Table of Contents

Mimic sector (XG class)

Class = mimic_sector

The Mimic sector class is used to copy all the properties of one sector to another. This allows any sector(s) to take on the appearance of another instantly (useful for creating sector-over-sector tricks or completely disorientating the player).

The properties that are copied during a mimic are:

Parameters

Prm Name Type Meaning
Ip0, Ip1 Target Ref,Target Num lsref, lsrefd Target reference (Line → Sector). This tells Doomsday which sector(s) we want to receieve the mimicing. The mimic_sector class can only be used on lines and we need to reference one or more sectors, therefore we need an lsref. We set the target sector(s) using Ip0 and, if required by the reference type, the data_component Ip1. For example: * Target Ref = “lsref_line_tagged” * Target Num = 8000
Ip2,Ip3 Mimic Ref,Mimic Num spref,sprefd Sector to mimic. This tells Doomsday which sector we want to mimic. As we've already selected a sector we now need to select another sector, but sectors don't directly reference sectors so we need an spref. For example: * Mimic Ref = “spref_highest_floor”

Example

Line Type {
    ID = 5006
    Comment = "Sectors with a tag matching this lines' tag will mimic the sector on this line's front side, when this line is shot"
    Flags = player_shoot
    Flags2 = when_act | any
    Class = mimic
    Type = timed_off
    Count = 1
    Time = 1
    Target Ref = "lsref_line_tagged"
    Mimic Ref = "spref_my_floor"
}

The line is triggered when the player shoots the line (Flags = player_shoot). The line is active in any skill mode and any game type (Flags2 = any) and the line carries out it's action when active (Flags2 = when_act). When activated, the line selects all sectors whoose tag is the same as this line's tag (Target Ref = lsref_line_tagged). It then copies all the properties from the sector on the front side of this line (Mimic Ref = spref_my_floor) and then applies them to the referenced sectors.