Properly add line and sector activation specials

UZB doesn't support sector activations so the old flags remain
This commit is contained in:
NepDisk 2025-02-09 21:58:14 -05:00
parent 71789e3df1
commit 505d00df09
3 changed files with 76 additions and 14 deletions

View file

@ -96,6 +96,7 @@ mapformat_udmf
linedefactivations
{
include("BlanKart_misc.cfg", "linedefactivations_udmf");
}
universalfields
@ -151,6 +152,11 @@ mapformat_udmf
damagetypes = "Generic Lava DeathPit Instakill";
sectoractivations
{
include("BlanKart_misc.cfg", "sectoractivations_udmf");
}
// LINEDEF FLAGS
linedefflags
{

View file

@ -1,5 +1,7 @@
udmf
{
requiresactivation = false;
misc
{
title = "Miscellaneous";
@ -1977,6 +1979,7 @@ udmf
linedefexecsector
{
title = "Linedef Executor (sector)";
requiresactivation = true;
400
{
@ -2326,6 +2329,7 @@ udmf
linedefexecplane
{
title = "Linedef Executor (plane movement)";
requiresactivation = true;
403
{
@ -2468,6 +2472,7 @@ udmf
linedefexecplayer
{
title = "Linedef Executor (player/object)";
requiresactivation = true;
412
{
@ -2814,6 +2819,7 @@ udmf
linedefexecmisc
{
title = "Linedef Executor (misc.)";
requiresactivation = true;
413
{
@ -3464,6 +3470,7 @@ udmf
linedefexecpoly
{
title = "Linedef Executor (polyobject)";
requiresactivation = true;
480
{

View file

@ -39,16 +39,34 @@ linedefflags_udmf
blockplayers = "Block Players";
notbouncy = "(Not) Bouncy Wall";
transfer = "Transfer Line";
repeatspecial = "Repeat Special";
playercross = "Player Cross";
monstercross = "Monster (?) Cross";
missilecross = "Missile (?) Cross";
playerpush = "Player Push";
monsterpush = "Monster (?) Push";
impact = "Impact";
tripwire = "Tripwire";
}
linedefactivations
{
1 = "When player crosses";
2 = "When enemy crosses";
4 = "When projectile crosses";
8 = "When player bumps";
16 = "When enemy bumps";
32 = "On projectile impact";
}
linedefactivations_udmf
{
repeatspecial
{
name = "Repeatable action";
istrigger = false;
}
playercross = "When player crosses";
playerpush = "When player bumps";
monstercross = "When enemy crosses";
monsterpush = "When enemy bumps";
missilecross = "When projectile crosses";
impact = "On projectile impact";
}
linedefrenderstyles
{
translucent = "Translucent";
@ -92,17 +110,17 @@ sectorflags
yellowpogospring = "Capped Spring Panel";
// RR ACS executor flags
repeatspecial = "Each Time (?) (ACS)";
repeatspecial = "Repeatable action (ACS)";
continuousspecial = "Continuous (ACS)";
playerenter = "Player Enter (ACS)";
playerfloor = "Player Floor Touch (ACS)";
playerceiling = "Player Ceiling Touch (ACS)";
monsterenter = "Monster (?) Enter (ACS)";
monsterfloor = "Monster (?) Floor Touch (ACS)";
monsterceiling = "Monster (?) Ceiling Touch (ACS)";
missileenter = "Missile (?) Enter (ACS)";
missilefloor = "Missile (?) Floor Touch (ACS)";
missileceiling = "Missile (?) Ceiling Touch (ACS)";
monsterenter = "Enemy Enter (ACS)";
monsterfloor = "Enemy Floor Touch (ACS)";
monsterceiling = "Enemy Ceiling Touch (ACS)";
missileenter = "Missile Enter (ACS)";
missilefloor = "Missile Floor Touch (ACS)";
missileceiling = "Missile Ceiling Touch (ACS)";
}
sectorflagscategories
@ -148,6 +166,37 @@ sectorflagscategories
missileceiling = "trigger";
}
sectoractivations_udmf
{
repeatspecial
{
name = "Repeatable action";
istrigger = false;
}
continuousspecial
{
name = "Continuous action";
istrigger = false;
}
playerenter = "When player enters";
playerfloor = "When player touches floor";
playerceiling = "When player touches ceiling";
monsterenter = "When enemy enters";
monsterfloor = "When enemy touches floor";
monsterceiling = "When enemy touches ceiling";
missileenter = "When projectile enters";
missilefloor = "When projectile touches floor";
missileceiling = "When projectile touches ceiling";
}
thingflags
{
1 = "[1] Extra";
2 = "[2] Flip";
4 = "[4] Special";
8 = "[8] Ambush";
}
// THING FLAGS
thingflags_udmf
{