Generalized sector types: Difference between revisions

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'''IMPORTANT for UDMF''': to use the following values in UDMF, you need to multiply them by 8 first.
'''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.
Bits 5 and 6 set the damage type of the sector, with the usual 5/10/20 damage units per second.

Revision as of 02:33, 26 March 2020

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      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 Bits 6-5   Description
-------------------------------------------------------------------
0   00         No damage
32  01         5  units damage per sec (halve damage in TYTD skill)
64  10         10 units damage per sec
96  11         20 units damage per sec

Bit 7 makes the sector count towards the secrets total at game end

Dec Bit 7      Description
-------------------------------------------------------------------
0    0         Sector is not secret
128  1         Sector is secret

Bit 8 enables the ice/mud effect controlled by linedef 223

Dec Bit 8      Description
-------------------------------------------------------------------
0    0         Sector friction disabled
256  1         Sector friction enabled

Bit 9 enables the wind effects controlled by linedefs 224-226

Dec Bit 9      Description
-------------------------------------------------------------------
0    0         Sector wind disabled
512  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 Bit 10     Description
-------------------------------------------------------------------
0    0         Sounds made in sector function normally
1024 1         Sounds made in sector are suppressed
Dec Bit 11     Description
-------------------------------------------------------------------
0    0         Sounds made by sector floor/ceiling movement normal
2048 1         Sounds made by sector floor/ceiling movement suppressed