Structs:Sector

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Sector contains information related to a sector including colors, specials, floor and ceiling plane data, lines, etc. The current map's sectors can be accessed through LevelLocal's Sectors array. Many values can be directly modified here allowing for a large amount of control over a sector from within ZScript.

Fields

  • FColormap ColorMap - A struct that contains information related to the colormap of the current sector
  • Color LightColor - The current ARGB color of the sector
  • Color FadeColor - The current ARGB of the sector's fade
  • uint Desaturation - The current level of desaturation in the sector
  • uint BlendFactor - The current amount of blending in the sector
  • uint FogDensity - How thick the fog density currently is in the sector
  • Color SpecialColors[5] - An array that stores individual ARGB colors for the floor, ceiling, top of the walls, bottom of the walls, and sprites respectively in the sector
  • Color AdditiveColors[5] - Same as SpecialColors but stores additive color values instead of blended
  • Actor SoundTarget - Used for sound checking when an enemy calls A_Look. This is used to determine who last made a sound that propagated to this sector
  • int special - The special action that the sector currently has
  • int lightlevel - The current brightness of the sector
  • int seqType - The current type of light sequence in the sector
  • int sky - Which MAPINFO sky is being displayed. 0 for Sky1, 0x40000000 for Sky2
  • Name SeqName - The name of the sector's current light sequence
  • Vector2 centerspot - The pre-calculated center of the sector. Note that this is not guaranteed to be in the sector itself if it has holes in its middle
  • int validcount - Used to keep track of whether or not the sector has already been visited across various functions
  • Actor thinglist - Stores a pointer to the head of the list of all Actors in the sector
  • double friction - The friction factor of the sector
  • double movefactor - The movement speed factor of the sector
  • int terrainnum[2] - The index for the Sector's floor and ceiling TerrainDefs respectively in the Terrains global array. -1 if none is present
  • SectorEffect floordata - Stores information about the sector's floor actions when the map is first loaded
  • SectorEffect ceilingdata - Stores information about the sector's ceiling actions when the map is first loaded
  • SectorEffect lightingdata - Stores information about the sector's lighting actions when the map is first loaded
  • uint soundtraversed - Determines whether or not the sector has already been traversed when propagating sounds
  • int stairlock - If -2, the sector is currently building stairs. If -1, it is done building and waiting for connected stair sectors to finish. If 0, it's not building stairs at all
  • int prevsec - Index of the previous linked sector in the Sectors global array
  • int nextsec - Index of the next linked sector in the Sectors global array
  • Array<Line> lines - An array that contains all the lines linked to the sector
  • secplane floorplane - Pointer to the plane that makes up the sector's floor
  • secplane ceilingplane - Pointer to the plane that makes up the sector's ceiling
  • Sector heightsec - Pointer to the control sector used when transferring sector height (e.g. with Boom's deep water)
  • uint bottommap - Special blend to use when viewer is behind the floor. Used with height control sectors
  • uint midmap - Special blend to use when viewer is in sector. Used with height control sectors
  • uint topmap - Special blend to use when viewer is behind the ceiling. Used with height control sectors
  • double gravity - The gravity factor in this sector
  • Name damagetype - The name of the damage type applied when this sector hurts an Actor
  • int damageamount - The amount of damage this sector deals when it hurts an Actor
  • int damageinterval - The interval in tics that this sector damages Actors
  • int leakydamage - Chance sector leaks damage through the radiation suit
  • uint ZoneNumber - Index of the sector's sound environment in the Zones array (array is currently inaccessible)
  • int healthceiling - The current health of the sector's ceiling
  • int healthfloor - The current health of the sector's floor
  • int healthceilinggroup - The id of the geometry the ceiling is linked to when it takes damage
  • int healthfloorgroup - The id of the geometry the floor is linked to when it takes damage
  • uint Flags - Contains flags related to the sector
  • SECF_SILENT - Actors in this sector make no noise
  • SECF_NOFALLINGDAMAGE - Disable falling damage in this sector
  • SECF_FLOORDROP - Keep any Actors attached to the floor when lowering quickly
  • SECF_NORESPAWN - Player cannot respawn in this sector
  • SECF_FRICTION - Enable friction in this sector
  • SECF_PUSH - Enable pushers in this sector
  • SECF_SILENTMOVE - Sector makes no sound when moving
  • SECF_DMGTERRAINFX - When damage is inflicted by the sector, spawn the associated terrain splash
  • SECF_ENDGODMODE - The sector ends god mode of any Actor damaged by it
  • SECF_ENDLEVEL - If health is below 10, end the current level
  • SECF_HAZARD - Use Strife's sector damage handling instead of regular sector damage
  • SECF_NOATTACK - Monsters can't start attacks when in this sector
  • SECF_WASSECRET - The sector was a secret that got discovered
  • SECF_SECRET - The sector is currently still considered a secret
  • SECF_DAMAGEFLAGS - Combination of SECF_ENDGODMODE, SECF_ENDLEVEL, SECF_DMGTERRAINFX, and SECF_HAZARD
  • SECF_NOMODIFY - Combination of SECF_SECRET and SECF_WASSECRET
  • SECF_SPECIALFLAGS - Combination of SECF_DAMAGEFLAGS, SECF_FRICTION, and SECF_PUSH
  • uint MoreFlags - Contains additional flags related to the sector
  • SECMF_FAKEFLOORONLY - If a height control sector, only transfer the floor
  • SECMF_CLIPFAKEPLANES - If a height control sector, clip floor and ceiling to target sector's
  • SECMF_NOFAKELIGHT - If a height control sector, don't transfer light level
  • SECMF_IGNOREHEIGHTSEC - If a height sector, only trigger sector actions and nothing else
  • SECMF_UNDERWATER - Sector is considered under water
  • SECMF_FORCEDUNDERWATER - Forcefully consider the sector under water
  • SECMF_UNDERWATERMASK - Combination of SECMF_UNDERWATER and SECMF_FORCEDUNDERWATER
  • SECMF_DRAWN - The sector has been rendered at least once
  • SECMF_HIDDEN - Don't draw this sector's textures on the automap
  • SectorAction SecActTarget - The SectorAction that gets activated when its specific sector action requirement is met (e.g. something hits the floor)
  • uint Portals[2] - The index for the Sector's floor and ceiling SectorPortal respectively in the SectorPortals global array. 0 if none is present
  • int PortalGroup - The id the sector uses to connect it to other portal-linked sectors
  • int sectornum - The index of the sector in the Sectors global array

Methods

Non-static