Classes:Door

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Classes: Door

Door is the generic sector effect for all sector doors in the game. They use MoveCeiling to move the sector.

Enums

  • EVlDoor
All the available door types, a more detailed list of all of them can be found here.
  • doorClose
    • Generic closing door with m_LightTag support.
  • doorOpen
    • Ditto, but for opening.
  • doorRaise
    • Temporarily raises the door and waits before closing again. Also supports m_LightTag.
  • doorWaitRaise
    • Ditto, but waits for m_TopCountdown to reach 0 before raising.
  • doorCloseWaitOpen
    • Closes the door and waits for m_TopCountdown to end before opening it again.
  • doorWaitClose
    • Works like doorWaitRaise, but for closing the door.
  • EDirection
The directions the door can move towards.
  • dirDown
    • Value: -1
  • dirWait
    • The door is currently waiting before moving in either direction again.
    • Value: 0
  • dirUp
    • Value: 1

Variables

  • native readonly EVlDoor m_Type
The door type used by the thinker.
  • native readonly double m_TopDist
The target distance that the thinker moves the ceiling towards when moving up.
  • native readonly double m_BotDist
Ditto, but for when moving the door downwards.
  • native readonly double m_OldFloorDist
The current distance between the door ceiling and the floor. Doesn't update if a platform is attached to the sector floor.
  • native readonly Vertex m_BotSpot
The bottommost (And topmost as well, despite the name) vertex on the sector. Calculated using FindHighestFloorPoint and FindLowestFloorPoint and used to calculate the m_BotDist with.
  • native readonly double m_Speed
How many map units per tick the door thinker moves around.
  • native readonly intm_Direction
The direction the door is currently moving towards. Can be more easily read using the EDirection enum.
  • native readonly int m_TopWait
How many tics the door waits before moving. This is the wait/delay time used by all modes of operation of the door.
  • native readonly int m_TopCountdown
How many tics the door will wait before moving again. This is the timer that is incremented down to 0 before the door moves again. And starts by being set to the value of m_TopWait
  • native readonly int m_LightTag
The tag of the sectors to gradually have their light level changed based on how close the door is to reaching its' m_TopDist. This is used to produce effects like having the sectors of a room behind the door light up as it opens (The door thinker approaches it's destination distance from the ceilings' original distance).