Structs:TerrainDef

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Note: This feature is for ZScript only.


TerrainDef is a ZScript struct that contains information about a texture that is defined through the TERRAIN lump. A TerrainDef of a specific floor texture can be obtained with GetFloorTerrain.

Fields

  • Name TerrainName
The name of the Terrain definition.
  • int Splash
The index of the splash actor spawned by this terrain. Currently this is not useful in ZScript, because it doesn't correspond to a splash definition name, and the function that could obtain this index from a splash name is not exposed to ZScript.
  • int DamageAmount
The amount of damage dealt to player when they step onto this terrain. Corresponds to the DamageAmount property of the terrain definition.
  • Name DamageMOD
The DamageType dealt to player when they step onto this terrain. Corresponds to the DamageType property of the terrain definition.
  • int DamageTimeMask
Determines how often this terrain deals damage. Corresponds to the DamageTimeMask property of the terrain definition.
  • double FootClip
The number of pixels an actors will "sink" into this terrain. Corresponds to the FootClip property of the terrain definition.
  • bool IsLiquid
True if the terrain is defined as liquid. Corresponds to the liquid property of the terrain definition.
  • bool AllowProtection
True if PowerIronFeet-based items should be able to protect from the damage of this terrain. Corresponds to the AllowProtection property of the terrain definition.
  • bool DamageOnLand
True if this terrain can deal falling damage. Corresponds to the DamageOnLand property of the terrain definition.
  • double Friction
The friction factor of this terrain. Corresponds to the Friction property of the terrain definition.
  • double MoveFactor
The movement factor of this terrain. Corresponds to the MoveFactor property of the terrain definition.

The following fields deal with the footstep sounds. For more information, read here.

  • float StepVolume
The volume of footstep sounds produced by this terrain. Corresponds to the StepVolume property of the terrain definition.
  • int WalkStepTics
The frequency in tics of footstep sounds produced by this terrain while walking. Corresponds to the WalkStepTics property of the terrain definition.
  • int RunStepTics
The frequency in tics of footstep sounds produced by this terrain while running. Corresponds to the RunStepTics property of the terrain definition.
  • Sound LeftStepSound
The "left foot" step sound produced by the terrain. Corresponds to the LeftStepSounds property of the terrain definition.
  • Sound RightStepSound
The "right foot" step sound produced by the terrain. Corresponds to the RightStepSounds property of the terrain definition.
A generic, foot-agnostic step sound produced by the terrain. By default, this sound takes precedence over the foot-specific sounds when a player with the MAKEFOOTSTEPS flag set walks over a sector with this terrain. Corresponds to the StepSounds property of the terrain definition.
A distance (As opposed to time-based, like the Walk/RunStepTics parameters) interval for footsteps. Used by the default footstep system for making steps based on how much and how fast the player is moving, as opposed to set time intervals where the player moves on the terrain.
If StepDistance isn't 0. This is the velocity the player must have been going at when the distance interval was reached, for a footstep to happen.