| po | which polyobj is being defined |
|---|
| mirror | polyobj that will mirror this one's movements |
| sound | door sound sequence to play when this polyobj moves |
Starts defining a polyobject.
| po | polyobj to rotate |
|---|
| speed | how quickly the polyobj should rotate |
| angle | byte angle to rotate the polyobj through |
Rotates a polyobject left through the specified angle. If angle is 255, then the polyobject will rotate continuously and never stop.
| po | polyobj to rotate |
|---|
| speed | how quickly the polyobj should rotate |
| angle | byte angle to rotate the polyobj through |
Rotates a polyobject right through the specified angle. If angle is 255, then the polyobject will rotate continuously and never stop.
| po | polyobj to move |
|---|
| speed | how quickly the polyobj should move |
| angle | direction the polyobj should move (this is a byte angle) |
| dist | distance to move |
Moves a polyobject.
| po | polyobj that is being defined |
|---|
| order | rendering order of this line |
| mirror | polyobj that will mirror the moves of this one |
| sound | door sound sequence to play when this polyobj moves |
Explicitly includes a line as part of a polyobject.
| po | polyobj to move |
|---|
| speed | how quickly the polyobj shold move |
| angle | direction the polyobj should move (this is a byte angle) |
| dist | distance to move in units of 8 |
Moves a polyobject (dist * 8) units.
| po | polyobj to move |
|---|
| speed | how quickly to spin the polyobj |
| angle | byte angle to rotate the polyobj through |
| delay | delay in tics before returning to original orientation |
Rotates a polyobject, waits, and then rotates it in the opposite direction until it has returned to its original orientation.
| po | polyobj to move |
|---|
| speed | how quickly to move the polyobj |
| angle | direction to move the polyobj in (this is a byte angle) |
| dist | distance to move the polyobj |
| delay | delay in tics before returning to original position |
Moves a polyobject, waits, and then moves it back to its original location.
The OR in these specials stands for OverRide. Under normal circumstances, if a polyobj is doing something, you cannot make it do something else until it has finished whatever it is doing. This can be a problem with perpetual polyobjs (such as Polyobj_RotateLeft or Right with a byte angle of 255). Using one of these four specials, you can force the polyobj to stop whatever it is doing and do something else.