- replaced tabs with spaces in UDMF spec

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alexey.lysiuk 2018-05-20 13:08:29 +03:00
parent 3069b53804
commit 526711f5d8

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@ -120,7 +120,7 @@ Note: All <bool> fields default to false unless mentioned otherwise.
blockhitscan = <bool>; // Line blocks hitscan attacks blockhitscan = <bool>; // Line blocks hitscan attacks
locknumber = <int>; // Line special is locked locknumber = <int>; // Line special is locked
arg0str = <string>; // Alternate string-based version of arg0 arg0str = <string>; // Alternate string-based version of arg0
moreids = <string>; // Additional line IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505") moreids = <string>; // Additional line IDs, specified as a space separated list of numbers (e.g. "2 666 1003 4505")
transparent = <bool>; // true = line is a Strife transparent line (alpha 0.25) transparent = <bool>; // true = line is a Strife transparent line (alpha 0.25)
@ -171,14 +171,14 @@ Note: All <bool> fields default to false unless mentioned otherwise.
yscaleceiling = <float>; // Y texture scale of ceiling texture, Default = 1.0. yscaleceiling = <float>; // Y texture scale of ceiling texture, Default = 1.0.
rotationfloor = <float>; // Rotation of floor texture in degrees, Default = 0.0. rotationfloor = <float>; // Rotation of floor texture in degrees, Default = 0.0.
rotationceiling = <float>; // Rotation of ceiling texture in degrees, Default = 0.0. rotationceiling = <float>; // Rotation of ceiling texture in degrees, Default = 0.0.
ceilingplane_a = <float>; // Define the plane equation for the sector's ceiling. Default is a horizontal plane at 'heightceiling'. ceilingplane_a = <float>; // Define the plane equation for the sector's ceiling. Default is a horizontal plane at 'heightceiling'.
ceilingplane_b = <float>; // 'heightceiling' will still be used to calculate texture alignment. ceilingplane_b = <float>; // 'heightceiling' will still be used to calculate texture alignment.
ceilingplane_c = <float>; // The plane equation will only be used if all 4 values are given. ceilingplane_c = <float>; // The plane equation will only be used if all 4 values are given.
ceilingplane_d = <float>; ceilingplane_d = <float>;
floorplane_a = <float>; // Define the plane equation for the sector's floor. Default is a horizontal plane at 'heightfloor'. floorplane_a = <float>; // Define the plane equation for the sector's floor. Default is a horizontal plane at 'heightfloor'.
floorplane_b = <float>; // 'heightfloor' will still be used to calculate texture alignment. floorplane_b = <float>; // 'heightfloor' will still be used to calculate texture alignment.
floorplane_c = <float>; // The plane equation will only be used if all 4 values are given. floorplane_c = <float>; // The plane equation will only be used if all 4 values are given.
floorplane_d = <float>; floorplane_d = <float>;
lightfloor = <integer>; // The floor's light level. Default is 0. lightfloor = <integer>; // The floor's light level. Default is 0.
lightceiling = <integer>; // The ceiling's light level. Default is 0. lightceiling = <integer>; // The ceiling's light level. Default is 0.
lightfloorabsolute = <bool>; // true = 'lightfloor' is an absolute value. Default is lightfloorabsolute = <bool>; // true = 'lightfloor' is an absolute value. Default is
@ -196,8 +196,8 @@ Note: All <bool> fields default to false unless mentioned otherwise.
fadecolor = <integer>; // Sector's fog color as RRGGBB value, default = 0x000000. fadecolor = <integer>; // Sector's fog color as RRGGBB value, default = 0x000000.
desaturation = <float>; // Color desaturation factor. 0 = none, 1 = full, default = 0. desaturation = <float>; // Color desaturation factor. 0 = none, 1 = full, default = 0.
silent = <bool>; // Actors in this sector make no sound, silent = <bool>; // Actors in this sector make no sound,
nofallingdamage = <bool>; // Falling damage is disabled in this sector nofallingdamage = <bool>; // Falling damage is disabled in this sector
noattack = <bool>; // Blocks monster attacks in this sector. noattack = <bool>; // Blocks monster attacks in this sector.
dropactors = <bool>; // Actors drop with instantly moving floors (*) dropactors = <bool>; // Actors drop with instantly moving floors (*)
norespawn = <bool>; // Players can not respawn in this sector norespawn = <bool>; // Players can not respawn in this sector
soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a
@ -215,20 +215,20 @@ Note: All <bool> fields default to false unless mentioned otherwise.
damagehazard = <bool>; // Changes damage model to Strife's delayed damage for the given sector. Default = false. damagehazard = <bool>; // Changes damage model to Strife's delayed damage for the given sector. Default = false.
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.'
floor_reflect = <float>; // reflectiveness of floor (OpenGL only, not functional on sloped sectors) floor_reflect = <float>; // reflectiveness of floor (OpenGL only, not functional on sloped sectors)
ceiling_reflect = <float>; // reflectiveness of ceiling (OpenGL only, not functional on sloped sectors) ceiling_reflect = <float>; // reflectiveness of ceiling (OpenGL only, not functional on sloped sectors)
fogdensity = <integer>; // Sets an explicit fog density for the sector, overriding the default calculation from the light level. Value range is 0-510, fogdensity = <integer>; // Sets an explicit fog density for the sector, overriding the default calculation from the light level. Value range is 0-510,
// 0 meaning that the default is to be used, 2 equalling the density of a light level of 250, and 255 equalling the density of // 0 meaning that the default is to be used, 2 equalling the density of a light level of 250, and 255 equalling the density of
// a light level of 0. (OpenGL only) // a light level of 0. (OpenGL only)
floorglowcolor = <integer>; // Sector's floor glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only) floorglowcolor = <integer>; // Sector's floor glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only)
floorglowheight = <float>; // Height of floor glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only) floorglowheight = <float>; // Height of floor glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only)
ceilingglowcolor = <integer>; // Sector's ceiling glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only) ceilingglowcolor = <integer>; // Sector's ceiling glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only)
ceilingglowheight = <float>; // Height of ceiling glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only) ceilingglowheight = <float>; // Height of ceiling glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only)
color_floor = <int>; // Material color of sector's floor. Default is white (0xffffff) color_floor = <int>; // Material color of sector's floor. Default is white (0xffffff)
color_ceiling = <int>; // Material color of sector's ceiling. Default is white (0xffffff) color_ceiling = <int>; // Material color of sector's ceiling. Default is white (0xffffff)
color_walltop = <int>; // Material color of top of sector's sidedefs. In OpenGL 2.x and the software renderer this will define the entire wall's color) Default is white (0xffffff) color_walltop = <int>; // Material color of top of sector's sidedefs. In OpenGL 2.x and the software renderer this will define the entire wall's color) Default is white (0xffffff)
color_wallbottom = <int>; // Material color of bottom of sector's sidedefs (OpenGL 3.x and later only) Default is white (0xffffff) color_wallbottom = <int>; // Material color of bottom of sector's sidedefs (OpenGL 3.x and later only) Default is white (0xffffff)
color_sprites = <int>; // Material color of sprites in sector. Default is white (0xffffff) color_sprites = <int>; // Material color of sprites in sector. Default is white (0xffffff)
portal_ceil_blocksound = <bool> // ceiling portal blocks sound. portal_ceil_blocksound = <bool> // ceiling portal blocks sound.
@ -253,37 +253,37 @@ Note: All <bool> fields default to false unless mentioned otherwise.
thing thing
{ {
skill# = <bool> // Unlike the base spec, # can range from 1-16. skill# = <bool> // Unlike the base spec, # can range from 1-16.
class# = <bool> // Unlike the base spec, # can range from 1-16. class# = <bool> // Unlike the base spec, # can range from 1-16.
conversation = <int> // Assigns a conversation dialogue to this thing. conversation = <int> // Assigns a conversation dialogue to this thing.
// Parameter is the conversation ID, 0 meaning none. // Parameter is the conversation ID, 0 meaning none.
countsecret = <bool>; // Picking up this actor counts as a secret. countsecret = <bool>; // Picking up this actor counts as a secret.
arg0str = <string>; // Alternate string-based version of arg0 arg0str = <string>; // Alternate string-based version of arg0
gravity = <float>; // Set per-actor gravity. Positive values are multiplied with the class's property, gravity = <float>; // Set per-actor gravity. Positive values are multiplied with the class's property,
// negative values are used as their absolute. Default = 1.0. // negative values are used as their absolute. Default = 1.0.
health = <float>; // Set per-actor health. Positive values are multiplied with the class's property, health = <float>; // Set per-actor health. Positive values are multiplied with the class's property,
// negative values are used as their absolute. Default = 1. // negative values are used as their absolute. Default = 1.
renderstyle = <string>; // Set per-actor render style, overriding the class default. Possible values can be "normal", renderstyle = <string>; // Set per-actor render style, overriding the class default. Possible values can be "normal",
// "none", "add" or "additive", "subtract" or "subtractive", "stencil", "translucentstencil", // "none", "add" or "additive", "subtract" or "subtractive", "stencil", "translucentstencil",
// "addstencil", "shaded", "addshaded", "translucent", "fuzzy", "optfuzzy", "soultrans" and "shadow". // "addstencil", "shaded", "addshaded", "translucent", "fuzzy", "optfuzzy", "soultrans" and "shadow".
// Default is an empty string for no change. // Default is an empty string for no change.
fillcolor = <integer>; // Fill color used by the "stencil", "addstencil" and "translucentstencil" rendestyles, as RRGGBB value, default = 0x000000. fillcolor = <integer>; // Fill color used by the "stencil", "addstencil" and "translucentstencil" rendestyles, as RRGGBB value, default = 0x000000.
alpha = <float>; // Translucency of this actor (if applicable to renderstyle), default is 1.0. alpha = <float>; // Translucency of this actor (if applicable to renderstyle), default is 1.0.
score = <int>; // Score value of this actor, overriding the class default if not null. Default = 0. score = <int>; // Score value of this actor, overriding the class default if not null. Default = 0.
pitch = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal). pitch = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
roll = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal). roll = <integer>; // Pitch of thing in degrees. Default = 0 (horizontal).
scalex = <float>; // Vertical scaling on thing. Default = 0 (ignored). scalex = <float>; // Vertical scaling on thing. Default = 0 (ignored).
scaley = <float>; // Horizontal scaling on thing. Default = 0 (ignored). scaley = <float>; // Horizontal scaling on thing. Default = 0 (ignored).
scale = <float>; // Vertical and horizontal scaling on thing. Default = 0 (ignored). scale = <float>; // Vertical and horizontal scaling on thing. Default = 0 (ignored).
floatbobphase = <int>; // Sets the thing's floatbobphase. Valid phase values are 0-63. Default = -1 (use actor class default). floatbobphase = <int>; // Sets the thing's floatbobphase. Valid phase values are 0-63. Default = -1 (use actor class default).
* Note about arg0str * Note about arg0str
For things with ACS specials (80-86 and 226), if arg0str is present and non-null, it For things with ACS specials (80-86 and 226), if arg0str is present and non-null, it
will be used as the name of the script to execute, and arg0 will be ignored. will be used as the name of the script to execute, and arg0 will be ignored.
On dynamic lights, arg0str can be used to set a color by name, this will supersede all args which are normally used to define a color. On dynamic lights, arg0str can be used to set a color by name, this will supersede all args which are normally used to define a color.
} }
@ -430,6 +430,9 @@ sector material colors.
1.29 04.02.2018 1.29 04.02.2018
arg0str in dynamic lights. arg0str in dynamic lights.
1.30 20.05.2018
Replaced tabs with spaces.
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EOF EOF
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