EVENT DAMAGEHPLANE: Difference between revisions
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{{Deprecated}} | |||
{{EventTable|1=EVENT_DAMAGEHPLANE|2=-1|3=-1|4=1 value}} | |||
'''EVENT_DAMAGEHPLANE''' is a [[EDuke32_event_list|Game Event]]. | |||
This [[event]] is triggered whenever a floor or ceiling is damaged by a projectile or radius damage, regardless of the tile used for the ceiling or floor. | |||
[[RETURN]] stores the sectnum that was hit, with an added offset to distinguish floor and ceiling. | |||
* When a ceiling is hit, [[RETURN]] stores the sectnum + 65536. | |||
* When a floor is hit, [[RETURN]] stores the sectnum + 131072. | |||
In addition, [[vm.playerDist]] is set to the same value as [[RETURN]] before the event is run. This affects commands such as [[ifpdistl]], hence you may observe unexpected results if player-distance reliant commands are used inside this event. | |||
Setting [[RETURN]] to 1048576 will replicate the hardcoded glass breaking effect when a ceiling is damaged. In effect, this makes pieces of glass fall down from the ceiling, and play the GLASS_BREAKING sound. Note that this does not change the [[ceilingpicnum]], this needs to be done manually inside the event. | |||
This event is deprecated, use [[EVENT_DAMAGEFLOOR]] and [[EVENT_DAMAGECEILING]] instead. | |||
[[Category:Events]] | [[Category:Events]] |
Latest revision as of 03:14, 4 February 2022
This feature is deprecated. It's recommend not to use this feature. |
Event ID | player# | THISACTOR | RETURN | |
---|---|---|---|---|
EVENT_DAMAGEHPLANE | -1 | -1 | 1 value |
EVENT_DAMAGEHPLANE is a Game Event.
This event is triggered whenever a floor or ceiling is damaged by a projectile or radius damage, regardless of the tile used for the ceiling or floor.
RETURN stores the sectnum that was hit, with an added offset to distinguish floor and ceiling.
- When a ceiling is hit, RETURN stores the sectnum + 65536.
- When a floor is hit, RETURN stores the sectnum + 131072.
In addition, vm.playerDist is set to the same value as RETURN before the event is run. This affects commands such as ifpdistl, hence you may observe unexpected results if player-distance reliant commands are used inside this event.
Setting RETURN to 1048576 will replicate the hardcoded glass breaking effect when a ceiling is damaged. In effect, this makes pieces of glass fall down from the ceiling, and play the GLASS_BREAKING sound. Note that this does not change the ceilingpicnum, this needs to be done manually inside the event.
This event is deprecated, use EVENT_DAMAGEFLOOR and EVENT_DAMAGECEILING instead.