Editing Generic Floor

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:*1: change texture and zero out the sector special;
:*1: change texture and zero out the sector special;
:*2: change texture and keep the sector special (if both flags 1 and 2 are added, it will ''change'' the special instead);
:*2: change texture and keep the sector special (if both flags 1 and 2 are added, it will ''change'' the special instead);
:*4: if 1 and/or 2 are added, and if 4 is added on top, then use the numeric model (use surrounding sectors as reference) instead of the trigger model. Without flag 4, it will use the trigger model (use sector in front of the trigger linedef as reference).
:*4: if 1 and/or 2 are added, and if 4 is added on top, then use the numeric model (use surrounding sectors as reference) instead of the trigger model. Without flag 4, it will use the trigger model (use sector behind trigger linedef as reference).
:*8: move up;
:*8: move up;
:*16: crush.|notes=This special exists to be able to cover the intricacies of the Boom generalized floors in a parameterized special. It is recommended to use the other floor specials instead. Use this if you need some exact Boom behavior.
:*16: crush.|notes=This special exists to be able to cover the intricacies of the Boom generalized floors in a parameterized special. It is recommended to use the other floor specials instead. Use this if you need some exact Boom behavior.
|udmf=200
|udmf=200
|extradata=464}}
|extradata=464}}
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