# 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()

