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- added UDMF portal flags. Names are identical with Eternity for compatibility reasons.
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@ -215,6 +215,19 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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floorterrain = <string>; // Sets the terrain for the sector's floor. Default = 'use the flat texture's terrain definition.'
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ceilingterrain = <string>; // Sets the terrain for the sector's ceiling. Default = 'use the flat texture's terrain definition.'
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portal_ceil_alpha = <float> // translucency of ceiling portal (default is 0 (not visible))
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portal_ceil_blocksound = <bool> // ceiling portal blocks sound.
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portal_ceil_disabled = <bool> // ceiling portal disabled.
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portal_ceil_nopass = <bool> // ceiling portal blocks movement if true.
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portal_ceil_norender = <bool> // ceiling portal not rendered.
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portal_ceil_overlaytype = <string> // defines translucency style, can either be "translucent" or "additive". Default is "translucent".
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portal_floor_alpha = <float> // translucency of floor portal (default is 0 (not visible))
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portal_floor_blocksound = <bool> // floor portal blocks sound.
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portal_floor_disabled = <bool> // floor portal disabled.
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portal_floor_nopass = <bool> // ceiling portal blocks movement if true.
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portal_floor_norender = <bool> // ceiling portal not rendered.
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portal_floor_overlaytype = <string> // defines translucency style, can either be "translucent" or "additive". Default is "translucent".
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* Note about dropactors
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@ -507,6 +507,21 @@ xx(Alphaceiling)
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xx(Renderstylefloor)
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xx(Renderstyleceiling)
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xx(Waterzone)
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xx(portal_ceil_alpha)
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xx(portal_ceil_blocksound)
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xx(portal_ceil_disabled)
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xx(portal_ceil_nopass)
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xx(portal_ceil_norender)
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xx(portal_ceil_overlaytype)
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xx(portal_ceil_useglobaltex)
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xx(portal_floor_alpha)
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xx(portal_floor_blocksound)
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xx(portal_floor_disabled)
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xx(portal_floor_nopass)
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xx(portal_floor_norender)
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xx(portal_floor_overlaytype)
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xx(portal_floor_useglobaltex)
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xx(offsetx_top)
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xx(offsety_top)
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@ -1568,6 +1568,60 @@ public:
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tagstring = CheckString(key);
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break;
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case NAME_portal_ceil_alpha:
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sec->planes[sector_t::ceiling].alpha = CheckFloat(key);
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break;
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case NAME_portal_ceil_blocksound:
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Flag(sec->planes[sector_t::ceiling].Flags, PLANEF_BLOCKSOUND, key);
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break;
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case NAME_portal_ceil_disabled:
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Flag(sec->planes[sector_t::ceiling].Flags, PLANEF_DISABLED, key);
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break;
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case NAME_portal_ceil_nopass:
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Flag(sec->planes[sector_t::ceiling].Flags, PLANEF_NOPASS, key);
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break;
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case NAME_portal_ceil_norender:
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Flag(sec->planes[sector_t::ceiling].Flags, PLANEF_NORENDER, key);
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break;
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case NAME_portal_ceil_overlaytype:
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if (!stricmp(CheckString(key), "translucent")) sec->planes[sector_t::ceiling].Flags &= ~PLANEF_ADDITIVE;
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else if (!stricmp(CheckString(key), "additive")) sec->planes[sector_t::ceiling].Flags |= PLANEF_ADDITIVE;
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break;
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case NAME_portal_floor_alpha:
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sec->planes[sector_t::floor].alpha = CheckFloat(key);
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break;
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case NAME_portal_floor_blocksound:
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Flag(sec->planes[sector_t::floor].Flags, PLANEF_BLOCKSOUND, key);
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break;
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case NAME_portal_floor_disabled:
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Flag(sec->planes[sector_t::floor].Flags, PLANEF_DISABLED, key);
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break;
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case NAME_portal_floor_nopass:
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Flag(sec->planes[sector_t::floor].Flags, PLANEF_NOPASS, key);
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break;
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case NAME_portal_floor_norender:
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Flag(sec->planes[sector_t::floor].Flags, PLANEF_NORENDER, key);
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break;
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case NAME_portal_floor_overlaytype:
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if (!stricmp(CheckString(key), "translucent")) sec->planes[sector_t::floor].Flags &= ~PLANEF_ADDITIVE;
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else if (!stricmp(CheckString(key), "additive")) sec->planes[sector_t::floor].Flags |= PLANEF_ADDITIVE;
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break;
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// These two are used by Eternity for something I do not understand.
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//case NAME_portal_ceil_useglobaltex:
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//case NAME_portal_floor_useglobaltex:
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default:
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break;
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}
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