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==Linedefs== linedef { blocklandmonsters = <boolean>; blockplayers = <boolean>; polycross = <boolean>; monstershoot = <boolean>; midtex3d = <boolean>; firstsideonly = <boolean>; blockeverything = <boolean>; zoneboundary = <boolean>; clipmidtex = <boolean>; midtex3dimpassible = <boolean>; lowerportal = <boolean>; upperportal = <boolean>; portal = <integer>; alpha = <floating-point>; // default 1.0 renderstyle = <string>; tranmap = <string>; } ===Explanation of fields=== *'''blocklandmonsters''' :If true, linedef blocks walking monsters but allows fliers to pass. Players can pass anyway. *'''blockplayers''' :If true, linedef blocks players but allows monsters and projectiles to pass. *'''polycross''' :If true, linedef is activated when a polyobject's center point crosses it. *'''monstershoot''' :If true, linedef is activated when a monster fires hitscan on it. *'''midtex3d''' :If true, this linedef's middle texture uses [[3DMidTex_tutorial|3dmidtex]] physics. *'''firstsideonly''' :Linedef can only be activated from front side. *'''blockeverything''' :Linedef blocks all objects, acting like an external solid wall *'''zoneboundary''' :Linedef acts like a boundary for [[EDF_sound_reference#Sound_environments|reverb]] effects. *'''clipmidtex''' :Middle texture is clipped against the floor or ceiling as if a light change took place. *'''midtex3dimpassible''' :Treat the 3dmidtex line as a classic impassable middle texture, with regards to projectiles (i.e. they will pass through, just like hitscans). *'''lowerportal''', '''upperportal''' :Apply [[edge portals|edge portal]] on the lower or upper part of this linedef, copying back sector's floor or ceiling portal into it. *'''portal''' :The ID of the portal to apply on this linedef, as defined from [[Portal_Define]] *'''alpha''' (default: 1.0) :Opacity of this line. *'''renderstyle''' :Either "translucent" or "add". Default is "". *'''tranmap''' :Boom [[translucency map]]. Mutually exclusive with alpha and renderstyle.
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