Linedef type 9, the Mace Parameters!
Mace point mapthings
Mace point mapthings have been slightly modified.
Internal name |
Changes from 2.1
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MTF_AMBUSH
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Bigger mace theory (has no effect on custom mace, different effect on spring mace)
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MTF_OBJECTFLIP
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Flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections
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MTF_OBJECTSPECIAL
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Keeps it from attempting to play swinging sounds
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angle
: tag of controlling linedef
parameter
: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point.
Mace linedefs
Mace linedefs have been significantly revamped.
Linedef special info
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Floor height
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Front: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on) Back: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like)
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Ceiling height
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Front: Yaw (in degrees; rotation of entire thing on xy plane) Back: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them)
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Linedef X distance
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Number of chain links
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Linedef Y distance
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Speed (in FU)
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Front texture X offset
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Phase (in degrees; how far it is through the rotation cycle)
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Front texture Y offset
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"Minimum chainlink distance" setting - if less than zero, the absolute of that many chainlinks will not be spawned from the center outwards, for if you want stuff to not be in a wall. Doesn't affect the head of the chain at all, since otherwise what's the point? :V
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Back texture X offset
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Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly)
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Back texture Y offset
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Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement)
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Other
Internal name |
Purpose
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ML_NOCLIMB
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For chains and chain-mace combos, allow for player control of yaw through strafe keys
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ML_EFFECT1
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Replacing the seperate mapthings, this makes a mace type swing instead of spin.
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ML_EFFECT2
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For all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars)
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ML_EFFECT3
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Spawns a bonus mace type at the center(s) of rotation
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ML_EFFECT4
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Don't clip inside ground
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ML_EFFECT5
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Always think/visible (maces without this have a pop-in distance effect)
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Mapthing number |
Description
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1104
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Represents both spinning and swinging maces from prior versions of SRB2, depending on the presence of ML_EFFECT1.
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1105
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Went from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one.
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1106?
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Went from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring.
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1107
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Represents both spinning and swinging chains from prior versions of SRB2, depending on the presence of ML_EFFECT1.
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1108
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Hidden sling; completely untouched except to port over 2.1's functionality to the new backend.
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1109
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A Mario castle-level style firebar (no, 2.2 doesn't have Koopa Garrison, I just wanted to give modders the option). This inverts the functionality of ML_EFFECT2 on the tagged linedef.
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1111
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A custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside).
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Internal name |
Description
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MF2_MACEROTATE
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Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic.
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