Also known as a "linedef." A line segment with two sides and two vertices.
struct Line play
{
readonly Sector BackSector, FrontSector;
readonly double BBox[4];
readonly vector2 Delta;
readonly Side Sidedef[2];
readonly Vertex V1, V2;
readonly uint PortalIndex;
readonly uint PortalTransferred;
readonly int Health;
readonly int HealthGroup;
double Alpha;
uint Flags;
int ValidCount;
uint Activation;
int Args[5];
int LockNumber;
int Special;
int Index();
bool Activate(Actor activator, int side, int type);
bool RemoteActivate(Actor activator, int side, int type, vector3 pos);
Line GetPortalDestination();
bool IsLinePortal();
bool IsVisualPortal();
clearscope int GetHealth();
void SetHealth(int newhealth);
double GetUdmfFloat(name nm);
int GetUdmfInt(name nm);
string GetUdmfString(name nm);
}
The sector of the front and back sides of this line.
The top, bottom, left and right of the line, respective to array index.
Equivalent to V2 - V1
.
Returns the start and end points of this line segment, respectively.
The front and back sides of this line, 0 and 1 respectively. The aliases
Line.Front
and Line.Back
are provided as well.
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Alpha of the middle texture on both sides.
Any combination of the following bit flags:
Name | Description |
---|---|
ML_3DMIDTEX_IMPASS |
Middle texture will collide with projectiles and allow them to pass through. |
ML_3DMIDTEX |
Middle texture can be collided with and walked on as if it were a thin sector. |
ML_ADDTRANS |
Middle textures are drawn with additive translucency on both sides. |
ML_BLOCKEVERYTHING |
Line blocks everything. |
ML_BLOCKHITSCAN |
Line blocks hit scan attacks. |
ML_BLOCKING |
Line is solid and blocks everything but projectiles and hit scan attacks. |
ML_BLOCKMONSTERS |
Line blocks non-flying monsters. |
ML_BLOCKPROJECTILE |
Line blocks projectiles. |
ML_BLOCKSIGHT |
Line blocks line of sight. |
ML_BLOCKUSE |
Line blocks use actions. |
ML_BLOCK_FLOATERS |
Line blocks flying monsters. |
ML_BLOCK_PLAYERS |
Line blocks players. |
ML_CHECKSWITCHRANGE |
Checks the activator's vertical position as well as horizontal before activating. |
ML_CLIP_MIDTEX |
Applies WALLF_CLIP_MIDTEX to both sides. |
ML_DONTDRAW |
Never shown on the auto-map. |
ML_DONTPEGBOTTOM |
Lower texture is unpegged on both sides. |
ML_DONTPEGTOP |
Upper texture is unpegged on both sides. |
ML_FIRSTSIDEONLY |
Special can only be activated from the front side. |
ML_MAPPED |
Always shown on the auto-map. |
ML_MONSTERSCANACTIVATE |
Monsters may activate this line. |
ML_RAILING |
Line is a railing that can be jumped over. |
ML_REPEAT_SPECIAL |
Special may be activated multiple times. |
ML_SECRET |
Line will be shown as one-sided on the auto-map. |
ML_SOUNDBLOCK |
Blocks sound propagation after two lines with this flag. |
ML_TWOSIDED |
Line has a back side. |
ML_WRAP_MIDTEX |
Applies WALLF_WRAP_MIDTEX to both sides. |
ML_ZONEBOUNDARY |
Reverb zone boundary. |
Don't use this.
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Arguments of the line's special action.
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Number of the special action to be executed when this line is activated.
Returns the index of this line.
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Gets a named UDMF property attached to this linedef.