Classes:Ceiling
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Classes: Ceiling
Ceiling is a generic sector effect for moving ceilings like stock Doom crushers.
Enums
- ECeiling
- All the available types of moving ceiling. These are the map ceiling specials like Ceiling_RaiseToNearest, the corresponding specials and what they do can be found here.
- ceilLowerByValue
- ceilRaiseByValue
- ceilMoveToValue
- ceilLowerToHighestFloor
- ceilLowerInstant
- ceilRaiseInstant
- ceilCrushAndRaise
- ceilLowerAndCrush
- ceil_placeholder
- Unused
- ceilCrushRaiseAndStay
- ceilRaiseToNearest
- ceilLowerToLowest
- ceilLowerToFloor
- ceilLowerByValue
Everything after here is only used by Generic_Ceiling.
- ceilRaiseToHighest
- ceilLowerToHighest
- ceilRaiseToLowest
- ceilLowerToNearest
- ceilRaiseToHighestFloor
- ceilRaiseToFloor
- ceilRaiseByTexture
- ceilLowerByTexture
The below are used by specials that change the ceiling texture and special before removal. Such as platforms that "sink" into a liquid once they stop moving.
- genCeilingChg0
- genCeilingChgT
- genCeilingChg
- ECrushMode
- The mode the ceiling uses for crushing actors. More info.
- crushDoom
- crushHexen
- crushSlowdown
- EDirection
- The direction the ceiling is moving.
- dirDown
- Value: -1
- dirWait
- Value: 0
- dirUp
- Value: 1
- dirDown
Variables
- native readonly ECeiling m_Type
- The current ceiling effects' type/special.
- native readonly double m_BottomHeight
- The height for the ceiling to go down to when moving down.
- native readonly double m_TopHeight
- The height for the ceiling to go up to when moving up.
- native readonly double m_Speed
- The generic movement speed of the ceiling.
- native readonly double m_Speed1
- The speed of a ceiling crusher going down.
- native readonly double m_Speed2
- The speed of a ceiling crusher when it goes back up
- native readonly ECrushMode m_CrushMode
- The crushing mode used by the ceiling crusher.
- native readonly int m_Silent
- Used to determine what sound sequence the ceiling plays when moving. It's used by Ceiling_CrushAndRaiseSilentA and Ceiling_CrushRaiseAndStaySilA.
- 0: Plays the CeilingNormal sequence.
- 1: Plays the CeilingSemiSilent sequence.
- 2: Plays the Silence sequence.
Methods
- bool IsCrusher()
- Returns if the ceiling is of a crushing m_Type.
- native int getCrush()
- Returns the damage the crushing ceiling does.
- native int getDirection()
- Returns the ceilings' movement direction.
- native int getOldDirection()
- Ditto, but for the ceilings' last movement direction