)
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// other values reserved for later use
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// arg 2 = 0:floor, 1:ceiling, 2:both
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// arg 3 = 0: anchor, 1: reference line
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// arg 4 = for the anchor only: alpha
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if (lines[i].args[1] == 0 && lines[i].args[3] == 0)
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@ -535,7 +535,7 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno)
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// to keep compatibility with Eternity's implementation.
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if (!P_GetMidTexturePosition(line, sideno, &checktop, &checkbot))
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return false;
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return user->z < checktop || user->z + user->height > checkbot;
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return user->z < checktop && user->z + user->height > checkbot;
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}
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else
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{
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@ -14,6 +14,9 @@ ACTOR SkyPicker 9081 native
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+DONTSPLASH
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}
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Actor SkyCamCompat : SkyViewpoint 9083 native
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{
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}
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ACTOR StackPoint : SkyViewpoint native
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{
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192
wadsrc/static/xlat/eternity.txt
Normal file
192
wadsrc/static/xlat/eternity.txt
Normal file
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@ -0,0 +1,192 @@
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#include "xlat/doom.txt"
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// xlat file for Eternity levels.
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// Many specials are unsupported, especially portal stuff.
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// Some unsupported linedefs wouldn't be hard to add to ZDoom,
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// or are already there but implemented differently. Others are
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// practically impossible, or aren't worth the effort.
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define Unsupported (0)
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// The tag for such a line is actually a key to find, in an ExtraData lump
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// indicated for the current level by the EMAPINFO lump, what line special
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// to actually use. This is how parameterized linedefs are used by Eternity
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// in the Doom format. "xlating" this would thus be quite complicated...
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270 = 0, Unsupported() // "ExtraDataSpecial"
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// These two are standard MBF specials, no need to redefine them, they're in xlat/doom.txt
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// 271 = 0, Static_Init (tag, Init_TransferSky, 0)
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// 272 = 0, Static_Init (tag, Init_TransferSky, 1)
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// Small script starters. Small is considered deprecated now anyway.
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273 = 0, Unsupported() // "WR_StartScript_1S"
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274 = 0, Unsupported() // "W1_StartScript"
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275 = 0, Unsupported() // "W1_StartScript_1S"
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276 = 0, Unsupported() // "SR_StartScript"
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277 = 0, Unsupported() // "S1_StartScript"
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278 = 0, Unsupported() // "GR_StartScript"
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279 = 0, Unsupported() // "G1_StartScript"
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280 = 0, Unsupported() // "WR_StartScript"
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// 3D mid-textures
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281 = 0, Sector_Attach3DMidtex(tag, 0, 0) // "3DMidTex_MoveWithFloor"
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282 = 0, Sector_Attach3DMidtex(tag, 0, 1) // "3DMidTex_MoveWithCeiling"
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// Plane portals are not supported in ZDoom, though they probably wouldn't be too hard to implement.
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283 = 0, Unsupported() // "Portal_PlaneCeiling"
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284 = 0, Unsupported() // "Portal_PlaneFloor"
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285 = 0, Unsupported() // "Portal_PlaneFloorCeiling"
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286 = 0, Unsupported() // "Portal_HorizonCeiling"
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287 = 0, Unsupported() // "Portal_HorizonFloor"
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288 = 0, Unsupported() // "Portal_HorizonFloorCeiling"
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289 = 0, Unsupported() // "Portal_LineTransfer"
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// Skybox portals
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290 = 0, Sector_SetPortal(tag, 2, 1, 1, 0) // "Portal_SkyboxCeiling"
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291 = 0, Sector_SetPortal(tag, 2, 0, 1, 0) // "Portal_SkyboxFloor"
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292 = 0, Sector_SetPortal(tag, 2, 2, 1, 0) // "Portal_SkyboxFloorCeiling"
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// Sector specials
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293 = 0, Sector_SetWind(tag, 0, 0, 1) // "TransferHereticWind"
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294 = 0, Sector_SetCurrent(tag, 0, 0, 1) // "TransferHereticCurrent"
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// Anchored portals -- Sector_SetPortal needs to allow to set both floor and ceiling, though.
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295 = 0, Sector_SetPortal(tag, 0, 1, 1, 0) // "Portal_AnchoredCeiling"
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296 = 0, Sector_SetPortal(tag, 0, 0, 1, 0) // "Portal_AnchoredFloor"
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297 = 0, Sector_SetPortal(tag, 0, 2, 1, 0) // "Portal_AnchoredFloorCeiling"
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298 = 0, Sector_SetPortal(tag, 0, 1, 0, 0) // "Portal_AnchorLine"
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299 = 0, Sector_SetPortal(tag, 0, 0, 0, 0) // "Portal_AnchorLineFloor"
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// Parameterized linedefs
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// They are never used directly in Doom-format maps. Instead, it passes through ExtraData and 270.
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// Hexen format is incomplete; and Quasar wants to use ZDoom-compatible special values for UDMF.
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// So there is no need to bother with them and they are listed only for completeness' sake.
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/*
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300: "Door_Raise"
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301: "Door_Open"
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302: "Door_Close"
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303: "Door_CloseWaitOpen"
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304: "Door_WaitRaise"
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305: "Door_WaitClose"
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306: "Floor_RaiseToHighest"
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307: "Floor_LowerToHighest"
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308: "Floor_RaiseToLowest"
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309: "Floor_LowerToLowest"
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310: "Floor_RaiseToNearest"
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311: "Floor_LowerToNearest"
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312: "Floor_RaiseToLowestCeiling"
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313: "Floor_LowerToLowestCeiling"
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314: "Floor_RaiseToCeiling"
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315: "Floor_RaiseByTexture"
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316: "Floor_LowerByTexture"
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317: "Floor_RaiseByValue"
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318: "Floor_LowerByValue"
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319: "Floor_MoveToValue"
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320: "Floor_RaiseInstant"
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321: "Floor_LowerInstant"
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322: "Floor_ToCeilingInstant"
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323: "Ceiling_RaiseToHighest"
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324: "Ceiling_ToHighestInstant"
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325: "Ceiling_RaiseToNearest"
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326: "Ceiling_LowerToNearest"
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327: "Ceiling_RaiseToLowest"
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328: "Ceiling_LowerToLowest"
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329: "Ceiling_RaiseToHighestFloor"
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330: "Ceiling_LowerToHighestFloor"
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331: "Ceiling_ToFloorInstant"
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332: "Ceiling_LowerToFloor"
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333: "Ceiling_RaiseByTexture"
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334: "Ceiling_LowerByTexture"
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335: "Ceiling_RaiseByValue"
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336: "Ceiling_LowerByValue"
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337: "Ceiling_MoveToValue"
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338: "Ceiling_RaiseInstant"
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339: "Ceiling_LowerInstant"
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340: "Stairs_BuildUpDoom"
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341: "Stairs_BuildDownDoom"
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342: "Stairs_BuildUpDoomSync"
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343: "Stairs_BuildDownDoomSync"
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*/
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// Two-way portals are not supported yet either
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344 = 0, Unsupported() // "Portal_TwowayCeiling"
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345 = 0, Unsupported() // "Portal_TwowayFloor"
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346 = 0, Unsupported() // "Portal_TwowayAnchorLine"
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347 = 0, Unsupported() // "Portal_TwowayAnchorLineFloor"
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// More parameterized linedefs
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/*
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348: "Polyobj_StartLine"
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349: "Polyobj_ExplicitLine"
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350: "Polyobj_DoorSlide"
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351: "Polyobj_DoorSwing"
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352: "Polyobj_Move"
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353: "Polyobj_OR_Move"
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354: "Polyobj_RotateRight"
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355: "Polyobj_OR_RotateRight"
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356: "Polyobj_RotateLeft"
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357: "Polyobj_OR_RotateLeft"
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*/
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// Eternity's linked portals, vertical link version (floor-to-ceiling)
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358 = 0, Unsupported() // "Portal_LinkedCeiling"
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359 = 0, Unsupported() // "Portal_LinkedFloor"
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360 = 0, Unsupported() // "Portal_LinkedAnchorLine"
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361 = 0, Unsupported() // "Portal_LinkedAnchorLineFloor"
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// Even more parameterized linedefs
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/*
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362: "Pillar_Build"
|
||||
363: "Pillar_BuildAndCrush"
|
||||
364: "Pillar_Open"
|
||||
365: "ACS_Execute"
|
||||
366: "ACS_Suspend"
|
||||
367: "ACS_Terminate"
|
||||
368: "Light_RaiseByValue"
|
||||
369: "Light_LowerByValue"
|
||||
370: "Light_ChangeToValue"
|
||||
371: "Light_Fade"
|
||||
372: "Light_Glow"
|
||||
373: "Light_Flicker"
|
||||
374: "Light_Strobe"
|
||||
375: "Radius_Quake"
|
||||
*/
|
||||
|
||||
// Eternity's linked portals, horizontal link version (wall-to-wall)
|
||||
376 = 0, Unsupported() // "Portal_LinkedLineToLine"
|
||||
377 = 0, Unsupported() // "Portal_LinkedLineToLineAnchor"
|
||||
|
||||
// The famous Hexen linedef
|
||||
// 378 = Line_SetIdentification
|
||||
|
||||
// Attached sectors == linked sectors; However, the implementation in Eternity
|
||||
// is based on front sectors of tagged lines, not on sector tags. So instead
|
||||
// of Sector_SetLink, we pass through Static_Init to translate those.
|
||||
379 = 0, Static_Init(tag, 3, 1) // "Attach_SetCeilingControl"
|
||||
380 = 0, Static_Init(tag, 3, 0) // "Attach_SetFloorControl"
|
||||
381 = 0, Static_Init(0, 3, 0, 1) // "Attach_FloorToControl"
|
||||
382 = 0, Static_Init(0, 3, 1, 2) // "Attach_CeilingToControl"
|
||||
383 = 0, Static_Init(0, 3, 0, 5) // "Attach_MirrorFloorToControl"
|
||||
384 = 0, Static_Init(0, 3, 0, 10) // "Attach_MirrorCeilingToControl"
|
||||
|
||||
// Attach tagged portal to front sector
|
||||
385 = 0, Sector_SetPortal(0, 1, 2, tag) // "Apply_PortalToFrontsector"
|
||||
|
||||
// Slopes!
|
||||
386 = 0, Plane_Align (1, 0) // "Slope_FrontsectorFloor"
|
||||
387 = 0, Plane_Align (0, 1) // "Slope_FrontsectorCeiling"
|
||||
388 = 0, Plane_Align (1, 1) // "Slope_FrontsectorFloorAndCeiling"
|
||||
389 = 0, Plane_Align (2, 0) // "Slope_BacksectorFloor"
|
||||
390 = 0, Plane_Align (0, 2) // "Slope_BacksectorCeiling"
|
||||
391 = 0, Plane_Align (2, 2) // "Slope_BacksectorFloorAndCeiling"
|
||||
392 = 0, Plane_Align (2, 1) // "Slope_BackFloorAndFrontCeiling"
|
||||
393 = 0, Plane_Align (1, 2) // "Slope_BackCeilingAndFrontFloor"
|
||||
394 = 0, Plane_Copy (tag, 0) // "Slope_FrontFloorToTaggedSlope"
|
||||
395 = 0, Plane_Copy (0, tag) // "Slope_FrontCeilingToTaggedSlope"
|
||||
396 = 0, Plane_Copy(tag, tag)// "Slope_FrontFloorAndCeilingToTaggedSlope"
|
||||
|
||||
// Last parameterized linedefs
|
||||
// 397 = Floor_Waggle
|
||||
// 398 = Thing_Spawn
|
||||
// 399 = Thing_SpawnNoFog
|
||||
// 400 = Teleport_EndGame
|
Loading…
Reference in a new issue