zscript-doc/api-level-Sector.md

735 lines
8.9 KiB
Markdown
Raw Normal View History

2018-12-29 16:05:19 -08:00
# Sector
TODO
```
struct Sector play
{
readonly FColormap ColorMap;
readonly color SpecialColors[5];
Actor SoundTarget;
int16 Special;
int16 LightLevel;
int16 SeqType;
int Sky;
name SeqName;
readonly vector2 CenterSpot;
int ValidCount;
Actor ThingList;
double Friction, MoveFactor;
int TerrainNum[2];
SectorEffect FloorData;
SectorEffect CeilingData;
SectorEffect LightingData;
uint8 SoundTraversed;
int8 StairLock;
int PrevSec;
int NextSec;
readonly array<Line> Lines;
readonly SecPlane FloorPlane;
readonly SecPlane CeilingPlane;
readonly Sector HeightSec;
uint BottomMap, MidMap, TopMap;
double Gravity;
name DamageType;
int DamageAmount;
int16 DamageInterval;
int16 LeakyDamage;
readonly uint16 ZoneNumber;
uint Flags;
uint16 MoreFlags;
SectorAction SecActTarget;
internal uint Portals[2];
readonly int PortalGroup;
readonly int SectorNum;
int Index();
double, Sector, F3DFloor NextHighestCeilingAt(double x, double y, double bottomz, double topz, int flags = 0);
double, Sector, F3DFloor NextLowestFloorAt(double x, double y, double z, int flags = 0, double steph = 0);
void RemoveForceField();
static Sector PointInSector(vector2 pt);
bool PlaneMoving(int pos);
int GetFloorLight();
int GetCeilingLight();
Sector GetHeightSec();
void TransferSpecial(Sector model);
void GetSpecial(out SecSpecial spec);
void SetSpecial(SecSpecial spec);
int GetTerrain(int pos);
void CheckPortalPlane(int plane);
double, Sector HighestCeilingAt(vector2 a);
double, Sector LowestFloorAt(vector2 a);
double, double GetFriction(int plane);
void SetXOffset(int pos, double o);
void AddXOffset(int pos, double o);
double GetXOffset(int pos);
void SetYOffset(int pos, double o);
void AddYOffset(int pos, double o);
double GetYOffset(int pos, bool addbase = true);
void SetXScale(int pos, double o);
double GetXScale(int pos);
void SetYScale(int pos, double o);
double GetYScale(int pos);
void SetAngle(int pos, double o);
double GetAngle(int pos, bool addbase = true);
void SetBase(int pos, double y, double o);
void SetAlpha(int pos, double o);
double GetAlpha(int pos);
int GetFlags(int pos);
int GetVisFlags(int pos);
void ChangeFlags(int pos, int and, int or);
int GetPlaneLight(int pos);
void SetPlaneLight(int pos, int level);
void SetColor(color c, int desat = 0);
void SetFade(color c);
void SetFogDensity(int dens);
double GetGlowHeight(int pos);
color GetGlowColor(int pos);
void SetGlowHeight(int pos, double height);
void SetGlowColor(int pos, color color);
void SetSpecialColor(int pos, color color);
textureid GetTexture(int pos);
void SetTexture(int pos, textureid tex, bool floorclip = true);
double GetPlaneTexZ(int pos);
void SetPlaneTexZ(int pos, double val, bool dirtify = false);
void ChangeLightLevel(int newval);
void SetLightLevel(int newval);
int GetLightLevel();
void AdjustFloorClip();
bool IsLinked(Sector other, bool ceiling);
bool PortalBlocksView(int plane);
bool PortalBlocksSight(int plane);
bool PortalBlocksMovement(int plane);
bool PortalBlocksSound(int plane);
bool PortalIsLinked(int plane);
void ClearPortal(int plane);
double GetPortalPlaneZ(int plane);
vector2 GetPortalDisplacement(int plane);
int GetPortalType(int plane);
int GetOppositePortalGroup(int plane);
double CenterFloor();
double CenterCeiling();
bool TriggerSectorActions(Actor thing, int activation);
int MoveFloor(double speed, double dest, int crush, int direction, bool hexencrush, bool instant = false);
int MoveCeiling(double speed, double dest, int crush, int direction, bool hexencrush);
Sector NextSpecialSector(int type, Sector prev);
double, Vertex FindLowestFloorSurrounding();
double, Vertex FindHighestFloorSurrounding();
double, Vertex FindNextHighestFloor();
double, Vertex FindNextLowestFloor();
double, Vertex FindLowestCeilingSurrounding();
double, Vertex FindHighestCeilingSurrounding();
double, Vertex FindNextLowestCeiling();
double, Vertex FindNextHighestCeiling();
double FindShortestTextureAround();
double FindShortestUpperAround();
Sector FindModelFloorSector(double floordestheight);
Sector FindModelCeilingSector(double floordestheight);
int FindMinSurroundingLight(int max);
double, Vertex FindLowestCeilingPoint();
double, Vertex FindHighestFloorPoint();
void SetEnvironment(string env);
void SetEnvironmentID(int envnum);
SeqNode StartSoundSequenceID(int chan, int sequence, int type, int modenum, bool nostop = false);
SeqNode StartSoundSequence(int chan, name seqname, int modenum);
SeqNode CheckSoundSequence(int chan);
void StopSoundSequence(int chan);
bool IsMakingLoopingSound();
bool IsSecret();
bool WasSecret();
void ClearSecret();
double GetUDMFFloat(name nm);
int GetUDMFInt(name nm);
string GetUDMFString(name nm);
}
```
- `ColorMap`
TODO
- `SpecialColors`
TODO
- `SoundTarget`
TODO
- `Special`
TODO
- `LightLevel`
TODO
- `SeqType`
TODO
- `Sky`
TODO
- `SeqName`
TODO
- `CenterSpot`
TODO
- `ValidCount`
TODO
- `ThingList`
TODO
- `Friction`
TODO
- `MoveFactor`
TODO
- `TerrainNum`
TODO
- `FloorData`
TODO
- `CeilingData`
TODO
- `LightingData`
TODO
- `SoundTraversed`
TODO
- `StairLock`
TODO
- `PrevSec`
TODO
- `NextSec`
TODO
- `Lines`
TODO
- `FloorPlane`
TODO
- `CeilingPlane`
TODO
- `HeightSec`
TODO
- `BottomMap`
TODO
- `MidMap`
TODO
- `TopMap`
TODO
- `Gravity`
TODO
- `DamageType`
TODO
- `DamageAmount`
TODO
- `DamageInterval`
TODO
- `LeakyDamage`
TODO
- `ZoneNumber`
TODO
- `Flags`
TODO
- `MoreFlags`
TODO
- `SecActTarget`
TODO
- `Portals`
TODO
- `PortalGroup`
TODO
- `SectorNum`
TODO
- `Index`
TODO
- `NextHighestCeilingAt`
TODO
- `NextLowestFloorAt`
TODO
- `RemoveForceField`
TODO
- `PointInSector`
TODO
- `PlaneMoving`
TODO
- `GetFloorLight`
TODO
- `GetCeilingLight`
TODO
- `GetHeightSec`
TODO
- `TransferSpecial`
TODO
- `GetSpecial`
TODO
- `SetSpecial`
TODO
- `GetTerrain`
TODO
- `CheckPortalPlane`
TODO
- `HighestCeilingAt`
TODO
- `LowestFloorAt`
TODO
- `GetFriction`
TODO
- `SetXOffset`
TODO
- `AddXOffset`
TODO
- `GetXOffset`
TODO
- `SetYOffset`
TODO
- `AddYOffset`
TODO
- `GetYOffset`
TODO
- `SetXScale`
TODO
- `GetXScale`
TODO
- `SetYScale`
TODO
- `GetYScale`
TODO
- `SetAngle`
TODO
- `GetAngle`
TODO
- `SetBase`
TODO
- `SetAlpha`
TODO
- `GetAlpha`
TODO
- `GetFlags`
TODO
- `GetVisFlags`
TODO
- `ChangeFlags`
TODO
- `GetPlaneLight`
TODO
- `SetPlaneLight`
TODO
- `SetColor`
TODO
- `SetFade`
TODO
- `SetFogDensity`
TODO
- `GetGlowHeight`
TODO
- `GetGlowColor`
TODO
- `SetGlowHeight`
TODO
- `SetGlowColor`
TODO
- `SetSpecialColor`
TODO
- `GetTexture`
TODO
- `SetTexture`
TODO
- `GetPlaneTexZ`
TODO
- `SetPlaneTexZ`
TODO
- `ChangeLightLevel`
TODO
- `SetLightLevel`
TODO
- `GetLightLevel`
TODO
- `AdjustFloorClip`
TODO
- `IsLinked`
TODO
- `PortalBlocksView`
TODO
- `PortalBlocksSight`
TODO
- `PortalBlocksMovement`
TODO
- `PortalBlocksSound`
TODO
- `PortalIsLinked`
TODO
- `ClearPortal`
TODO
- `GetPortalPlaneZ`
TODO
- `GetPortalDisplacement`
TODO
- `GetPortalType`
TODO
- `GetOppositePortalGroup`
TODO
- `CenterFloor`
TODO
- `CenterCeiling`
TODO
- `TriggerSectorActions`
TODO
- `MoveFloor`
TODO
- `MoveCeiling`
TODO
- `NextSpecialSector`
TODO
- `FindLowestFloorSurrounding`
TODO
- `FindHighestFloorSurrounding`
TODO
- `FindNextHighestFloor`
TODO
- `FindNextLowestFloor`
TODO
- `FindLowestCeilingSurrounding`
TODO
- `FindHighestCeilingSurrounding`
TODO
- `FindNextLowestCeiling`
TODO
- `FindNextHighestCeiling`
TODO
- `FindShortestTextureAround`
TODO
- `FindShortestUpperAround`
TODO
- `FindModelFloorSector`
TODO
- `FindModelCeilingSector`
TODO
- `FindMinSurroundingLight`
TODO
- `FindLowestCeilingPoint`
TODO
- `FindHighestFloorPoint`
TODO
- `SetEnvironment`
TODO
- `SetEnvironmentID`
TODO
- `StartSoundSequenceID`
TODO
- `StartSoundSequence`
TODO
- `CheckSoundSequence`
TODO
- `StopSoundSequence`
TODO
- `IsMakingLoopingSound`
TODO
- `IsSecret`
TODO
- `WasSecret`
TODO
- `ClearSecret`
TODO
- `GetUDMFFloat`
TODO
- `GetUDMFInt`
TODO
- `GetUDMFString`
TODO
<!-- EOF -->