qzdoom/wadsrc/static/xlat/doom.txt
Christoph Oelckers c4ed0cefde - MBF21: implemented new line flags.
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.
2021-06-28 20:17:08 +02:00

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include "xlat/base.txt"
sector bitmask 0xc000 clear;
sector bitmask 0x3fe0 <<= 3;
sector 1 = dLight_Flicker;
sector 2 = dLight_StrobeFast;
sector 3 = dLight_StrobeSlow;
sector 4 = dLight_Strobe_Hurt;
sector 5 = dDamage_Hellslime;
sector 7 = dDamage_Nukage;
sector 8 = dLight_Glow;
sector 9 = SECRET_MASK nobitmask;
sector 10 = dSector_DoorCloseIn30;
sector 11 = dDamage_End;
sector 12 = dLight_StrobeSlowSync;
sector 13 = dLight_StrobeFastSync;
sector 14 = dSector_DoorRaiseIn5Mins;
sector 15 = dFriction_Low;
sector 16 = dDamage_SuperHellslime;
sector 17 = dLight_FireFlicker;
sector 18 = dDamage_LavaWimpy;
sector 19 = dDamage_LavaHefty;
sector 20 = dScroll_EastLavaDamage;
sector 21 = Light_Phased;
sector 22 = LightSequenceStart;
sector 23 = LightSequenceSpecial1;
sector 24 = LightSequenceSpecial2;
lineflag 0 = ML_BLOCKING;
lineflag 1 = ML_BLOCKMONSTERS;
lineflag 2 = ML_TWOSIDED;
lineflag 3 = ML_DONTPEGTOP;
lineflag 4 = ML_DONTPEGBOTTOM;
lineflag 5 = ML_SECRET;
lineflag 6 = ML_SOUNDBLOCK;
lineflag 7 = ML_DONTDRAW;
lineflag 8 = ML_MAPPED;
lineflag 9 = ML_PASSTHROUGH;
lineflag 10 = ML_3DMIDTEX;
lineflag 11 & (ML_BLOCKING|ML_BLOCKMONSTERS|ML_TWOSIDED|ML_DONTPEGTOP|ML_DONTPEGBOTTOM|ML_SECRET|ML_SOUNDBLOCK|ML_DONTDRAW|ML_MAPPED);
lineflag 12 = ML_BLOCKLANDMONSTERS;
lineflag 13 = ML_BLOCK_PLAYERS;