Ceiling specials

40:Ceiling_LowerByValue (tag, speed, height)

tag
Tag of affected sector
speed
How quickly the ceiling moves
height
Amount to lower ceiling by

Lowers a tagged sector's ceiling by height units. If tag is 0, then the sector on the line's back side is used.

41:Ceiling_RaiseByValue (tag, speed, height)

tag
Tag of affected sector
speed
How quickly the ceiling moves
height
Amount to raise ceiling by

Raises a tagged sector's ceiling by height units. If tag is 0, then the sector on the line's back side is used.

199:Ceiling_LowerByValueTimes8 (tag, speed, height)

tag
Tag of affected sector
speed
How quickly the ceiling moves
height
Amount to lower ceiling by

Lowers a tagged sector's ceiling by (height * 8) units. If tag is 0, then the sector on the line's back side is used.

198:Ceiling_RaiseByValueTimes8 (tag, speed, height)

tag
Tag of affected sector
speed
How quickly the ceiling moves
height
Amount to raise ceiling by

Raises a tagged sector's ceiling by (height * 8) units. If tag is 0, then the sector on the line's back side is used.

193:Ceiling_LowerInstant (tag, arg1, height)

tag
Tag of affected sector
arg1
Unused
height
Amount to lower ceiling by

Instantly lowers a sector's ceiling by (height * 8) units. If tag is 0, then the sector on the line's back side is used.

194:Ceiling_RaiseInstant (tag, arg1, height)

tag
Tag of affected sector
arg1
Unused
height
Amount to lower ceiling by

Instantly raises a sector's ceiling by (height * 8) units. If tag is 0, then the sector on the line's back side is used.

252:Ceiling_RaiseToNearest (tag, speed)

tag
Tag of affected sector
speed
How quickly the ceiling moves

Raises a ceiling to the height of the nearest surrounding ceiling. If tag is 0, then the sector on the line's back side is used.

192:Ceiling_LowerToHighestFloor (tag, speed)

tag
Tag of affected sector
speed
How quickly the ceiling moves

Lowers a ceiling to the height of the highest floor sorrounding it. If tag is 0, then the sector on the line's back side is used.

253:Ceiling_LowerToLowest (tag, speed)

tag
Tag of affected sector
speed
How quickly the ceiling moves

Lowers a ceiling to the height of the lowest surrounding floor. If tag is 0, then the sector on the line's back side is used.

254:Ceiling_LowerToFloor (tag, speed)

tag
Tag of affected sector
speed
How quickly the ceiling moves

Lowers a ceiling to the height of the floor underneath it. If tag is 0, then the sector on the line's back side is used.

69:Ceiling_MoveToValueTimes8 (tag, speed, height, neg)

tag
Tag of affected sector
speed
How quickly the ceiling moves
height
Absolute height of the move
neg
Whether or not the destination height is negative

Moves the ceiling of affected sectors to an absolute height of (height * 8) units. If the destination height is negative, then neg should be 1, otherwise it should be 0 for a positive height. If tag is 0, then the sector on the line's back side is used.

42:Ceiling_CrushAndRaise (tag, speed, crush)

tag
Tag of affected sector
speed
How quickly the ceiling moves
crush
Amount of damage to apply

Lowers and raises the ceiling of the affected sectors continually, applying crushing damage to anything underneath it. The ceiling will rise at half the speed at which it lowers. If tag is 0, then the sector on the line's back side is used.

45:Ceiling_CrushRaiseAndStay (tag, speed, crush)

tag
Tag of affected sector
speed
How quickly the ceiling moves
crush
Amount of damage to apply

Lowers the ceiling of the affected and applies crushing damage to anything underneath it, then raises the ceiling back up to its original height. The ceiling will rise at half the speed at which it lowers. If tag is 0, then the sector on the line's back side is used.

43:Ceiling_LowerAndCrush (tag, speed, crush)

tag
Tag of affected sector
speed
How quickly the ceiling moves
crush
Amount of damage to apply

Lowers the ceiling of affected sectors and applies crushing damage to anything under it. If tag is 0, then the sector on the line's back side is used.

195:Ceiling_CrushRaiseAndStayA (tag, dspeed, uspeed, crush)

tag
Tag of affected sector
dspeed
How quickly the ceiling moves down
uspeed
How quickly the ceiling moves back up
crush
Amount of damage to apply

Lowers the ceiling of the affected and applies crushing damage to anything underneath it, then raises the ceiling back up to its original height. If tag is 0, then the sector on the line's back side is used.

196:Ceiling_CrushAndRaiseA (tag, dspeed, uspeed, crush)

tag
Tag of affected sector
dspeed
How quickly the ceiling moves down
uspeed
How quickly the ceiling moves back up
crush
Amount of damage to apply

Lowers and raises the ceiling of the affected sectors continually, applying crushing damage to anything underneath it. If tag is 0, then the sector on the line's back side is used.

197:Ceiling_CrushAndRaiseSilentA (tag, dspeed, uspeed, crush)

tag
Tag of affected sector
dspeed
How quickly the ceiling moves down
uspeed
How quickly the ceiling moves back up
crush
Amount of damage to apply

Lowers and raises the ceiling of the affected sectors continually, applying crushing damage to anything underneath it. If tag is 0, then the sector on the line's back side is used. Crushers started with this special will only make noise when they reach the top or bottom of their strokes.

255:Ceiling_CrushRaiseAndStaySilA (tag, dspeed, uspeed, crush)

tag
Tag of affected sector
dspeed
How quickly the ceiling moves down
uspeed
How quickly the ceiling moves back up
crush
Amount of damage to apply

Lowers the ceiling of the affected and applies crushing damage to anything underneath it, then raises the ceiling back up to its original height. If tag is 0, then the sector on the line's back side is used. Crushers started with this special will only make noise at the top and bottom of their strokes.

44:Ceiling_CrushStop (tag)

tag
Tag of affected sector

Stops a crushing ceiling.

201:Generic_Ceiling (tag, speed, height, target, flag)

tag
Tag of affected sector
speed
How quickly the ceiling moves
height
Height of the move (for types that use it)
target
How to determine the ceiling's destination height
flags
Flags for the move

This special encapsulates BOOM's generalized ceilings. Flags are:

ValueMeaning
0 (0x00)No change
1 (0x01)Zero sector's special
2 (0x02)Change sector's ceiling picture
3 (0x03)Change sector's special
4 (0x04)Use numeric model if set, trigger model if not
8 (0x08)Raise ceiling if set, lower it if not
16 (0x10)Cause crushing damage if set

Target can be one of the following:

ValueTarget
0Height units above/below current height
1Highest surrounding ceiling
2Lowest surrounding ceiling
3Nearest surrounding ceiling
4Highest surrounding floor
5This sector's floor
6Height units determined by shortest upper texture on sector

If tag is 0, then the sector on the line's back side is used.

205:Generic_Crusher (tag, dspeed, uspeed, silent, crush)

tag
Tag of affected sector
dspeed
How quickly the ceiling lowers
uspeed
How quickly the ceiling raises
silent
Set this to 1 to prevent the crusher from making noise
crush
Amount of damage to apply

This special encapsulates BOOM's generalized crushers. It is the same as Ceiling_CrushAndRaiseA except that it takes an argument to control the "noisiness" of the crusher.