Fulltext results:
- map_object_reference
- [.refs:lightref_original|original]]| The original light level set when the map is loaded. | | [[.refs:lightref_current|current]]| The current light level. | | [[.refs:lightref_highest|highest]]| The highest light level among the adjoining sectors. | | [[.refs:lightref_lowest|lowest]]| The lowest light level among the adjoining sectors. | | [[.refs:li
- sector_type
- he visual appearance of the sector (for instance, light color) and gameplay functionality (for instance, ... ector_chain|chains]] that are used to define extended functionality. Note that [[sector chain]]s refer ... The properties of XG sector types are documented in the [[ded:sector_type|Sector Type]] definition.
- reference_guide
- ==== XG reference guide ====== **XG** (E**x**tended **G**eneralised Line/Sector Types) is a powerful,... ion ===== [[games:Doom]] has a number of hard-coded line and sector types, each of which are programm... arious physical characteristics of a sector, like light level and color, wind and gravity. Sector types a... arate from the original Doom types. Both the extended and the standard types can be used in a map. ==
- function_script
- ied with a scaling factor and an offset will be added. Acceptable values for the function depend on the context: for example, light and color functions are automatically scaled with
- line_type_class
- type of a sector. The Class [[property]] of the [[ded:line_type|Line Type]] definition selects the clas... flags are defined in Doomsday's standard [[flags.ded]]. <code> Flag { ID = "ltc_none"; } Flag { ID = ... tor_type"; Value = 0x7; } Flag { ID = "ltc_sector_light"; Value = 0x8; } Flag { ID = "ltc_activate"; Valu
- lightref_original @xg:refs
- Refers to the original light level of a sector. The original light levels are set when the map is loaded.