... | ... | @@ -25,23 +25,6 @@ Parameter's sector floor height now sets a starting translucency for the PolyObj |
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* If Solid Midtexture is set, the viewpoint will not be changed. However, you must combine this with Block Enemies in order to change just the centerpoint, otherwise the linedef will have no effect!
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* By default, only the player who triggered the linedef will see the skybox being changed. If a player did not trigger the linedef executor directly, no change will be seen by anyone. If the Not Climbable flag is set, the skybox change will be "global", i.e. it will be seen by all players in the map.
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# Mace linedef
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* line dx: number of chain links
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* line dy: speed (in FU)
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* frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the direction it's tilting)
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* frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane)
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* frontside x offset: Phase (in degrees; how far it is through the rotation cycle)
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* frontside y offset: Minimum chainlink distance (f less than zero, the absolute of that many chainlinks will not be spawned from the center outwards)
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* backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like)
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* backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them)
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* backside x offset: Number of "antispokes" (if no backside it's 0 by default or 1 for the combo chainmace point; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly; only accurate if (spokes % antispokes == 0), otherwise it rounds up/down towards (antispokes = spokes/2))
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* backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement)
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* ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys - otherwise does nothing
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* ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin.
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* ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars) - does nothing for chain-only stuff
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* ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation
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* ML_EFFECT4: don't clip inside ground
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# Damage types
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This is an additional argument to P_DamageMobj, P_KillMobj, and functions for the hooks ShouldDamage, MobjDamage, MobjDeath and HurtMsg. As you can guess, they tell the game what type of damage was dealt to the target. However, nearly all of them do something special only for players.
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