2009-07-30 14:49:27 +00:00
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2009-07-30 18:10:57 +00:00
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// Basic Hexen stuff.
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skills
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{
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1 = "Squire / Altar boy / Apprentice";
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2 = "Knight / Acolyte / Enchanter";
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3 = "Warrior / Priest / Sorceror";
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4 = "Berserker / Cardinal / Warlock";
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5 = "Titan / Pope / Archimage";
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}
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2009-07-30 14:49:27 +00:00
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linedefflags
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{
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512 = "Repeatable Action";
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8192 = "Monster Activates";
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32768 = "Block Everything";
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}
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thingflags
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{
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16 = "Dormant";
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32 = "Fighter class";
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64 = "Cleric class";
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128 = "Mage class";
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256 = "Singleplayer";
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512 = "Cooperative";
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1024 = "Deathmatch";
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}
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// Default flags for first new thing
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defaultthingflags
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{
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32;
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64;
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128;
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256;
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512;
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1024;
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}
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2012-08-27 11:39:14 +00:00
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// How thing flags should be compared (for the stuck thing error check)
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thingflagscompare
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{
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skills {
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1;
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2;
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4;
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}
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classes {
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32;
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64;
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128;
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}
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gamemodes {
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2014-11-03 13:02:59 +00:00
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256 {
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requiredgroup = "skills";
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}
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512 {
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requiredgroup = "skills";
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}
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1024 {
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ignoredgroup = "skills";
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}
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2012-08-27 11:39:14 +00:00
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}
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}
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2009-07-31 12:56:07 +00:00
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2009-07-30 14:49:27 +00:00
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// Mask for the thing flags which indicates the options
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// that make the same thing appear in the same modes
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thingflagsmasks
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{
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thingflagsmask1 = 7; // 1 + 2 + 4
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thingflagsmask2 = 1792; // 256 + 512 + 1024
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}
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// Linedef flags UDMF translation table
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// This is needed for copy/paste and prefabs to work properly
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// When the UDMF field name is prefixed with ! it is inverted
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linedefflagstranslation
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{
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512 = "repeatspecial";
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1024 = "playeruse";
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2048 = "monstercross";
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3072 = "impact";
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4096 = "playerpush";
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5120 = "missilecross";
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8192 = "monsteractivate";
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32768 = "blockeverything";
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}
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// Thing flags UDMF translation table
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// This is needed for copy/paste and prefabs to work properly
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// When the UDMF field name is prefixed with ! it is inverted
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thingflagstranslation
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{
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16 = "dormant";
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32 = "class1";
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64 = "class2";
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128 = "class3";
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256 = "single";
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512 = "coop";
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1024 = "dm";
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}
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// Activations filter for Hexen type activations
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// This filters the activation bits from the flags
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// This is in its own structure for inclusion only,
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// the actual value will end up in the document scope
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linedefactivationsfilter
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{
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linedefactivationsfilter = 7168;
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}
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// LINEDEF ACTIVATIONS
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// Make sure these are in order from lowest value to highest value
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linedefactivations
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{
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0 = "Player walks over";
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1024 = "Player presses Use";
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2048 = "Monster walks over";
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3072 = "Projectile hits";
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4096 = "Player bumps";
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5120 = "Projectile flies over";
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}
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// Default thing filters
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2012-04-17 19:13:47 +00:00
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// (these are not required, just useful for new users)
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2009-07-30 14:49:27 +00:00
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thingsfilters
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{
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filter0
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{
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name = "Easy skill";
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category = "";
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type = -1;
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fields
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{
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1 = true;
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}
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}
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filter1
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{
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name = "Hard skill";
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category = "";
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type = -1;
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fields
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{
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4 = true;
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}
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}
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filter2
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{
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name = "Keys only";
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category = "keys";
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type = -1;
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}
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filter3
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{
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name = "Medium skill";
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category = "";
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type = -1;
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fields
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{
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2 = true;
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}
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}
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}
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// ENUMERATIONS
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// These are enumerated lists for linedef types and UDMF fields.
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enums
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{
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keys
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{
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0 = "None";
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1 = "Steel key";
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2 = "Cave key";
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3 = "Axe key";
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4 = "Fire key";
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5 = "Emerald key";
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6 = "Dungeon key";
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7 = "Silver key";
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8 = "Rusted key";
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9 = "Horn key";
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10 = "Swamp key";
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11 = "Castle key";
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100 = "Any key";
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101 = "All keys";
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102 = "Impossible";
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}
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spawnthing
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{
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0 = "None";
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}
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}
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2012-04-17 19:13:47 +00:00
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/*
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GAME DETECT PATTERN
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Used to guess the game for which a WAD file is made.
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1 = One of these lumps must exist
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2 = None of these lumps must exist
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3 = All of these lumps must exist
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*/
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gamedetect_format
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{
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TEXTMAP = 2;
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THINGS = 3;
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LINEDEFS = 3;
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SIDEDEFS = 3;
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VERTEXES = 3;
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SEGS = 3;
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SSECTORS = 3;
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NODES = 3;
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SECTORS = 3;
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REJECT = 3;
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BLOCKMAP = 3;
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ENDMAP = 2;
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BEHAVIOR = 3;
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}
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gamedetect
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{
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EXTENDED = 2;
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E1M1 = 2; E1M2 = 2; E1M3 = 2; E1M4 = 2; E1M5 = 2; E1M6 = 2; E1M7 = 2; E1M8 = 2; E1M9 = 2;
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E2M1 = 2; E2M2 = 2; E2M3 = 2; E2M4 = 2; E2M5 = 2; E2M6 = 2; E2M7 = 2; E2M8 = 2; E2M9 = 2;
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E3M1 = 2; E3M2 = 2; E3M3 = 2; E3M4 = 2; E3M5 = 2; E3M6 = 2; E3M7 = 2; E3M8 = 2; E3M9 = 2;
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E4M1 = 2; E4M2 = 2; E4M3 = 2; E4M4 = 2; E4M5 = 2; E4M6 = 2; E4M7 = 2; E4M8 = 2; E4M9 = 2;
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E5M1 = 2; E5M2 = 2; E5M3 = 2; E5M4 = 2; E5M5 = 2; E5M6 = 2; E5M7 = 2; E5M8 = 2; E5M9 = 2;
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E6M1 = 2; E6M2 = 2; E6M3 = 2;
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MAP01 = 1; MAP02 = 1; MAP03 = 1; MAP04 = 1; MAP05 = 1; MAP06 = 1; MAP07 = 1; MAP08 = 1; MAP09 = 1; MAP10 = 1;
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MAP11 = 1; MAP12 = 1; MAP13 = 1; MAP14 = 1; MAP15 = 1; MAP16 = 1; MAP17 = 1; MAP18 = 1; MAP19 = 1; MAP20 = 1;
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MAP21 = 1; MAP22 = 1; MAP23 = 1; MAP24 = 1; MAP25 = 1; MAP26 = 1; MAP27 = 1; MAP28 = 1; MAP29 = 1; MAP30 = 1;
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MAP31 = 1; MAP32 = 1; MAP33 = 1; MAP34 = 1; MAP35 = 1; MAP36 = 1; MAP37 = 1; MAP38 = 1; MAP39 = 1; MAP40 = 1;
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MAP41 = 1;
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}
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