- added 'floorterrain' and 'ceilingterrain' sector properties for UDMF. These will take precedence over texture based terrain if used.
'ceilingterrain' is needed because the top of 3D-floors refers to the model sector's ceiling, so in order to give a 3D floor a terrain it must be assignable to the sector's ceiling. Note that although it is basically the same property, its actual function bears no relevance to its use in Eternity.
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@ -1532,6 +1532,7 @@ void P_LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
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ss->gravity = 1.f; // [RH] Default sector gravity of 1.0
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ss->ZoneNumber = 0xFFFF;
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ss->terrainnum[sector_t::ceiling] = ss->terrainnum[sector_t::floor] = -1;
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// [RH] Sectors default to white light with the default fade.
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// If they are outside (have a sky ceiling), they use the outside fog.
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