Classes:Floor
Jump to navigation
Jump to search
Classes: Ceiling
Ceiling is a generic sector effect for moving ceilings like stock Doom crushers.
Enums
- EFloor
- All the available types of moving floor. These are the map floor specials like Floor_LowerByTexture, the corresponding specials and what they do can be found here and here.
- floorLowerToLowest
- floorLowerToNearest
- floorLowerToHighest
- floorLowerByValue
- floorRaiseByValue
- floorRaiseToHighest
- floorRaiseToNearest
- floorRaiseAndCrush
- floorRaiseAndCrushDoom
- floorCrushStop
- floorLowerInstant
- floorRaiseInstant
- floorMoveToValue
- floorRaiseToLowestCeiling
- floorRaiseByTexture
- floorLowerAndChange
- floorRaiseAndChange
- floorRaiseToLowest
- floorRaiseToCeiling
- floorLowerToLowestCeiling
- floorLowerByTexture
- floorLowerToCeiling
- donutRaise
- buildStair
- Building a stair step. (Verification needed)
- waitStair
- Waiting for the stair step to finish. (Verification needed)
- resetStair
- The stair step is reverting to its' original position. (Verification needed)
The below are used by specials that change the ceiling texture and special before removal. Such as platforms that "sink" into a liquid once they stop moving.
- genFloorChg0
- genFloorChgT
- genFloorChg
- EStair
- The direction that the floor stair builder is moving.
- buildUp
- buildDown
- EStairType
- The type of staircase the stair floor type is making.
- stairUseSpecials
- Value = 1
- (Need more info)
- stairSync
- Value = 2
- Each step is built at different speeds so that they all reach their destination simultaneously.
- stairCrush
- Value = 4
- The staircase building also crushes any actorthat gets in the way.
- stairUseSpecials
Variables
- native readonly EFloor m_Type
- The floor type/special the effect is using.
- native readonly int m_Crush
- How much damage the floor does when an actor gets in the way.
- native readonly bool m_Hexencrush
- The floor uses the Hexen crushing mode.
- native readonly bool m_Instant
- Actors sitting on the moving floor will not be interpolated. (Verification needed)
- native readonly int m_Direction
- The direction the floor is moving at. -1 is down, 1 is up, 0 is no movement.
- native readonly Structs:SecSpecial m_NewSpecial
- The special the floor receives once it stops moving. (Verification needed)
- native readonly TextureID m_Texture
- The texture the floor plane changes to once the effect finishes.
- native readonly double m_FloorDestDist
- The destination that the floor is moving towards.
- native readonly double m_Speed
- How fast the floor is moving.
- native readonly double m_OrgDist
- The original position of the floor step, for reverting back to it when a stair builder resets.
- native readonly int m_ResetCount
- How long the stair effect keeps each step in their built positions before resetting them. (Verification needed)
- native readonly int m_Delay
- How long the stair builder waits before making each step.
- native readonly int m_PauseTime
- The actual timer for how many ticks the stair build has left before making the next step. (Verification needed)
- native readonly int m_StepTime
- (Need more info)
- native readonly int m_PerStepTime
- (Need more info)