Single commit - destructible geometry feature

This commit is contained in:
ZZYZX 2018-10-29 00:08:38 +02:00 committed by Christoph Oelckers
commit b911bbc424
18 changed files with 898 additions and 57 deletions

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@ -141,6 +141,11 @@ Note: All <bool> fields default to false unless mentioned otherwise.
// 13: Portal line.
revealed = <bool>; // true = line is initially visible on automap.
health = <int>; // Amount of hitpoints for this line.
healthgroup = <int>; // ID of destructible object to synchronize hitpoints (optional, default is 0)
damagespecial = <bool>; // This line will call special if having health>0 and receiving damage
deathspecial = <bool>; // This line will call special if health was reduced to 0
* Note about arg0str
For lines with ACS specials (80-86 and 226), if arg0str is present and non-null, it
@ -248,17 +253,21 @@ Note: All <bool> fields default to false unless mentioned otherwise.
color_sprites = <int>; // Material color of sprites in sector. Default is white (0xffffff)
portal_ceil_blocksound = <bool> // ceiling portal blocks sound.
portal_ceil_disabled = <bool> // ceiling portal disabled.
portal_ceil_nopass = <bool> // ceiling portal blocks movement if true.
portal_ceil_norender = <bool> // ceiling portal not rendered.
portal_ceil_overlaytype = <string> // defines translucency style, can either be "translucent" or "additive". Default is "translucent".
portal_floor_blocksound = <bool> // floor portal blocks sound.
portal_floor_disabled = <bool> // floor portal disabled.
portal_floor_nopass = <bool> // ceiling portal blocks movement if true.
portal_floor_norender = <bool> // ceiling portal not rendered.
portal_floor_overlaytype = <string> // defines translucency style, can either be "translucent" or "additive". Default is "translucent".
portal_ceil_blocksound = <bool>; // ceiling portal blocks sound.
portal_ceil_disabled = <bool>; // ceiling portal disabled.
portal_ceil_nopass = <bool>; // ceiling portal blocks movement if true.
portal_ceil_norender = <bool>; // ceiling portal not rendered.
portal_ceil_overlaytype = <string>; // defines translucency style, can either be "translucent" or "additive". Default is "translucent".
portal_floor_blocksound = <bool>; // floor portal blocks sound.
portal_floor_disabled = <bool>; // floor portal disabled.
portal_floor_nopass = <bool>; // ceiling portal blocks movement if true.
portal_floor_norender = <bool>; // ceiling portal not rendered.
portal_floor_overlaytype = <string>; // defines translucency style, can either be "translucent" or "additive". Default is "translucent".
healthfloor = <int>; // Amount of hitpoints for this sector (includes floor and bottom-outside linedef sides)
healthfloorgroup = <int>; // ID of destructible object to synchronize hitpoints (optional, default is 0)
healthceiling = <int>; // Amount of hitpoints for this sector (includes ceiling and top-outside linedef sides)
healthceilinggroup = <int>; // ID of destructible object to synchronize hitpoints (optional, default is 0)
* Note about dropactors