added several compilers

This commit is contained in:
codeimp 2007-06-14 12:40:25 +00:00
parent 84a3749f6e
commit da08ae2fa7
8 changed files with 733 additions and 0 deletions

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//**************************************************************************
//**
//** zcommon.acs
//**
//**************************************************************************
// If you are not using the -h command line switch and do not want to use
// WadAuthor's error checker, you can uncomment the following line to shave
// a few bytes off the size of compiled scripts.
//#nowadauthor
#include "zspecial.acs"
#include "zdefs.acs"
#include "zwvars.acs"

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//**************************************************************************
//**
//** zdefs.acs
//**
//** Common definitions for use when compiling ACS scripts for ZDoom
//**
//**************************************************************************
#define TRUE 1
#define FALSE 0
#define ON 1
#define OFF 0
#define YES 1
#define NO 0
#define LINE_FRONT 0
#define LINE_BACK 1
#define SIDE_FRONT 0
#define SIDE_BACK 1
#define TEXTURE_TOP 0
#define TEXTURE_MIDDLE 1
#define TEXTURE_BOTTOM 2
#define GAME_SINGLE_PLAYER 0
#define GAME_NET_COOPERATIVE 1
#define GAME_NET_DEATHMATCH 2
#define GAME_TITLE_MAP 3
// Classes are only useful with Hexen
#define CLASS_FIGHTER 0
#define CLASS_CLERIC 1
#define CLASS_MAGE 2
#define SKILL_VERY_EASY 0
#define SKILL_EASY 1
#define SKILL_NORMAL 2
#define SKILL_HARD 3
#define SKILL_VERY_HARD 4
#define BLOCK_NOTHING 0
#define BLOCK_CREATURES 1
#define BLOCK_EVERYTHING 2
#define BLOCK_RAILING 3
#define SCROLL 0
#define CARRY 1
#define SCROLL_AND_CARRY 2
// Means-of-death for Sector_SetDamage --------------------------------------
#define MOD_UNKNOWN 0
#define MOD_ROCKET 5
#define MOD_R_SPLASH 6
#define MOD_PLASMARIFLE 7
#define MOD_BFG_BOOM 8
#define MOD_BFG_SPLASH 9
#define MOD_CHAINSAW 10
#define MOD_SSHOTGUN 11
#define MOD_WATER 12
#define MOD_SLIME 13
#define MOD_LAVA 14
#define MOD_CRUSH 15
#define MOD_TELEFRAG 16
#define MOD_FALLING 17
#define MOD_SUICIDE 18
#define MOD_BARREL 19
#define MOD_EXIT 20
#define MOD_SPLASH 21
#define MOD_HIT 22
#define MOD_RAILGUN 23
#define MOD_ICE 24
#define MOD_DISINTEGRATE 25
#define MOD_POISON 26
#define MOD_ELECTRIC 27
// Return values for PlayMovie ----------------------------------------------
#define MOVIE_Played 0
#define MOVIE_Played_NoVideo 1
#define MOVIE_Played_Aborted 2
#define MOVIE_Failed -1
// Player properties --------------------------------------------------------
#define PROP_FROZEN 0
#define PROP_NOTARGET 1
#define PROP_INSTANTWEAPONSWITCH 2
#define PROP_FLY 3
#define PROP_TOTALLYFROZEN 4
// The following properties correspond to powers given by certain items
#define PROP_INVULNERABILITY 5
#define PROP_STRENGTH 6
#define PROP_INVISIBILITY 7
#define PROP_RADIATIONSUIT 8
#define PROP_ALLMAP 9
#define PROP_INFRARED 10
#define PROP_WEAPONLEVEL2 11
#define PROP_FLIGHT 12
#define PROP_SPEED 15
// Text colors --------------------------------------------------------------
#define CR_UNTRANSLATED -1
#define CR_BRICK 0
#define CR_TAN 1
#define CR_GRAY 2
#define CR_GREY 2
#define CR_GREEN 3
#define CR_BROWN 4
#define CR_GOLD 5
#define CR_RED 6
#define CR_BLUE 7
#define CR_ORANGE 8
#define CR_WHITE 9
#define CR_YELLOW 10
#define CR_BLACK 12
#define CR_LIGHTBLUE 13
#define CR_CREAM 14
#define CR_OLIVE 15
#define CR_DARKGREEN 16
#define CR_DARKRED 17
#define CR_DARKBROWN 18
#define CR_PURPLE 19
#define CR_DARKGRAY 20
#define CR_DARKGREY 20
// HUD message types --------------------------------------------------------
#define HUDMSG_PLAIN 0
#define HUDMSG_FADEOUT 1
#define HUDMSG_TYPEON 2
#define HUDMSG_FADEINOUT 3
// OR this with one of the above to log the hudmessage to the console.
// i.e. instead of HUDMSG_PLAIN, you can use HUDMSG_PLAIN | HUDMSG_LOG
#define HUDMSG_LOG 0x80000000
// OR this with one of the above if the color you passed is a string
// instead of one of the CR_ constants.
#define HUDMSG_COLORSTRING 0x40000000
// "Scripted" Marine weapon types -------------------------------------------
#define MARINEWEAPON_Dummy 0
#define MARINEWEAPON_Fist 1
#define MARINEWEAPON_BerserkFist 2
#define MARINEWEAPON_Chainsaw 3
#define MARINEWEAPON_Pistol 4
#define MARINEWEAPON_Shotgun 5
#define MARINEWEAPON_SuperShotgun 6
#define MARINEWEAPON_Chaingun 7
#define MARINEWEAPON_RocketLauncher 8
#define MARINEWEAPON_PlasmaRifle 9
#define MARINEWEAPON_Railgun 10
#define MARINEWEAPON_BFG 11
// Actor properties you can get/set -----------------------------------------
#define APROP_Health 0
#define APROP_Speed 1
#define APROP_Damage 2
#define APROP_Alpha 3
#define APROP_RenderStyle 4
#define APROP_Ambush 10
#define APROP_Invulnerable 11
#define APROP_JumpZ 12
#define APROP_ChaseGoal 13
#define APROP_Frightened 14
#define APROP_SeeSound 5 // Sounds can only be set, not gotten
#define APROP_AttackSound 6
#define APROP_PainSound 7
#define APROP_DeathSound 8
#define APROP_ActiveSound 9
// Render Styles ------------------------------------------------------------
#define STYLE_None 0 // Do not draw
#define STYLE_Normal 1 // Normal; just copy the image to the screen
#define STYLE_Fuzzy 2 // Draw silhouette using "fuzz" effect
#define STYLE_SoulTrans 3 // Draw translucent with amount in r_transsouls
#define STYLE_OptFuzzy 4 // Draw as fuzzy or translucent, based on user preference
#define STYLE_Translucent 64 // Draw translucent
#define STYLE_Add 65 // Draw additive
// Properties you can use with GetLevelInfo() -------------------------------
#define LEVELINFO_PAR_TIME 0
#define LEVELINFO_CLUSTERNUM 1
#define LEVELINFO_LEVELNUM 2
#define LEVELINFO_TOTAL_SECRETS 3
#define LEVELINFO_FOUND_SECRETS 4
#define LEVELINFO_TOTAL_ITEMS 5
#define LEVELINFO_FOUND_ITEMS 6
#define LEVELINFO_TOTAL_MONSTERS 7
#define LEVELINFO_KILLED_MONSTERS 8
#define LEVELINFO_SUCK_TIME 9
// Properties you can use with GetPlayerInfo() ------------------------------
#define PLAYERINFO_TEAM 0
#define PLAYERINFO_AIMDIST 1
#define PLAYERINFO_COLOR 2
#define PLAYERINFO_GENDER 3
#define PLAYERINFO_NEVERSWITCH 4
#define PLAYERINFO_MOVEBOB 5
#define PLAYERINFO_STILLBOB 6
#define PLAYERINFO_PLAYERCLASS 7
// Flags for ReplaceTextures ------------------------------------------------
#define NOT_BOTTOM 1
#define NOT_MIDDLE 2
#define NOT_TOP 4
#define NOT_FLOOR 8
#define NOT_CEILING 16
// Flags for SectorDamage ---------------------------------------------------
#define DAMAGE_PLAYERS 1
#define DAMAGE_NONPLAYERS 2
#define DAMAGE_IN_AIR 4
#define DAMAGE_SUBCLASSES_PROTECT 8
// Shared spawnable things from Hexen. You can spawn these in the other -----
// games if you provide sprites for them, otherwise they'll be invisible. ---
#define T_ROCK1 41
#define T_ROCK2 42
#define T_ROCK3 43
#define T_DIRT1 44
#define T_DIRT2 45
#define T_DIRT3 46
#define T_DIRT4 47
#define T_DIRT5 48
#define T_DIRT6 49
#define T_STAINEDGLASS1 54
#define T_STAINEDGLASS2 55
#define T_STAINEDGLASS3 56
#define T_STAINEDGLASS4 57
#define T_STAINEDGLASS5 58
#define T_STAINEDGLASS6 59
#define T_STAINEDGLASS7 60
#define T_STAINEDGLASS8 61
#define T_STAINEDGLASS9 62
#define T_STAINEDGLASS0 63
// Doom Spawnable things (used for thingcount() and thing spawners) ---------
#define T_NONE 0
#define T_SHOTGUY 1
#define T_CHAINGUY 2
#define T_BARON 3
#define T_ZOMBIE 4
#define T_IMP 5
#define T_ARACHNOTRON 6
#define T_SPIDERMASTERMIND 7
#define T_DEMON 8
#define T_SPECTRE 9
#define T_IMPFIREBALL 10
#define T_CLIP 11
#define T_SHELLS 12
#define T_CACODEMON 19
#define T_REVENANT 20
#define T_BRIDGE 21
#define T_ARMORBONUS 22
#define T_STIMPACK 23
#define T_MEDKIT 24
#define T_SOULSPHERE 25
#define T_SHOTGUN 27
#define T_CHAINGUN 28
#define T_ROCKETLAUNCHER 29
#define T_PLASMAGUN 30
#define T_BFG 31
#define T_CHAINSAW 32
#define T_SUPERSHOTGUN 33
#define T_PLASMABOLT 51
#define T_TRACER 53
#define T_GREENARMOR 68
#define T_BLUEARMOR 69
#define T_CELL 75
#define T_BLUEKEYCARD 85
#define T_REDKEYCARD 86
#define T_YELLOWKEYCARD 87
#define T_YELLOWSKULLKEY 88
#define T_REDSKULLKEY 89
#define T_BLUESKULLKEY 90
#define T_TEMPLARGEFLAME 98
#define T_STEALTHBARON 100
#define T_STEALTHKNIGHT 101
#define T_STEALTHZOMBIE 102
#define T_STEALTHSHOTGUY 103
#define T_LOSTSOUL 110
#define T_VILE 111
#define T_MANCUBUS 112
#define T_HELLKNIGHT 113
#define T_CYBERDEMON 114
#define T_PAINELEMENTAL 115
#define T_WOLFSS 116
#define T_STEALTHARACHNOTRON 117
#define T_STEALTHVILE 118
#define T_STEALTHCACODEMON 119
#define T_STEALTHCHAINGUY 120
#define T_STEALTHSERGEANT 121
#define T_STEALTHIMP 122
#define T_STEALTHMANCUBUS 123
#define T_STEALTHREVENANT 124
#define T_BARREL 125
#define T_CACODEMONSHOT 126
#define T_ROCKET 127
#define T_BFGSHOT 128
#define T_ARACHNOTRONPLASMA 129
#define T_BLOOD 130
#define T_PUFF 131
#define T_MEGASPHERE 132
#define T_INVULNERABILITY 133
#define T_BERSERK 134
#define T_INVISIBILITY 135
#define T_IRONFEET 136
#define T_COMPUTERMAP 137
#define T_LIGHTAMP 138
#define T_AMMOBOX 139
#define T_ROCKETAMMO 140
#define T_ROCKETBOX 141
#define T_BATTERY 142
#define T_SHELLBOX 143
#define T_BACKPACK 144
#define T_GUTS 145
#define T_BLOODPOOL 146
#define T_BLOODPOOL1 147
#define T_BLOODPOOL2 148
#define T_FLAMINGBARREL 149
#define T_BRAINS 150
#define T_SCRIPTEDMARINE 151
#define T_HEALTHBONUS 152
#define T_MANCUBUSSHOT 153
#define T_BARONBALL 154
// Heretic Spawnable things (used for thingcount() and thing spawners) ------
#define T_CLINK 1
#define T_MUMMYLEADER 2
#define T_BEAST 3
#define T_MUMMY 4
//#define T_IMP 5 // Defined above
#define T_KNIGHT 6
#define T_IMPLEADER 7
#define T_MUMMYGHOST 8
#define T_MUMMYLEADERGHOST 9
//#define T_IMPFIREBALL 10
#define T_WIMPYWANDAMMO 11
#define T_HEFTYWANDAMMO 12
#define T_ITEMEGG 14
#define T_ITEMFLIGHT 15
#define T_ITEMTELEPORT 18
#define T_WIZARD 19
#define T_IRONLICH 20
#define T_ITEMHEALTHPOTION 23
#define T_ITEMHEALTHFLASH 24
#define T_ITEMHEALTHFULL 25
#define T_CROSSBOW 27
#define T_BLASTER 28
#define T_PHOENIXROD 29
#define T_SKULLROD 30
#define T_MACE 31
#define T_GAUNTLETS 32
#define T_WIMPYCROSSBOWAMMO 33
#define T_HEFTYCROSSBOWAMMO 34
#define T_WIMPYMACEAMMO 35
#define T_HEFTYMACEAMMO 36
#define T_WIMPYBLASTERAMMO 37
#define T_HEFTYBLASTERAMMO 38
#define T_MORPHBLAST 40
#define T_SHIELD1 68
#define T_SHIELD2 69
#define T_ITEMTIMEBOMB 72
#define T_ITEMTORCH 73
#define T_BLUEKEY 85
#define T_GREENKEY 86
#define T_YELLOWKEY 87
#define T_SOUND_WIND 110
#define T_SOUND_WATERFALL 111
#define T_BEASTBALL 120
#define T_FEATHER 121
#define T_CHICKEN 122
#define T_VOLCANOBALL 123
#define T_TINYVOLCANOBALL 124
#define T_POD 125
#define T_PODGENERATOR 126
#define T_KNIGHTAXE 127
#define T_KNIGHTBLOODAXE 128
#define T_KNIGHTGHOST 129
#define T_MUMMYHEAD 131
#define T_SNAKE 132
#define T_ITEMINVULNERABILITY 133
#define T_ITEMTOME 134
#define T_ITEMINVISIBILITY 135
#define T_ITEMBAGOFHOLDING 136
#define T_ITEMALLMAP 137
#define T_SNAKEPROJECTILE 138
#define T_SNAKEPROJECTILEBIG 139
#define T_WIZARDSHOT 140
// All D'Sparil teleport destinations must be spawned before D'Sparil alone.
// D'Sparil can be spawned alone manually, and he is also spawned automatically
// when he "dies" on his serpent.
#define T_DSPARILTELEPORTDEST 141
#define T_DSPARILONSERPENT 142
#define T_DSPARILALONE 143
#define T_SERPENTFIREBALL 144
#define T_DSPARILBLUESHOT 145
#define T_DSPARILWIZARDSPAWNER 146
#define T_CROSSBOWMAINBLAST 147
#define T_CROSSBOWMINIBLAST 148
#define T_CROSSBOWPOWERBLAST 149
#define T_VOLCANO 150
#define T_POWERWANDMINIBLAST 151
#define T_POWERWANDBIGGERBLAST 152
#define T_DEATHBALL 153
#define T_NOGRAVITYMACEBALL 154
#define T_BOUNCYMACEBALL 155
#define T_HEAVYMACEBALL 156
#define T_RIPPER 157
#define T_WIMPYSKULLRODAMMO 158
#define T_HEFTYSKULLRODAMMO 159
#define T_SKULLRODBLAST 160
#define T_WIMPYPHOENIXRODAMMO 161
#define T_HEFTYPHOENIXRODAMMO 162
#define T_PHOENIXSHOT 163
#define T_IRONLICHBLUESHOT 164
#define T_WHIRLWIND 165
#define T_REDTELEGLITTER 166
#define T_BLUETELEGLITTER 167
// Events when you have input grabbed
#define EV_KeyDown 1 // data1: unshifted ASCII, data2: shifted ASCII
#define EV_KeyRepeat 2 // data1: unshifted ASCII, data2: shifted ASCII
#define EV_KeyUp 3 // data1: unshifted ASCII, data2: shifted ASCII
#define EV_Char 4 // data1: translated character for text input
#define EV_MouseMove 5 // data1: x, data2: y
#define EV_LButtonDown 6
#define EV_LButtonUp 7
#define EV_LButtonDblClick 8
#define EV_MButtonDown 9
#define EV_MButtonUp 10
#define EV_MButtonDblClick 11
#define EV_RButtonDown 12
#define EV_RButtonUp 13
#define EV_RButtonDblClick 14
#define EV_WheelDown 15
#define EV_WheelUp 16
// Key modifiers (or'd with event type)
#define GKM_SHIFT 256
#define GKM_CTRL 512
#define GKM_ALT 1024
// Button modifiers are only valid for EV_MouseMove events
#define GKM_LBUTTON 2048
#define GKM_MBUTTON 4096
#define GKM_RBUTTON 8192
// Special codes for some GUI keys, including a few real ASCII codes.
#define GK_PGDN 1
#define GK_PGUP 2
#define GK_HOME 3
#define GK_END 4
#define GK_LEFT 5
#define GK_RIGHT 6
#define GK_ALERT 7 // ASCII bell
#define GK_BACKSPACE 8 // ASCII
#define GK_TAB 9 // ASCII
#define GK_LINEFEED 10 // ASCII
#define GK_DOWN 10
#define GK_VTAB 11 // ASCII
#define GK_UP 11
#define GK_FORMFEED 12 // ASCII
#define GK_RETURN 13 // ASCII
#define GK_F1 14
#define GK_F2 15
#define GK_F3 16
#define GK_F4 17
#define GK_F5 18
#define GK_F6 19
#define GK_F7 20
#define GK_F8 21
#define GK_F9 22
#define GK_F10 23
#define GK_F11 24
#define GK_F12 25
#define GK_DEL 26
#define GK_ESCAPE 27 // ASCII
#define GK_FREE1 28
#define GK_FREE2 29
#define GK_FREE3 30
#define GK_CESCAPE 31 // color escape
#define CHANGELEVEL_KEEPFACING 1
#define CHANGELEVEL_RESETINVENTORY 2
#define CHANGELEVEL_NOMONSTERS 4
#define CHANGELEVEL_CHANGESKILL 8
#define CHANGELEVEL_NOINTERMISSION 16

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//**************************************************************************
//**
//** zspecials.acs
//**
//**************************************************************************
special
80:ACS_Execute(2,5),
81:ACS_Suspend(2),
82:ACS_Terminate(2),
83:ACS_LockedExecute(5),
85:ACS_LockedExecuteDoor(5),
42:Ceiling_CrushAndRaise(3),
44:Ceiling_CrushStop(1),
43:Ceiling_LowerAndCrush(3),
40:Ceiling_LowerByValue(3),
41:Ceiling_RaiseByValue(3),
45:Ceiling_CrushRaiseAndStay(3),
69:Ceiling_MoveToValueTimes8(4),
10:Door_Close(2),
11:Door_Open(2,3),
12:Door_Raise(3,4),
13:Door_LockedRaise(4,5),
20:Floor_LowerByValue(3),
36:Floor_LowerByValueTimes8(3),
66:Floor_LowerInstant(3),
68:Floor_MoveToValueTimes8(4),
21:Floor_LowerToLowest(2),
22:Floor_LowerToNearest(2),
28:Floor_RaiseAndCrush(3),
23:Floor_RaiseByValue(3),
35:Floor_RaiseByValueTimes8(3),
67:Floor_RaiseInstant(3),
24:Floor_RaiseToHighest(2),
25:Floor_RaiseToNearest(2),
95:FloorAndCeiling_LowerByValue(3),
96:FloorAndCeiling_RaiseByValue(3),
46:Floor_CrushStop(1),
109:Light_ForceLightning(1),
110:Light_RaiseByValue(2),
111:Light_LowerByValue(2),
112:Light_ChangeToValue(2),
113:Light_Fade(3),
114:Light_Glow(4),
115:Light_Flicker(3),
116:Light_Strobe(5),
117:Light_Stop(1),
29:Pillar_Build(3),
94:Pillar_BuildAndCrush(4),
30:Pillar_Open(4),
62:Plat_DownWaitUpStay(3),
63:Plat_DownByValue(4),
64:Plat_UpWaitDownStay(3),
65:Plat_UpByValue(4),
60:Plat_PerpetualRaise(3),
61:Plat_Stop(1),
6:Polyobj_MoveTimes8(4),
4:Polyobj_Move(4),
2:Polyobj_RotateLeft(3),
3:Polyobj_RotateRight(3),
7:Polyobj_DoorSwing(4),
8:Polyobj_DoorSlide(5),
93:Polyobj_OR_MoveTimes8(4),
92:Polyobj_OR_Move(4),
90:Polyobj_OR_RotateLeft(3),
91:Polyobj_OR_RotateRight(3),
120:Radius_Quake(5),
140:Sector_ChangeSound(2),
26:Stairs_BuildDown(5),
27:Stairs_BuildUp(5),
31:Stairs_BuildDownSync(4),
32:Stairs_BuildUpSync(4),
70:Teleport(1,3),
71:Teleport_NoFog(1,3),
74:Teleport_NewMap(2,3),
75:Teleport_EndGame(0),
72:ThrustThing(2,4),
73:DamageThing(1),
130:Thing_Activate(1),
131:Thing_Deactivate(1),
133:Thing_Destroy(1,2),
134:Thing_Projectile(5),
136:Thing_ProjectileGravity(5),
132:Thing_Remove(1),
135:Thing_Spawn(3,4),
137:Thing_SpawnNoFog(3,4),
138:Floor_Waggle(5),
9:Line_Horizon(0),
14:Door_Animated(3),
15:Autosave(0),
17:Thing_Raise(1),
18:StartConversation(1,2),
33:ForceField(0),
34:ClearForceField(1),
38:Ceiling_Waggle(5),
39:Teleport_ZombieChanger(2),
49:GlassBreak(0,1),
76:TeleportOther(3),
77:TeleportGroup(5),
78:TeleportInSector(4,5),
84:ACS_ExecuteWithResult(1,4),
119:Thing_Damage(2,3),
125:Thing_Move(2,3),
127:Thing_SetSpecial(5),
128:ThrustThingZ(4),
139:Thing_SpawnFacing(2,4),
159:Sector_SetPlaneReflection(3), // GZDoom only!
//160:Sector_Set3DFloor // GZDoom/Vavoom
//161:Sector_SetContents // Vavoom
170:Sector_SetCeilingScale2(3),
171:Sector_SetFloorScale2(3),
172:Plat_UpNearestWaitDownStay(3),
173:NoiseAlert(2),
174:SendToCommunicator(4),
175:Thing_ProjectileIntercept(5),
176:Thing_ChangeTID(2),
177:Thing_Hate(2,3),
178:Thing_ProjectileAimed(4,5),
179:ChangeSkill(1),
180:Thing_SetTranslation(2),
// 181:Plane_Align,
182:Line_Mirror(0),
183:Line_AlignCeiling(2),
184:Line_AlignFloor(2),
185:Sector_SetRotation(3),
186:Sector_SetCeilingPanning(5),
187:Sector_SetFloorPanning(5),
188:Sector_SetCeilingScale(5),
189:Sector_SetFloorScale(5),
191:SetPlayerProperty(3),
192:Ceiling_LowerToHighestFloor(2),
193:Ceiling_LowerInstant(3),
194:Ceiling_RaiseInstant(3),
195:Ceiling_CrushRaiseAndStayA(4),
196:Ceiling_CrushAndRaiseA(4),
197:Ceiling_CrushAndRaiseSilentA(4),
198:Ceiling_RaiseByValueTimes8(3),
199:Ceiling_LowerByValueTimes8(3),
200:Generic_Floor(5),
201:Generic_Ceiling(5),
202:Generic_Door(5),
203:Generic_Lift(5),
204:Generic_Stairs(5),
205:Generic_Crusher(5),
206:Plat_DownWaitUpStayLip(4,5),
207:Plat_PerpetualRaiseLip(4),
208:TranslucentLine(2,3),
// 209:Transfer_Heights,
// 210:Transfer_FloorLight,
// 211:Transfer_CeilingLight,
212:Sector_SetColor(4,5),
213:Sector_SetFade(4),
214:Sector_SetDamage(3),
215:Teleport_Line(2),
216:Sector_SetGravity(3),
217:Stairs_BuildUpDoom(5),
218:Sector_SetWind(4),
219:Sector_SetFriction(2),
220:Sector_SetCurrent(4),
221:Scroll_Texture_Both(5),
// 222:Scroll_Texture_Model,
223:Scroll_Floor(4),
224:Scroll_Ceiling(4),
// 225:Scroll_Texture_Offsets,
226:ACS_ExecuteAlways(2,5),
// 227:PointPush_SetForce,
228:Plat_RaiseAndStayTx0(2),
229:Thing_SetGoal(3,4),
230:Plat_UpByValueStayTx(3),
231:Plat_ToggleCeiling(1),
232:Light_StrobeDoom(3),
233:Light_MinNeighbor(1),
234:Light_MaxNeighbor(1),
235:Floor_TransferTrigger(1),
236:Floor_TransferNumeric(1),
237:ChangeCamera(3),
238:Floor_RaiseToLowestCeiling(2),
239:Floor_RaiseByValueTxTy(3),
240:Floor_RaiseByTexture(2),
241:Floor_LowerToLowestTxTy(2),
242:Floor_LowerToHighest(3),
243:Exit_Normal(1),
244:Exit_Secret(1),
245:Elevator_RaiseToNearest(2),
246:Elevator_MoveToFloor(2),
247:Elevator_LowerToNearest(2),
248:HealThing(1,2),
249:Door_CloseWaitOpen(3, 4),
250:Floor_Donut(3),
251:FloorAndCeiling_LowerRaise(3),
252:Ceiling_RaiseToNearest(2),
253:Ceiling_LowerToLowest(2),
254:Ceiling_LowerToFloor(2),
255:Ceiling_CrushRaiseAndStaySilA(4);

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//**************************************************************************
//**
//** zwvars.acs
//**
//**************************************************************************
// include your world-variable declarations here.