Floor_RaiseToLowestCeiling(tag, speed, change, crush, gap)
Raises tagged sectors' floors to their lowest neighbours' ceilings.
A speed of 8 is equivalent to most of Doom's specials. 32 is equivalent to a few others and is the same speed as that of conventional Doom elevators. Dividing speed by 8 results the number of units of movement per game tic.
Change can be one of the following:
- 0: no change
- 1: trigger model, clear the sector effect
- 2: numeric model, clear the sector effect
- 3: trigger model, only change texture
- 4: numeric model, only change texture
- 5: trigger model, change texture and type
- 6: numeric model, change texture and type
Change's purpose is to modify the floor textures of the moved sectors and to add or remove floor damage effects or (since Boom) presence of friction or wind.
- The trigger model means that the reference (target) texture and type are the ones from activator linedef's front sector. All tagged sectors will get data from this sector.
- Numeric model means that the references are taken from target sectors' destination neighbours.
Typical for this special are rising platforms from liquids, getting a texture completely different from the surrounding area so the change you'll most likely want is 5.
Crush is optional, and if nonzero, makes the floor crush the creatures caught in its path, with the damage set from this parameter. Unlike crushing ceilings, it will stay in place, doing damage, until it's unjammed. Under vanilla compatibility settings it may continue rising until stopping, potentially trapping the things. Typical damage, as used in classic Doom, is 10.
Gap can be used to keep some space between the floor and the neighbouring ceiling. Some of Doom's classic specials have a gap of 8. It's advisable to have a gap when crushing, so that dying players won't see HOM when the crusher completes its movement.