# terrain.edf -- EDF TerrainTypes for Eternity Engine v3.33.02 // Splash Objects splash Water { smallclass = EETerrainWaterBase smallclip = 12 smallsound = eedrip baseclass = EETerrainWaterBase chunkclass = EETerrainWaterSplash sound = gloop chunkxvelshift = 8 chunkyvelshift = 8 chunkzvelshift = 8 chunkbasezvel = 2 } splash Lava { smallclass = EETerrainLavaSmoke smallclip = 12 smallsound = eehtsz baseclass = EETerrainLavaSplash chunkclass = EETerrainLavaSmoke sound = burn chunkxvelshift = -1 chunkyvelshift = -1 chunkzvelshift = 7 chunkbasezvel = 1 } splash Sludge { smallclass = EETerrainSludgeBase smallclip = 12 smallsound = muck baseclass = EETerrainSludgeBase chunkclass = EETerrainSludgeChunk sound = muck chunkxvelshift = 8 chunkyvelshift = 8 chunkzvelshift = 8 chunkbasezvel = 1 } // Terrain Objects // Note: Default terrain Solid is defined by the game engine. // WARNING: Do not edit the minversion field of the default terrain objects. // This will cause demo desyncs. Terrains you define on your own do not need // to specify a minversion. terrain Water { splash = Water footclip = 10 liquid = true useptclcolors = true ptclcolor1 = "127 127 255" ptclcolor2 = "0 0 255" minversion = 329 } terrain Lava { splash = Lava footclip = 10 liquid = true useptclcolors = true ptclcolor1 = "255 120 0" ptclcolor2 = "165 0 0" minversion = 329 } terrain Sludge { splash = Sludge footclip = 10 liquid = true minversion = 329 } // Floors: These vary by game type ifgametype(DOOM) floor { flat = FWATER1; terrain = Water } floor { flat = FWATER2; terrain = Water } floor { flat = FWATER3; terrain = Water } floor { flat = FWATER4; terrain = Water } floor { flat = LAVA1; terrain = Lava } floor { flat = LAVA2; terrain = Lava } floor { flat = LAVA3; terrain = Lava } floor { flat = LAVA4; terrain = Lava } endif() ifgametype(HERETIC) // Heretic terrains cause noise alerts terraindelta { name = Water; splashalert = true } terraindelta { name = Lava; splashalert = true } terraindelta { name = Sludge; splashalert = true } floor { flat = FLTWAWA1; terrain = Water } floor { flat = FLTWAWA2; terrain = Water } floor { flat = FLTWAWA3; terrain = Water } floor { flat = FLTFLWW1; terrain = Water } floor { flat = FLTFLWW2; terrain = Water } floor { flat = FLTFLWW3; terrain = Water } floor { flat = FLTLAVA1; terrain = Lava } floor { flat = FLTLAVA2; terrain = Lava } floor { flat = FLTLAVA3; terrain = Lava } floor { flat = FLTLAVA4; terrain = Lava } floor { flat = FLATHUH1; terrain = Lava } floor { flat = FLATHUH2; terrain = Lava } floor { flat = FLATHUH3; terrain = Lava } floor { flat = FLATHUH4; terrain = Lava } floor { flat = FLTSLUD1; terrain = Sludge } floor { flat = FLTSLUD2; terrain = Sludge } floor { flat = FLTSLUD3; terrain = Sludge } endif()