>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<< > < > BOOM reference v1.3 10/18/98 < > < >>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<< ====================================================================== Part I Linedef Types ====================================================================== ####################### Section 0. Terminology ####################### In BOOM actions are caused to happen thru linedef types. BOOM has three kinds of linedef types: Regular - the linedef types that were already in DOOM II v1.9 Extended - linedef types not in DOOM II v1.9 but less than 8192 in value Generalized - linedef types over 8192 in value that contain bit fields that independently control the actions of the sector affected. A linedef with non-zero linedef type is called a linedef trigger. A linedef trigger is always activated in one of three ways - pushing on the first sidedef of the linedef, walking over the linedef, or shooting the linedef with an impact weapon (fists, chainsaw, pistol, shotgun, double barreled, or chaingun). Linedefs activated by pushing on them come in two varieties. A manual linedef affects the sector on the second sidedef of the line pushed. A switched linedef affects all sectors that have the same tag field as the linedef that was pushed. Nearly all switched, walkover, and gun linedefs operate on the sectors with the same tag as that in the tag field of the linedef. Some linedefs are never activated per se, but simply create or control an effect thru their existence and properties, usually affecting the sectors sharing the linedef's tags. There are also a few special case like line-line teleporters and exit linedefs that do not affect sectors. Some linedefs are only triggerable once, others are triggerable as many times as you like. Triggering types are denoted by the letters P, S, W, and G for manual(push), switched, walkover, and gun. Their retriggerability is denoted by a 1 or R following the letter. So the triggering types for linedefs are: P1 PR S1 SR W1 WR G1 GR Often linedef actions depend on values in neighboring sectors. A neighboring sector is one that shares a linedef in common, just sharing a vertex is not sufficient. In DOOM only one action on a sector could occur at a time. BOOM supports one floor action, one ceiling action, and one lighting action simultaneously. ################ Section 1. Doors ################ A door is a sector, usually placed between two rooms, whose ceiling raises to open, and lowers to close. A door is fully closed when its ceiling height is equal to its floor height. A door is fully open when its ceiling height is 4 less than the lowest neighbor ceiling adjacent to it. A door may be set to an intermediate state initially, or thru the action of a linedef trigger that affects ceilings or floors. The door is passable to a player when its ceiling is at least 56 units higher than its floor. In general the door is passable to a monster or a thing when its ceiling is at least the monster or thing's height above the floor. If a door has a ceiling height ABOVE the fully open height, then an open door action moves the ceiling to the fully open height instantly. If a door has a ceiling height BELOW the fully closed height (that is the ceiling of the door sector is lower than the floor of the door sector) a close door action moves the ceiling to the fully closed height instantly. -------------------------- Section 1.1 Door functions -------------------------- Open, Wait, Then Close On activation, door opens fully, waits a specified period, then closes fully. Open and Stay Open On activation, door opens fully and remains there. Close and Stay Closed On activation, door closes fully, and remains there. Close, Wait, Then Open On activation, door closes fully, waits a specified period, then opens fully. ------------------------------ Section 1.2 Varieties of doors ------------------------------ A door can be triggered by pushing on it, walking over or pressing a linedef trigger tagged to it, or shooting a linedef tagged to it. These are called manual, walkover, switched, or gun doors resp. Since a push door (P1/PR) has no use for its tag, BOOM has extended the functionality to include changing any tagged sectors to maximum neighbor lighting on fully opening, then to minimum neighbor lighting on fully closing. This is true for regular, extended, and generalized doors with push triggers. A door trigger can be locked. This means that the door function will only operate if the player is in possession of the right key(s). Regular and extended door triggers only care if the player has a key of the right color, they do not care which. Generalized door triggers can distinguish between skull and card keys, and can also require any key, or all keys in order to activate. A door can have different speeds, slow, normal, fast or turbo. A door can wait for different amounts of time. A door may or may not be activatable by monsters. Any door function except Close and Stay Closed, when closing and encountering a monster or player's head will bounce harmlessly off that head and return to fully open. A Close and Stay Closed will rest on the head until it leaves the door sector. ------------------------------ Section 1.3 Door linedef types ------------------------------ Regular and Extended Door Types --------------------------------------------------------------- # Class Trig Lock Speed Wait Monst Function 1 Reg PR No Slow 4s Yes Open, Wait, Then Close 117 Reg PR No Fast 4s No Open, Wait, Then Close 63 Reg SR No Slow 4s No Open, Wait, Then Close 114 Reg SR No Fast 4s No Open, Wait, Then Close 29 Reg S1 No Slow 4s No Open, Wait, Then Close 111 Reg S1 No Fast 4s No Open, Wait, Then Close 90 Reg WR No Slow 4s No Open, Wait, Then Close 105 Reg WR No Fast 4s No Open, Wait, Then Close 4 Reg W1 No Slow 4s No Open, Wait, Then Close 108 Reg W1 No Fast 4s No Open, Wait, Then Close 31 Reg P1 No Slow -- No Open and Stay Open 118 Reg P1 No Fast -- No Open and Stay Open 61 Reg SR No Slow -- No Open and Stay Open 115 Reg SR No Fast -- No Open and Stay Open 103 Reg S1 No Slow -- No Open and Stay Open 112 Reg S1 No Fast -- No Open and Stay Open 86 Reg WR No Slow -- No Open and Stay Open 106 Reg WR No Fast -- No Open and Stay Open 2 Reg W1 No Slow -- No Open and Stay Open 109 Reg W1 No Fast -- No Open and Stay Open 46 Reg GR No Slow -- No Open and Stay Open 42 Reg SR No Slow -- No Close and Stay Closed 116 Reg SR No Fast -- No Close and Stay Closed 50 Reg S1 No Slow -- No Close and Stay Closed 113 Reg S1 No Fast -- No Close and Stay Closed 75 Reg WR No Slow -- No Close and Stay Closed 107 Reg WR No Fast -- No Close and Stay Closed 3 Reg W1 No Slow -- No Close and Stay Closed 110 Reg W1 No Fast -- No Close and Stay Closed 196 Ext SR No Slow 30s No Close, Wait, Then Open 175 Ext S1 No Slow 30s No Close, Wait, Then Open 76 Reg WR No Slow 30s No Close, Wait, Then Open 16 Reg W1 No Slow 30s No Close, Wait, Then Open Regular and Extended Locked Door Types --------------------------------------------------------------- # Class Trig Lock Speed Wait Monst Function 26 Reg PR Blue Slow 4s No Open, Wait, Then Close 28 Reg PR Red Slow 4s No Open, Wait, Then Close 27 Reg PR Yell Slow 4s No Open, Wait, Then Close 32 Reg P1 Blue Slow -- No Open and Stay Open 33 Reg P1 Red Slow -- No Open and Stay Open 34 Reg P1 Yell Slow -- No Open and Stay Open 99 Reg SR Blue Fast -- No Open and Stay Open 134 Reg SR Red Fast -- No Open and Stay Open 136 Reg SR Yell Fast -- No Open and Stay Open 133 Reg S1 Blue Fast -- No Open and Stay Open 135 Reg S1 Red Fast -- No Open and Stay Open 137 Reg S1 Yell Fast -- No Open and Stay Open There are two generalized door linedef types, Generalized Door, and Generalized Lo...
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