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Floor RaiseByTexture
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'''Floor_RaiseByTexture'''(''tag'', ''speed'', ''change'', ''crush'') *[[UDMF]] special: 240 *[[ExtraData]] special: 315 Raises the floor by the shortest lowest texture from its sidedefs. Its behaviour may depend on whether the [[OPTIONS]] '''comp_model''' flag is set. 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. ''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. ==See also== *[[Floor movement classic specials]] *[[Floor_RaiseByValue]] *[[Parameterized linedef specials]] [[Category:Editing]]
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