Generalized sector types
Eternity also provides generalized sector types, based on bit fields, that allow several sector type properties to be independently specified for a sector. Texture change linedefs can be used to switch some or all of these properties dynamically, outside lighting.
- Back to Sector types
Bits 0 thru 4 specify the lighting type in the sector, the same codes that DOOM used are employed:
Dec Bits 4-0 Description ------------------------------------------------------------------- 0 00000 Normal lighting 1 00001 random off 2 00010 blink 0.5 second 3 00011 blink 1.0 second 4 00100 -10/20% health AND light blink 0.5 second 8 01000 light oscillates 12 01100 blink 0.5 second, synchronized 13 01101 blink 1.0 second, synchronized 17 10001 flickers on and off randomly
IMPORTANT for UDMF: to use the following values in UDMF, you need to multiply them by 8 first.
All decimal values listed below can be added from each category to obtain the generalized sector effects.
Bits 5 and 6 set the damage type of the sector, with the usual 5/10/20 damage units per second.
Dec UDMF dec Bits 6-5 / 9-8 Description ------------------------------------------------------------------- 0 0 00 No damage 32 256 01 5 units damage per sec (halve damage in TYTD skill) 64 512 10 10 units damage per sec 96 768 11 20 units damage per sec
Bit 7 makes the sector count towards the secrets total at game end
Dec UDMF dec Bit 7 / 10 Description ------------------------------------------------------------------- 0 0 0 Sector is not secret 128 1024 1 Sector is secret
Bit 8 enables the ice/mud effect controlled by linedef 223
Dec UDMF dec Bit 8 / 11 Description ------------------------------------------------------------------- 0 0 0 Sector friction disabled 256 2048 1 Sector friction enabled
Bit 9 enables the wind effects controlled by linedefs 224-226
Dec UDMF dec Bit 9 / 12 Description ------------------------------------------------------------------- 0 0 0 Sector wind disabled 512 4096 1 Sector wind enabled
Introduced with SMMU
Bits 10 and 11 are now implemented as of SMMU v3.21. Bit 10 suppresses all sounds within the sector, while Bit 11 disables any sounds due to floor or ceiling motion by the sector. Bit 11 is especially useful in silencing constructs such as pseudo-3D bridges, which give off an undesirable plat sound when they move.
Dec UDMF dec Bit 10 / 13 Description ------------------------------------------------------------------- 0 0 0 Sounds made in sector function normally 1024 8192 1 Sounds made in sector are suppressed
Dec UDMF dec Bit 11 / 14 Description ------------------------------------------------------------------- 0 0 0 Sounds made by sector floor/ceiling movement normal 2048 16384 1 Sounds made by sector floor/ceiling movement suppressed