mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2025-01-18 14:31:50 +00:00
Configurations: increased game configuration loading speed (in previous builds it took ~650 ms. to load a single game configuration, now it takes ~120 ms. to load all 64 of them). As a side effect, New\Open Map Options, Map Options and Game Configurations windows are now opened noticeably faster. The editor starts up a bit faster as well.
Configurations: all 64 game configuration are now available by default. Game Configurations window: game configurations can now be disabled. This setting is mostly cosmetic. When a game configuration is disabled, it won't be shown in "game configuration" dropdowns in New\Open Map Options and Map Options windows. If a map's .dbs file specifies a disabled configuration, it will be picked as a map configuration anyway. Linedefs mode: vertex insert preview logic used Highlight range instead of Stitch range (which is used when draw mode engages). Visual mode: double-sided middle textures were not selected when using "Select" action with "with same texture" modifier. Textures: some optimizations in patch blending code. ZDoom ACS script configuration: added definitions for StrLeft, StrMid and StrRight functions.
This commit is contained in:
parent
8b36f6113e
commit
592887a086
145 changed files with 569 additions and 3568 deletions
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@ -1,64 +0,0 @@
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// Basic Doom and Vanilla engine stuff.
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include("Doom_Misc.cfg");
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// The only difference with Doom
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skills
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{
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1 = "Easy does it";
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2 = "Not so sticky";
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3 = "Gobs of goo";
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4 = "Extreme ooze";
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5 = "Super slimey!";
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}
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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_chex1
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{
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EXTENDED = 2;
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E1M1 = 1; E1M2 = 1; E1M3 = 1; E1M4 = 1; E1M5 = 1; E1M6 = 1; E1M7 = 1; E1M8 = 1; E1M9 = 1;
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E2M1 = 1; E2M2 = 1; E2M3 = 1; E2M4 = 1; E2M5 = 1; E2M6 = 1; E2M7 = 1; E2M8 = 1; E2M9 = 1;
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E3M1 = 1; E3M2 = 1; E3M3 = 1; E3M4 = 1; E3M5 = 1; E3M6 = 1; E3M7 = 1; E3M8 = 1; E3M9 = 1;
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E4M1 = 1; E4M2 = 1; E4M3 = 1; E4M4 = 1; E4M5 = 1; E4M6 = 1; E4M7 = 1; E4M8 = 1; E4M9 = 1;
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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 = 2; MAP02 = 2; MAP03 = 2; MAP04 = 2; MAP05 = 2; MAP06 = 2; MAP07 = 2; MAP08 = 2; MAP09 = 2; MAP10 = 2;
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MAP11 = 2; MAP12 = 2; MAP13 = 2; MAP14 = 2; MAP15 = 2; MAP16 = 2; MAP17 = 2; MAP18 = 2; MAP19 = 2; MAP20 = 2;
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MAP21 = 2; MAP22 = 2; MAP23 = 2; MAP24 = 2; MAP25 = 2; MAP26 = 2; MAP27 = 2; MAP28 = 2; MAP29 = 2; MAP30 = 2;
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MAP31 = 2; MAP32 = 2; MAP33 = 2; MAP34 = 2; MAP35 = 2; MAP36 = 2; MAP37 = 2; MAP38 = 2; MAP39 = 2; MAP40 = 2;
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MAP41 = 2;
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}
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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_chex3
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{
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EXTENDED = 2;
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E1M1 = 1; E1M2 = 1; E1M3 = 1; E1M4 = 1; E1M5 = 1; E1M6 = 2; E1M7 = 2; E1M8 = 2; E1M9 = 2;
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E2M1 = 1; E2M2 = 1; E2M3 = 1; E2M4 = 1; E2M5 = 1; E2M6 = 2; E2M7 = 2; E2M8 = 2; E2M9 = 2;
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E3M1 = 1; E3M2 = 1; E3M3 = 1; E3M4 = 1; E3M5 = 1; 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 = 2; MAP02 = 2; MAP03 = 2; MAP04 = 2; MAP05 = 2; MAP06 = 2; MAP07 = 2; MAP08 = 2; MAP09 = 2; MAP10 = 2;
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MAP11 = 2; MAP12 = 2; MAP13 = 2; MAP14 = 2; MAP15 = 2; MAP16 = 2; MAP17 = 2; MAP18 = 2; MAP19 = 2; MAP20 = 2;
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MAP21 = 2; MAP22 = 2; MAP23 = 2; MAP24 = 2; MAP25 = 2; MAP26 = 2; MAP27 = 2; MAP28 = 2; MAP29 = 2; MAP30 = 2;
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MAP31 = 2; MAP32 = 2; MAP33 = 2; MAP34 = 2; MAP35 = 2; MAP36 = 2; MAP37 = 2; MAP38 = 2; MAP39 = 2; MAP40 = 2;
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MAP41 = 2;
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}
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/*************************************************************\
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Doom Builder 2 Game Configuration for ZDoom-compatible port
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\*************************************************************/
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// This is required to prevent accidental use of a different configuration
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type = "Doom Builder 2 Game Configuration";
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// This is the title to show for this game
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game = "GZDoom: Doom (Doom format)";
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// This is the simplified game engine/sourceport name
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engine = "gzdoom";
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// *******************************************************
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// * *
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// * Note: all the elements that could be factorized *
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// * because they were common to ZDoom, GZDoom and *
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// * Zandronum have been moved to ZDoom_common.cfg. *
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// * *
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// *******************************************************
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// STANDARD ZDOOM SETTINGS
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// Settings common to all games and all map formats
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include("Includes\\ZDoom_common.cfg", "common");
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// Settings common to Doom map format
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include("Includes\\ZDoom_common.cfg", "mapformat_doom");
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// Settings common to Doom games
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include("Includes\\Game_Doom.cfg");
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// Default thing filters
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// (these are not required, just useful for new users)
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thingsfilters
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{
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include("Includes\\Doom_misc.cfg", "thingsfilters");
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}
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// Depends on both game and map format
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gamedetect
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{
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// Map format
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include("Includes\\ZDoom_misc.cfg", "gamedetect_doom");
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// Game scheme
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include("Includes\\Doom_misc.cfg", "gamedetect_either");
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}
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// THING TYPES
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// Each engine has its own additional thing types
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// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
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thingtypes
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{
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// Basic game actors
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include("Includes\\Doom_things.cfg");
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include("Includes\\Doom2_things.cfg");
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// Additional ZDoom actors for that game
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include("Includes\\ZDoom_things.cfg", "doom");
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// Standard ZDoom actors
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include("Includes\\ZDoom_things.cfg", "zdoom");
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// Additional actors from the engine
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include("Includes\\GZDoom_things.cfg", "gzdoom");
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include("Includes\\GZDoom_things.cfg", "gzdoom_lights");
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}
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// ENUMERATIONS
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// Each engine has its own additional thing types
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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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// Basic game enums
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include("Includes\\Doom_misc.cfg", "enums");
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// Standard ZDoom enums
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include("Includes\\ZDoom_misc.cfg", "enums");
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// Additional ZDoom enums for that game
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include("Includes\\ZDoom_misc.cfg", "enums_doom");
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}
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/*************************************************************\
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Doom Builder 2 Game Configuration for ZDoom-compatible port
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\*************************************************************/
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// This is required to prevent accidental use of a different configuration
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type = "Doom Builder 2 Game Configuration";
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// This is the title to show for this game
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game = "GZDoom: Hexen (Hexen format)";
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// This is the simplified game engine/sourceport name
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engine = "gzdoom";
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// *******************************************************
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// * *
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// * Note: all the elements that could be factorized *
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// * because they were common to ZDoom, GZDoom and *
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// * Zandronum have been moved to ZDoom_common.cfg. *
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// * *
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// *******************************************************
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// STANDARD ZDOOM SETTINGS
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// Settings common to all games and all map formats
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include("Includes\\ZDoom_common.cfg", "common");
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// Settings common to Hexen map format
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include("Includes\\ZDoom_common.cfg", "mapformat_hexen");
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// Settings common to Hexen games
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include("Includes\\Game_Hexen.cfg");
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// Default thing filters
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// (these are not required, just useful for new users)
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thingsfilters
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{
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include("Includes\\Hexen_misc.cfg", "thingsfilters");
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}
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// Depends on both game and map format
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gamedetect
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{
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// Map format
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include("Includes\\ZDoom_misc.cfg", "gamedetect_hexen");
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// Game scheme
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include("Includes\\Hexen_misc.cfg", "gamedetect");
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}
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// THING TYPES
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// Each engine has its own additional thing types
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// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
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thingtypes
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{
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// Basic game actors
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include("Includes\\Hexen_things.cfg");
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// Additional ZDoom actors for that game
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include("Includes\\ZDoom_things.cfg", "hexen");
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// Standard ZDoom actors
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include("Includes\\ZDoom_things.cfg", "zdoom");
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// Additional actors from the engine
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include("Includes\\GZDoom_things.cfg", "gzdoom");
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include("Includes\\GZDoom_things.cfg", "gzdoom_lights");
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}
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// ENUMERATIONS
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// Each engine has its own additional thing types
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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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// Basic game enums
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include("Includes\\Doom_misc.cfg", "enums");
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// Standard ZDoom enums
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include("Includes\\ZDoom_misc.cfg", "enums");
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// Additional ZDoom enums for that game
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include("Includes\\ZDoom_misc.cfg", "enums_hexen");
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}
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/*************************************************************\
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Doom Builder 2 Game Configuration for ZDoom-compatible port
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\*************************************************************/
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// This is required to prevent accidental use of a different configuration
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type = "Doom Builder 2 Game Configuration";
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// This is the title to show for this game
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game = "GZDoom: Hexen (UDMF)";
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// This is the simplified game engine/sourceport name
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engine = "gzdoom";
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// *******************************************************
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// * *
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// * Note: all the elements that could be factorized *
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// * because they were common to ZDoom, GZDoom and *
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// * Zandronum have been moved to ZDoom_common.cfg. *
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// * *
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// *******************************************************
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// STANDARD ZDOOM SETTINGS
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// Settings common to all games and all map formats
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include("Includes\\ZDoom_common.cfg", "common");
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// Settings common to text map format
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include("Includes\\ZDoom_common.cfg", "mapformat_udmf");
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// Settings common to Hexen games
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include("Includes\\Game_Hexen.cfg");
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// Default thing filters
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// (these are not required, just useful for new users)
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thingsfilters
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{
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include("Includes\\ZDoom_misc.cfg", "thingsfilters_udmf");
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}
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// Depends on both game and map format
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gamedetect
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{
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// Map format
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include("Includes\\ZDoom_misc.cfg", "gamedetect_udmf");
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// Game scheme
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include("Includes\\Hexen_misc.cfg", "gamedetect");
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}
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// THING TYPES
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// Each engine has its own additional thing types
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// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
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thingtypes
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{
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// Basic game actors
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include("Includes\\Hexen_things.cfg");
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// Additional ZDoom actors for that game
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include("Includes\\ZDoom_things.cfg", "hexen");
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// Standard ZDoom actors
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include("Includes\\ZDoom_things.cfg", "zdoom");
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// Additional actors from the engine
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include("Includes\\GZDoom_things.cfg", "gzdoom");
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include("Includes\\GZDoom_things.cfg", "gzdoom_lights");
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}
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// ENUMERATIONS
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// Each engine has its own additional thing types
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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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// Basic game enums
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include("Includes\\Doom_misc.cfg", "enums");
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// Standard ZDoom enums
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include("Includes\\ZDoom_misc.cfg", "enums");
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// Additional ZDoom enums for that game
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include("Includes\\ZDoom_misc.cfg", "enums_hexen");
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}
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// Default lump name for new map
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defaultlumpname = "MAP01";
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skyflatname = "F_SKY";
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basegame = 3;
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// Decorate actors to include depending on actor game property
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decorategames = "hexen raven";
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// Skill levels
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skills
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{
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include("Hexen_misc.cfg", "skills");
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}
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// Door making
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makedoortrack = "D_END2";
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// Default thing filters
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// (these are not required, just useful for new users)
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/*thingsfilters
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{
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include("Hexen_misc.cfg", "thingsfilters");
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} */
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// How to compare thing flags (for the stuck things error checker)
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thingflagscompare
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{
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include("Hexen_misc.cfg", "thingflagscompare");
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}
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// Default texture sets
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// (these are not required, but useful for new users)
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texturesets
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{
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include("Hexen_texturesets.cfg");
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}
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0 = "Normal";
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1 = "Light Phased";
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2 = "Light Sequence Start";
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3 = "Light Sequence Special 1";
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4 = "Light Sequence Special 2";
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26 = "Stairs Special 1";
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27 = "Stairs Special 2";
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198 = "Light Indoor 2";
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199 = "Light Indoor 1";
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200 = "Sky 2 (MAPINFO)";
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201 = "Scroll North (slow)";
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202 = "Scroll North (medium)";
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203 = "Scroll North (fast)";
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204 = "Scroll East (slow)";
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205 = "Scroll East (medium)";
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206 = "Scroll East (fast)";
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207 = "Scroll South (slow)";
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208 = "Scroll South (medium)";
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209 = "Scroll South (fast)";
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210 = "Scroll West (slow)";
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211 = "Scroll West (medium)";
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212 = "Scroll West (fast)";
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213 = "Scroll NorthWest (slow)";
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214 = "Scroll NorthWest (medium)";
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215 = "Scroll NorthWest (fast)";
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216 = "Scroll NorthEast (slow)";
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217 = "Scroll NorthEast (medium)";
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218 = "Scroll NorthEast (fast)";
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219 = "Scroll SouthEast (slow)";
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220 = "Scroll SouthEast (medium)";
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221 = "Scroll SouthEast (fast)";
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222 = "Scroll SouthWest (slow)";
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223 = "Scroll SouthWest (medium)";
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224 = "Scroll SouthWest (fast)";
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File diff suppressed because it is too large
Load diff
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/*************************************************************\
|
||||
Doom Builder 2 Game Configuration for ZDoom-compatible port
|
||||
\*************************************************************/
|
||||
|
||||
// This is required to prevent accidental use of a different configuration
|
||||
type = "Doom Builder 2 Game Configuration";
|
||||
|
||||
// This is the title to show for this game
|
||||
game = "GZDoom: Strife (UDMF)";
|
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|
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// This is the simplified game engine/sourceport name
|
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engine = "gzdoom";
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|
||||
// *******************************************************
|
||||
// * *
|
||||
// * Note: all the elements that could be factorized *
|
||||
// * because they were common to ZDoom, GZDoom and *
|
||||
// * Zandronum have been moved to ZDoom_common.cfg. *
|
||||
// * *
|
||||
// *******************************************************
|
||||
|
||||
// STANDARD ZDOOM SETTINGS
|
||||
// Settings common to all games and all map formats
|
||||
include("Includes\\ZDoom_common.cfg", "common");
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|
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// Settings common to text map format
|
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include("Includes\\ZDoom_common.cfg", "mapformat_udmf");
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// Settings common to Strife games
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include("Includes\\Game_Strife.cfg");
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// Default thing filters
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// (these are not required, just useful for new users)
|
||||
thingsfilters
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{
|
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include("Includes\\ZDoom_misc.cfg", "thingsfilters_udmf");
|
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}
|
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|
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// Depends on both game and map format
|
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gamedetect
|
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{
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// Map format
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include("Includes\\ZDoom_misc.cfg", "gamedetect_udmf");
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// Game scheme
|
||||
include("Includes\\Strife_misc.cfg", "gamedetect");
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}
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|
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// THING TYPES
|
||||
// Each engine has its own additional thing types
|
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// Order should always be 1: Game; 2: ZDoom/game; 3: ZDoom/zdoom
|
||||
thingtypes
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{
|
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// Basic game actors
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include("Includes\\Strife_things.cfg");
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// Additional ZDoom actors for that game
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include("Includes\\ZDoom_things.cfg", "strife");
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// Standard ZDoom actors
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include("Includes\\ZDoom_things.cfg", "zdoom");
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// Additional actors from the engine
|
||||
include("Includes\\GZDoom_things.cfg", "gzdoom");
|
||||
include("Includes\\GZDoom_things.cfg", "gzdoom_lights");
|
||||
}
|
||||
|
||||
// ENUMERATIONS
|
||||
// Each engine has its own additional thing types
|
||||
// These are enumerated lists for linedef types and UDMF fields.
|
||||
enums
|
||||
{
|
||||
// Basic game enums
|
||||
include("Includes\\Doom_misc.cfg", "enums");
|
||||
// Standard ZDoom enums
|
||||
include("Includes\\ZDoom_misc.cfg", "enums");
|
||||
// Additional ZDoom enums for that game
|
||||
include("Includes\\ZDoom_misc.cfg", "enums_strife");
|
||||
}
|
|
@ -1,49 +0,0 @@
|
|||
|
||||
|
||||
// Default sector brightness levels
|
||||
sectorbrightness
|
||||
{
|
||||
255; 248; 240; 232; 224; 216; 208; 200; 192; 184; 176; 168; 160; 152; 144; 136;
|
||||
128; 120; 112; 104; 96; 88; 80; 72; 64; 56; 48; 40; 32; 24; 16; 8; 0;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
MAP LUMP NAMES
|
||||
Map lumps are loaded with the map as long as they are right after each other. When the editor
|
||||
meets a lump which is not defined in this list it will ignore the map if not satisfied.
|
||||
The order of items defines the order in which lumps will be written to WAD file on save.
|
||||
To indicate the map header lump, use ~MAP
|
||||
|
||||
Legenda:
|
||||
required = Lump is required to exist.
|
||||
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
|
||||
nodebuild = The nodebuilder generates this lump.
|
||||
allowempty = The nodebuilder is allowed to leave this lump empty.
|
||||
script = This lump is a text-based script. Specify the filename of the script configuration to use.
|
||||
*/
|
||||
|
||||
maplumpnames
|
||||
{
|
||||
DEHACKED
|
||||
{
|
||||
required = false;
|
||||
nodebuild = false;
|
||||
script = "Dehacked.cfg";
|
||||
}
|
||||
|
||||
DD_DEFNS
|
||||
{
|
||||
required = false;
|
||||
nodebuild = false;
|
||||
script = "Doomsday_DED.cfg";
|
||||
}
|
||||
|
||||
DD_DIREC
|
||||
{
|
||||
required = false;
|
||||
nodebuild = false;
|
||||
script = "Text.cfg";
|
||||
}
|
||||
}
|
||||
|
|
@ -1,329 +0,0 @@
|
|||
|
||||
edge
|
||||
{
|
||||
title = "Edge";
|
||||
|
||||
400
|
||||
{
|
||||
title = "Edge Thick Extrafloor (dummy texture)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
401
|
||||
{
|
||||
title = "Edge Thick Extrafloor (master upper texture)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
402
|
||||
{
|
||||
title = "Edge Thick Extrafloor (master lower texture)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
403
|
||||
{
|
||||
title = "Edge Liquid Extrafloor (solid)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
404
|
||||
{
|
||||
title = "Edge Liquid Extrafloor (20% translucent)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
405
|
||||
{
|
||||
title = "Edge Liquid Extrafloor (40% translucent)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
406
|
||||
{
|
||||
title = "Edge Liquid Extrafloor (60% translucent)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
407
|
||||
{
|
||||
title = "Edge Liquid Extrafloor (80% translucent)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
408
|
||||
{
|
||||
title = "Edge Liquid Extrafloor (invisible)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
409
|
||||
{
|
||||
title = "Edge Translucent Linedef (20%)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
410
|
||||
{
|
||||
title = "Edge Translucent Linedef (40%)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
411
|
||||
{
|
||||
title = "Edge Translucent Linedef (60%)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
412
|
||||
{
|
||||
title = "Edge Translucent Linedef (80%)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
413
|
||||
{
|
||||
title = "Edge Thin Extrafloor (opaque)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
414
|
||||
{
|
||||
title = "Edge Thin Extrafloor (20% translucent)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
415
|
||||
{
|
||||
title = "Edge Thin Extrafloor (40% translucent)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
416
|
||||
{
|
||||
title = "Edge Thin Extrafloor (60% translucent)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
417
|
||||
{
|
||||
title = "Edge Thin Extrafloor (80% translucent)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
418
|
||||
{
|
||||
title = "Edge Enable Tagged RTS";
|
||||
prefix = "S1";
|
||||
}
|
||||
|
||||
419
|
||||
{
|
||||
title = "Edge Enable Tagged RTS";
|
||||
prefix = "SR";
|
||||
}
|
||||
|
||||
420
|
||||
{
|
||||
title = "Edge Enable Tagged RTS";
|
||||
prefix = "W1";
|
||||
}
|
||||
|
||||
421
|
||||
{
|
||||
title = "Edge Enable Tagged RTS";
|
||||
prefix = "WR";
|
||||
}
|
||||
|
||||
422
|
||||
{
|
||||
title = "Edge Scroll Right";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
423
|
||||
{
|
||||
title = "Edge Scroll Up";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
424
|
||||
{
|
||||
title = "Edge Scroll Down";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
425
|
||||
{
|
||||
title = "Edge Scroll Left And Up";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
426
|
||||
{
|
||||
title = "Edge Scroll Left And Down";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
427
|
||||
{
|
||||
title = "Edge Scroll Right And Up";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
428
|
||||
{
|
||||
title = "Edge Scroll Right And Down";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
429
|
||||
{
|
||||
title = "Edge Scroll Fast Lower And Middle Texture (liquid falls)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
430
|
||||
{
|
||||
title = "Edge Thick Translucent Liquid Extrafloor Scroll Down (20% translucent)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
431
|
||||
{
|
||||
title = "Edge Thick Translucent Liquid Extrafloor Scroll Down (40% translucent)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
432
|
||||
{
|
||||
title = "Edge Thick Translucent Liquid Extrafloor Scroll Down (60% translucent)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
433
|
||||
{
|
||||
title = "Edge Thick Translucent Liquid Extrafloor Scroll Down (80% translucent)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
434
|
||||
{
|
||||
title = "Edge Raise Floor 2 Units (use for RTS Onheight events)";
|
||||
prefix = "S1";
|
||||
}
|
||||
|
||||
435
|
||||
{
|
||||
title = "Edge Raise Floor 2 Units (use for RTS Onheight events)";
|
||||
prefix = "SR";
|
||||
}
|
||||
|
||||
436
|
||||
{
|
||||
title = "Edge Raise Floor 2 Units (use for RTS Onheight events)";
|
||||
prefix = "W1";
|
||||
}
|
||||
|
||||
437
|
||||
{
|
||||
title = "Edge Raise Floor 2 Units (use for RTS Onheight events)";
|
||||
prefix = "WR";
|
||||
}
|
||||
|
||||
438
|
||||
{
|
||||
title = "Edge Raise Floor 2 Units (use for RTS Onheight events)";
|
||||
prefix = "S1";
|
||||
}
|
||||
|
||||
439
|
||||
{
|
||||
title = "Edge Raise Floor 2 Units (use for RTS Onheight events)";
|
||||
prefix = "SR";
|
||||
}
|
||||
|
||||
440
|
||||
{
|
||||
title = "Edge Enable Tagged RTS";
|
||||
prefix = "G1";
|
||||
}
|
||||
|
||||
441
|
||||
{
|
||||
title = "Edge Enable Tagged RTS";
|
||||
prefix = "GR";
|
||||
}
|
||||
|
||||
442
|
||||
{
|
||||
title = "Edge Sliding Door (left, monsters)";
|
||||
prefix = "SR";
|
||||
}
|
||||
|
||||
443
|
||||
{
|
||||
title = "Edge Sliding Door (left)";
|
||||
prefix = "SR";
|
||||
}
|
||||
|
||||
444
|
||||
{
|
||||
title = "Edge Sliding Door (left, fast)";
|
||||
prefix = "SR";
|
||||
}
|
||||
|
||||
445
|
||||
{
|
||||
title = "Edge Sliding Door (left)";
|
||||
prefix = "S1";
|
||||
}
|
||||
|
||||
446
|
||||
{
|
||||
title = "Edge Sliding Door (right, monsters)";
|
||||
prefix = "SR";
|
||||
}
|
||||
|
||||
447
|
||||
{
|
||||
title = "Edge Sliding Door (right)";
|
||||
prefix = "SR";
|
||||
}
|
||||
|
||||
448
|
||||
{
|
||||
title = "Edge Sliding Door (right, fast)";
|
||||
prefix = "SR";
|
||||
}
|
||||
|
||||
449
|
||||
{
|
||||
title = "Edge Sliding Door (right)";
|
||||
prefix = "S1";
|
||||
}
|
||||
|
||||
450
|
||||
{
|
||||
title = "Edge Sliding Door (center, monsters)";
|
||||
prefix = "SR";
|
||||
}
|
||||
|
||||
451
|
||||
{
|
||||
title = "Edge Sliding Door (center)";
|
||||
prefix = "SR";
|
||||
}
|
||||
|
||||
452
|
||||
{
|
||||
title = "Edge Sliding Door (center, fast)";
|
||||
prefix = "SR";
|
||||
}
|
||||
|
||||
453
|
||||
{
|
||||
title = "Edge Sliding Door (center)";
|
||||
prefix = "S1";
|
||||
}
|
||||
}
|
|
@ -1,55 +0,0 @@
|
|||
|
||||
18 = "Water Liquid Extrafloor SCROLL/PUSH North";
|
||||
19 = "Water Liquid Extrafloor SCROLL/PUSH North East";
|
||||
20 = "Water Liquid Extrafloor SCROLL/PUSH East";
|
||||
21 = "Water Liquid Extrafloor SCROLL/PUSH South East";
|
||||
22 = "Water Liquid Extrafloor SCROLL/PUSH South";
|
||||
23 = "Water Liquid Extrafloor SCROLL/PUSH South West";
|
||||
24 = "Water Liquid Extrafloor SCROLL/PUSH West";
|
||||
25 = "Water Liquid Extrafloor SCROLL/PUSH North West";
|
||||
26 = "Slime Liquid Extrafloor SCROLL/PUSH North";
|
||||
27 = "Slime Liquid Extrafloor SCROLL/PUSH North East";
|
||||
28 = "Slime Liquid Extrafloor SCROLL/PUSH East";
|
||||
29 = "Slime Liquid Extrafloor SCROLL/PUSH South East";
|
||||
30 = "Slime Liquid Extrafloor SCROLL/PUSH South";
|
||||
31 = "Slime Liquid Extrafloor SCROLL/PUSH South West";
|
||||
32 = "Slime Liquid Extrafloor SCROLL/PUSH West";
|
||||
33 = "Slime Liquid Extrafloor SCROLL/PUSH North West";
|
||||
34 = "Lava Liquid Extrafloor SCROLL/PUSH North";
|
||||
35 = "Lava Liquid Extrafloor SCROLL/PUSH North East";
|
||||
36 = "Lava Liquid Extrafloor SCROLL/PUSH East";
|
||||
37 = "Lava Liquid Extrafloor SCROLL/PUSH South East";
|
||||
38 = "Lava Liquid Extrafloor SCROLL/PUSH South";
|
||||
39 = "Lava Liquid Extrafloor SCROLL/PUSH South West";
|
||||
40 = "Lava Liquid Extrafloor SCROLL/PUSH West";
|
||||
41 = "Lava Liquid Extrafloor SCROLL/PUSH North West";
|
||||
42 = "Push North";
|
||||
43 = "Push North East";
|
||||
44 = "Push East";
|
||||
45 = "Push South East";
|
||||
46 = "Push South";
|
||||
47 = "Push South West";
|
||||
48 = "Push West";
|
||||
49 = "Push North West";
|
||||
50 = "Scroll Floor Texture North";
|
||||
51 = "Scroll Floor Texture North East";
|
||||
52 = "Scroll Floor Texture East";
|
||||
53 = "Scroll Floor Texture South East";
|
||||
54 = "Scroll Floor Texture South";
|
||||
55 = "Scroll Floor Texture South West";
|
||||
56 = "Scroll Floor Texture West";
|
||||
57 = "Scroll Floor Texture North West";
|
||||
58 = "Scroll Floor Texture/Push North";
|
||||
59 = "Scroll Floor Texture/Push North East";
|
||||
60 = "Scroll Floor Texture/Push East";
|
||||
61 = "Scroll Floor Texture/Push South East";
|
||||
62 = "Scroll Floor Texture/Push South";
|
||||
63 = "Scroll Floor Texture/Push South West";
|
||||
64 = "Scroll Floor Texture/Push West";
|
||||
65 = "Scroll Floor Texture/Push North West";
|
||||
66 = "Blue Hue (Swimable Water)";
|
||||
67 = "Green Hue";
|
||||
68 = "Green Hue + Damage";
|
||||
69 = "Red Hue";
|
||||
70 = "Red Hue + Damage";
|
||||
|
|
@ -1,140 +0,0 @@
|
|||
|
||||
monsters
|
||||
{
|
||||
color = 12; // Light Red
|
||||
arrow = 1;
|
||||
title = "Monsters";
|
||||
width = 20;
|
||||
sort = 1;
|
||||
height = 56;
|
||||
hangs = 0;
|
||||
blocking = 1;
|
||||
error = 2;
|
||||
|
||||
888
|
||||
{
|
||||
title = "Dog";
|
||||
height = 32;
|
||||
}
|
||||
|
||||
4050
|
||||
{
|
||||
title = "Stealth Arachnotron";
|
||||
height = 32;
|
||||
}
|
||||
|
||||
4051
|
||||
{
|
||||
title = "Stealth Archvile";
|
||||
height = 32;
|
||||
}
|
||||
|
||||
4052
|
||||
{
|
||||
title = "Stealth Baron of Hell";
|
||||
height = 32;
|
||||
}
|
||||
|
||||
4053
|
||||
{
|
||||
title = "Stealth Cacodemon";
|
||||
height = 32;
|
||||
}
|
||||
|
||||
4054
|
||||
{
|
||||
title = "Stealth Heavy weapon dude";
|
||||
height = 32;
|
||||
}
|
||||
|
||||
4055
|
||||
{
|
||||
title = "Stealth Demon";
|
||||
height = 32;
|
||||
}
|
||||
|
||||
4056
|
||||
{
|
||||
title = "Stealth Hell knight";
|
||||
height = 32;
|
||||
}
|
||||
|
||||
4057
|
||||
{
|
||||
title = "Stealth Imp";
|
||||
height = 32;
|
||||
}
|
||||
4058
|
||||
{
|
||||
title = "Stealth Mancubus";
|
||||
height = 32;
|
||||
}
|
||||
|
||||
4059
|
||||
{
|
||||
title = "Stealth Revenant";
|
||||
height = 32;
|
||||
}
|
||||
|
||||
4060
|
||||
{
|
||||
title = "Stealth Shotgun Guy";
|
||||
height = 32;
|
||||
}
|
||||
|
||||
4061
|
||||
{
|
||||
title = "Stealth Zombie man";
|
||||
height = 32;
|
||||
}
|
||||
|
||||
7100
|
||||
{
|
||||
title = "EDGE Revenant MKII";
|
||||
height = 32;
|
||||
}
|
||||
|
||||
7101
|
||||
{
|
||||
title = "EDGE Teleport spawner";
|
||||
height = 32;
|
||||
}
|
||||
|
||||
7102
|
||||
{
|
||||
title = "Arachnotron MKII";
|
||||
height = 32;
|
||||
}
|
||||
|
||||
7103
|
||||
{
|
||||
title = "Mancubus MKII";
|
||||
height = 32;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
powerups
|
||||
{
|
||||
color = 9; // Light Blue
|
||||
arrow = 0;
|
||||
title = "Powerups";
|
||||
width = 20;
|
||||
height = 20;
|
||||
hangs = 0;
|
||||
blocking = 0;
|
||||
sort = 1;
|
||||
|
||||
7000
|
||||
{
|
||||
title = "EDGE Nightvision Specs";
|
||||
sprite = "PMAPA0";
|
||||
|
||||
}
|
||||
|
||||
7020
|
||||
{
|
||||
title = "EDGE Jetpack";
|
||||
sprite = "SUITA0";
|
||||
}
|
||||
}
|
|
@ -1,348 +0,0 @@
|
|||
|
||||
wind
|
||||
{
|
||||
title = "Wind";
|
||||
|
||||
293
|
||||
{
|
||||
title = "Wind according to Line Vector";
|
||||
prefix = "";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
current
|
||||
{
|
||||
title = "Current";
|
||||
|
||||
294
|
||||
{
|
||||
title = "Current according to Line Vector";
|
||||
prefix = "";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
transfer
|
||||
{
|
||||
title = "Transfer";
|
||||
|
||||
289
|
||||
{
|
||||
title = "Transfer a Tagged Portal to the First Side of Linedef";
|
||||
prefix = "";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
script
|
||||
{
|
||||
title = "Script";
|
||||
|
||||
273
|
||||
{
|
||||
title = "Script Start, 1-way Trigger";
|
||||
prefix = "WR";
|
||||
}
|
||||
|
||||
274
|
||||
{
|
||||
title = "Script Start With Tag Number";
|
||||
prefix = "W1";
|
||||
}
|
||||
|
||||
275
|
||||
{
|
||||
title = "Script Start, 1-way Trigger";
|
||||
prefix = "W1";
|
||||
}
|
||||
|
||||
276
|
||||
{
|
||||
title = "Script Start With Tag Number";
|
||||
prefix = "SR";
|
||||
}
|
||||
|
||||
277
|
||||
{
|
||||
title = "Script Start With Tag Number";
|
||||
prefix = "S1";
|
||||
}
|
||||
|
||||
278
|
||||
{
|
||||
title = "Script Start With Tag Number";
|
||||
prefix = "GR";
|
||||
}
|
||||
|
||||
279
|
||||
{
|
||||
title = "Script Start With Tag Number";
|
||||
prefix = "G1";
|
||||
}
|
||||
|
||||
280
|
||||
{
|
||||
title = "Script Start With Tag Number";
|
||||
prefix = "WR";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
sector
|
||||
{
|
||||
title = "Sector";
|
||||
|
||||
281
|
||||
{
|
||||
title = "Sector Floor movement to 3DMidTex as Vertical Scroll";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
282
|
||||
{
|
||||
title = "Sector Ceiling movement to 3DMidTex as Vertical Scroll";
|
||||
prefix = "";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
apply
|
||||
{
|
||||
title = "Apply";
|
||||
|
||||
283
|
||||
{
|
||||
title = "Apply Plane Portal to Ceilings of Tagged Sectors";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
284
|
||||
{
|
||||
title = "Apply Plane Portal to Floors of Tagged Sectors";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
285
|
||||
{
|
||||
title = "Apply Plane Portal to Floors and Ceilings of Tagged Sectors";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
286
|
||||
{
|
||||
title = "Apply Horizon Portal to Ceilings of Tagged Sectors";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
287
|
||||
{
|
||||
title = "Apply Horizon Portal to Floors of Tagged Sectors";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
288
|
||||
{
|
||||
title = "Apply Horizon Portal to Floors and Ceilings of Tagged Sectors";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
290
|
||||
{
|
||||
title = "Apply Skybox Portal to Ceilings of Tagged Sectors";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
291
|
||||
{
|
||||
title = "Apply Skybox Portal to Floors of Tagged Sectors";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
292
|
||||
{
|
||||
title = "Apply Skybox Portal to Floors and Ceilings of Tagged Sectors";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
295
|
||||
{
|
||||
title = "Apply Anchored Portal to Ceilings of Tagged Sectors";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
296
|
||||
{
|
||||
title = "Apply Anchored Portal to Floors of Tagged Sectors";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
297
|
||||
{
|
||||
title = "Apply Anchored Portal to Floors and Ceilings of Tagged Sectors";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
358
|
||||
{
|
||||
title = "Apply Linked Portal to Ceilings of Tagged Sectors";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
359
|
||||
{
|
||||
title = "Apply Linked Portal to Floors of Tagged Sectors";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
376
|
||||
{
|
||||
title = "Apply Linked Portal to Tagged Line";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
385
|
||||
{
|
||||
title = "Apply Tagged Portal to Frontsector";
|
||||
prefix = "";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
anchor
|
||||
{
|
||||
title = "Anchor";
|
||||
|
||||
298
|
||||
{
|
||||
title = "Anchor Line (for Specials 295 & 297)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
299
|
||||
{
|
||||
title = "Anchor Line (for Special 296)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
360
|
||||
{
|
||||
title = "Anchor Line (for Special 358)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
361
|
||||
{
|
||||
title = "Anchor Line (for Special 359)";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
377
|
||||
{
|
||||
title = "Anchor Line (for Special 376)";
|
||||
prefix = "";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
attach
|
||||
{
|
||||
title = "Attach";
|
||||
|
||||
379
|
||||
{
|
||||
title = "Attach Set Front Sector Ceiling as Control";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
380
|
||||
{
|
||||
title = "Attach Set Front Sector Floor as Control";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
381
|
||||
{
|
||||
title = "Attach Front Sector Floor to Tagged Controls";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
382
|
||||
{
|
||||
title = "Attach Front Sector Ceiling to Tagged Controls";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
383
|
||||
{
|
||||
title = "Attach Front Sector Floor Mirrored to Tagged Controls";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
384
|
||||
{
|
||||
title = "Attach Front Sector Ceiling Mirrored To Tagged Controls";
|
||||
prefix = "";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
slopes
|
||||
{
|
||||
title = "Slopes";
|
||||
|
||||
386
|
||||
{
|
||||
title = "Slope Frontsector Floor To Match Backsector Height";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
387
|
||||
{
|
||||
title = "Slope Frontsector Ceiling To Match Backsector Height";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
388
|
||||
{
|
||||
title = "Slope Frontsector Floor And Ceiling To Match Backsector Height";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
389
|
||||
{
|
||||
title = "Slope Backsector Floor To Match Frontsector Height";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
390
|
||||
{
|
||||
title = "Slope Backsector Ceiling To Match Frontsector Height";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
391
|
||||
{
|
||||
title = "Slope Backsector Floor And Ceiling To Match Frontsector Height";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
394
|
||||
{
|
||||
title = "Copy Floor Slope of Tagged Sector to Frontsector";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
395
|
||||
{
|
||||
title = "Copy Ceiling Slope of Tagged Sector to Frontsector";
|
||||
prefix = "";
|
||||
}
|
||||
|
||||
396
|
||||
{
|
||||
title = "Copy Floor and Ceiling Slope of Tagged Sector to Frontsector";
|
||||
prefix = "";
|
||||
}
|
||||
}
|
||||
|
|
@ -1,49 +0,0 @@
|
|||
|
||||
// DEFAULT SECTOR BRIGHTNESS LEVELS
|
||||
sectorbrightness
|
||||
{
|
||||
255; 248; 240; 232; 224; 216; 208; 200; 192; 184; 176; 168; 160; 152; 144; 136;
|
||||
128; 120; 112; 104; 96; 88; 80; 72; 64; 56; 48; 40; 32; 24; 16; 8; 0;
|
||||
}
|
||||
|
||||
|
||||
// LINEDEF FLAGS
|
||||
linedefflags
|
||||
{
|
||||
1024 = "3dMidTex";
|
||||
}
|
||||
|
||||
|
||||
// LINEDEF FLAGS
|
||||
linedefflags_udmf
|
||||
{
|
||||
midtex3d = "Walkable middle texture";
|
||||
}
|
||||
|
||||
|
||||
// Linedef flags UDMF translation table
|
||||
// This is needed for copy/paste and prefabs to work properly
|
||||
// When the UDMF field name is prefixed with ! it is inverted
|
||||
linedefflagstranslation
|
||||
{
|
||||
1024 = "midtex3d";
|
||||
}
|
||||
|
||||
|
||||
// THING FLAGS
|
||||
thingflags
|
||||
{
|
||||
128 = "Friendly";
|
||||
512 = "Dormant";
|
||||
}
|
||||
|
||||
|
||||
// Thing flags UDMF translation table
|
||||
// This is needed for copy/paste and prefabs to work properly
|
||||
// When the UDMF field name is prefixed with ! it is inverted
|
||||
thingflagstranslation
|
||||
{
|
||||
128 = "friend";
|
||||
512 = "dormant";
|
||||
}
|
||||
|
|
@ -1,39 +0,0 @@
|
|||
|
||||
decoration
|
||||
{
|
||||
color = 4; // Red
|
||||
arrow = 0;
|
||||
title = "Decoration";
|
||||
width = 16;
|
||||
sort = 1;
|
||||
height = 16;
|
||||
hangs = 0;
|
||||
blocking = 0;
|
||||
|
||||
9027 = "Red Particle Fountain";
|
||||
9028 = "Green Particle Fountain";
|
||||
9029 = "Blue Particle Fountain";
|
||||
9030 = "Yellow Particle Fountain";
|
||||
9031 = "Purple Particle Fountain";
|
||||
9032 = "Black Particle Fountain";
|
||||
9033 = "White Particle Fountain";
|
||||
}
|
||||
|
||||
|
||||
eternity
|
||||
{
|
||||
color = 8; // Grey
|
||||
arrow = 1;
|
||||
title = "Eternity";
|
||||
width = 0;
|
||||
height = 0;
|
||||
sort = 1;
|
||||
fixedsize = true;
|
||||
sprite = "internal:arrow";
|
||||
|
||||
888 = "Helper Dog";
|
||||
5003 = "Camera Spot for Demo Playback";
|
||||
5005 = "Placeholder Thing";
|
||||
5006 = "Skybox Camera";
|
||||
}
|
||||
|
|
@ -33,7 +33,7 @@ include("Includes\\Game_Action2.cfg");
|
|||
// (these are not required, just useful for new users)
|
||||
thingsfilters
|
||||
{
|
||||
include("Doom_misc.cfg", "thingsfilters");
|
||||
include("Includes\\Doom_misc.cfg", "thingsfilters");
|
||||
}
|
||||
|
||||
// Depends on both game and map format
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue