Linedef Attributes
The different settings control whether the linedef can be crossed and how/when it appears on the map. They also control the method of displaying textures.
|
Attribute |
Description |
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Impassable |
Neither players nor enemies can cross. |
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Block Enemies |
Only Enemies cannot cross. |
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Two Sided |
The linedef has 2 sides |
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Upper Unpegged |
The texture is rendered top down instead of bottom up. |
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Lower Unpegged |
The main and below textures are rendered bottom up instead of top down. |
|
Secret |
The linedef will not appear on the player’s map in red. This protects secret doors and other hidden features. It has nothing to do with the secret sectors. |
|
Block Sound |
Sound will be blocked by the second linedef of this type encountered. This can be used to facilitate ambush situations and the like. |
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Never On Map |
The linedef never appears on the player’s map — even with the map power-up. |
|
Always On Map |
When the level is started, the linedef will be on the player’s map before the player has seen it. |
|
Use Works Thru |
BOOM only (see BOOM docs) |
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HEXEN ZDOOM only |
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Repeatable |
Designates whether a linedef type (if any) is repeatable? In DOOM, only some types were repeatable, HEXEN let’s you decide. |
|
Activated When |
Activated as noted by Players, Monsters and Projectiles |
|
Activated Monster+Play |
Activated by both Monsters and Players |
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Blocks Everything |
Blocks everything (including missiles) |
|
Player Pass Thru |
ZDOOM only (see ZDOOM docs) |