Linedef

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Linedefs are what make up the 'shape' (for lack of a better word) of your map. Every linedef is between two vertices and contains one or two sidedefs (which contain texture data). There are two major purposes of linedefs. The first is to give your map a definitive boundary between the player and the void (any area of a map behind a 1s linedef is considered void space), and the second is to trigger action specials.

Linedefs can be assigned any of the Action Specials and will trigger them when a specified action occurs. You may flag linedefs to have their special executed when the player walks over the line, when the player uses the line (switches) or when the player pushes the line (similar to Quake or Quake 2 switches). Monsters may also trigger specials by walking over the line, and finally a projectile impact or cross can also trigger a special if you so desire.


Contents

Specification (Doom Format)

Bytes Data Type Description Notes
0-1 Unsigned Short Beginning Vertex
2-3 Unsigned Short Ending Vertex
4-5 Unsigned Short Flags
6-7 Unsigned Short Special action
8-9 Unsigned Short Sector tag
10-11 Unsigned Short Right Sidedef 0xFFFF means there is no sidedef
12-13 Unsigned Short Left Sidedef 0xFFFF means there is no sidedef


Specification (Hexen Format)

Bytes Data Type Description Notes
0-1 Unsigned Short Beginning Vertex
2-3 Unsigned Short Ending Vertex
4-5 Unsigned Short Flags
6 Unsigned Byte Special action
7 Unsigned Byte Action argument 1
8 Unsigned Byte Action argument 2
9 Unsigned Byte Action argument 3
10 Unsigned Byte Action argument 4
11 Unsigned Byte Action argument 5
12-13 Unsigned Short Right sidedef 0xFFFF means there is no sidedef
14-15 Unsigned Short Left sidedef 0xFFFF means there is no sidedef


Linedef Flags

Bit
Hex
Description
ZDoom/Hexen ONLY
0
0x0001
blocks players and monsters

1
0x0002
blocks monsters

2
0x0004
two sided

3
0x0008
upper texture is unpegged

4
0x0010
lower texture is unpegged

5
0x0020
secret (shows as one-sided on

automap)


6
0x0040
blocks sound

7
0x0080
never shows on automap

8
0x0100
always shows on automap

9
0x0200
can be activated more than once
X
10-12
0x0400
activated when used by player
X
10-12
0x0800
activated when crossed by monster
X
10-12
0x0C00
activated when hit by projectile
X
10-12
0x1000
activated when bumped player
X
10-12
0x1400
activated crossed by projectile
X
10-12
0x1800
activated when used by player (with

pass through)

X
13
0x2000
line can be activated by players and

monsters

X
14
0x4000

X
15
0x8000
blocks everything (includes

gunshots & missiles)

X

See Also

Personal tools