mirror of https://github.com/ZDoom/qzdoom.git
- fixed: The sector's 'hidden' UDMF property did not properly clear the corresponding flag if the value was 'false'.
- added UDMF 'waterzone' property for sectors.
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@ -186,6 +186,7 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a
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soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a
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// sound sequence thing in the sector will override this property.
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// sound sequence thing in the sector will override this property.
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hidden = <bool>; // if true this sector will not be drawn on the textured automap.
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hidden = <bool>; // if true this sector will not be drawn on the textured automap.
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waterzone = <bool>; // Sector is under water and swimmable
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* Note about dropactors
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* Note about dropactors
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@ -328,6 +329,9 @@ Added back locknumber property.
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1.20 25.02.2012
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1.20 25.02.2012
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Added arg0str thing property.
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Added arg0str thing property.
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1.21 09.08.2013
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Added waterzone sector property.
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===============================================================================
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===============================================================================
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EOF
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EOF
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===============================================================================
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===============================================================================
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@ -442,6 +442,7 @@ xx(Alphafloor)
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xx(Alphaceiling)
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xx(Alphaceiling)
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xx(Renderstylefloor)
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xx(Renderstylefloor)
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xx(Renderstyleceiling)
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xx(Renderstyleceiling)
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xx(Waterzone)
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xx(offsetx_top)
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xx(offsetx_top)
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xx(offsety_top)
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xx(offsety_top)
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@ -1326,7 +1326,11 @@ public:
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continue;
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continue;
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case NAME_hidden:
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case NAME_hidden:
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sec->MoreFlags |= SECF_HIDDEN;
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Flag(sec->MoreFlags, SECF_HIDDEN, key);
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break;
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case NAME_Waterzone:
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Flag(sec->MoreFlags, SECF_UNDERWATER, key);
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break;
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break;
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default:
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default:
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