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
- examples
- Line Type examples ====== ===== Restore sector light color & luminance ===== <code> Line Type { I... 2 = when_deact | when_act | any Class = sector_light Type = flip Count = -1 Ip0 = "lpref_line... Ip6 = "lightref_original" } </code> Restores the light level and color of the sectors that have the same... le textures of the front side of all lines in the map are changed to SP_FACE1. The standard Doom switch
- reference_guide
- arious physical characteristics of a sector, like light level and color, wind and gravity. Sector types a... extended and the standard types can be used in a map. ===== Fundamentals ===== These articles deal... * [[colored_xg_sector_lighting_example|Sector light color examples]] * [[howto:combination_lock|Ho... ]] * [[xg:sector_type|Sector types]] * [[xg:map_object_reference|Object and property references]]
- lightref_original @xg:refs
- Refers to the original light level of a sector. The original light levels are set when the map is loaded.
- line_type_class
- tor_type"; Value = 0x7; } Flag { ID = "ltc_sector_light"; Value = 0x8; } Flag { ID = "ltc_activate"; Valu... end_level"; Value = 0xD; } Flag { ID = "ltc_leave_map"; Value = 0xD; } # Alias for end_level Flag { ID