// Generalized sector types gen_sectortypes { damage { 0 = "None"; 32 = "5 per second"; 64 = "10 per second"; 96 = "20 per second"; } secret { 0 = "No"; 128 = "Yes"; } friction { 0 = "Disabled"; 256 = "Enabled"; } wind { 0 = "Disabled"; 512 = "Enabled"; } } // Generalized linedef types gen_linedeftypes { normal { title = "None"; offset = 0; length = 0; } floors { title = "Floor"; offset = 24576; length = 8192; trigger { 0 = "Walk Over Once"; 1 = "Walk Over Repeatable"; 2 = "Switch Once"; 3 = "Switch Repeatable"; 4 = "Gunfire Once"; 5 = "Gunfire Repeatable"; 6 = "Door Once"; 7 = "Door Repeatable"; } direction { 0 = "Down"; 64 = "Up"; } target { 0 = "Highest Adjacent Floor"; 128 = "Lowest Adjacent Floor"; 256 = "Next Adjacent Floor"; 384 = "Lowest Adjacent Ceiling"; 512 = "Ceiling"; 640 = "Shortest Lower Texture"; 768 = "24 Map Pixels (relative)"; 896 = "32 Map Pixels (relative)"; } speed { 0 = "Slow"; 8 = "Normal"; 16 = "Fast"; 24 = "Turbo"; } model { 0 = "Trigger"; 32 = "Numeric"; } change { 0 = "None"; 1024 = "Change Texture and Remove Effect"; 2048 = "Change Texture Only"; 3072 = "Change Texture and Effect"; } crusher { 0 = "No"; 4096 = "Yes"; } } ceilings { title = "Ceiling"; offset = 16384; length = 8192; trigger { 0 = "Walk Over Once"; 1 = "Walk Over Repeatable"; 2 = "Switch Once"; 3 = "Switch Repeatable"; 4 = "Gunfire Once"; 5 = "Gunfire Repeatable"; 6 = "Door Once"; 7 = "Door Repeatable"; } direction { 0 = "Down"; 64 = "Up"; } target { 0 = "Highest Adjacent Ceiling"; 128 = "Lowest Adjacent Ceiling"; 256 = "Next Adjacent Ceiling"; 384 = "Highest Adjacent Floor"; 512 = "Floor"; 640 = "Shortest Lower Texture"; 768 = "24 Map Pixels (relative)"; 896 = "32 Map Pixels (relative)"; } speed { 0 = "Slow"; 8 = "Normal"; 16 = "Fast"; 24 = "Turbo"; } model { 0 = "Trigger"; 32 = "Numeric"; } change { 0 = "None"; 1024 = "Change Texture and Remove Effect"; 2048 = "Change Texture Only"; 3072 = "Change Texture and Effect"; } crusher { 0 = "No"; 4096 = "Yes"; } } doors { title = "Door"; offset = 15360; length = 1024; trigger { 0 = "Walk Over Once"; 1 = "Walk Over Repeatable"; 2 = "Switch Once"; 3 = "Switch Repeatable"; 4 = "Gunfire Once"; 5 = "Gunfire Repeatable"; 6 = "Door Once"; 7 = "Door Repeatable"; } action { 0 = "Open Wait Close"; 32 = "Open Only"; 64 = "Close Wait Open"; 96 = "Close Only"; } speed { 0 = "Slow"; 8 = "Normal"; 16 = "Fast"; 24 = "Turbo"; } wait { 0 = "1 Second"; 256 = "4 Seconds"; 512 = "9 Seconds"; 768 = "30 Seconds"; } monsters { 0 = "No"; 128 = "Yes"; } } lockeddoors { title = "Locked Door"; offset = 14336; length = 1024; trigger { 0 = "Walk Over Once"; 1 = "Walk Over Repeatable"; 2 = "Switch Once"; 3 = "Switch Repeatable"; 4 = "Gunfire Once"; 5 = "Gunfire Repeatable"; 6 = "Door Once"; 7 = "Door Repeatable"; } action { 0 = "Open Wait Close"; 32 = "Open Only"; } speed { 0 = "Slow"; 8 = "Normal"; 16 = "Fast"; 24 = "Turbo"; } lock { 0 = "Any"; 64 = "Red Keycard"; 128 = "Blue Keycard"; 192 = "Yellow Keycard"; 256 = "Red Skullkey"; 320 = "Blue Skullkey"; 384 = "Yellow Skullkey"; 448 = "All"; } combination { 0 = "No (each is a different key)"; 512 = "Keycard and Skullkey are same"; } } lifts { title = "Lift"; offset = 13312; length = 1024; trigger { 0 = "Walk Over Once"; 1 = "Walk Over Repeatable"; 2 = "Switch Once"; 3 = "Switch Repeatable"; 4 = "Gunfire Once"; 5 = "Gunfire Repeatable"; 6 = "Door Once"; 7 = "Door Repeatable"; } target { 0 = "Lowest adjacent Floor"; 256 = "Next adjacent Floor"; 512 = "Lowest adjacent Ceiling"; 768 = "Perpetual Lowest and Highest Floors"; } speed { 0 = "Slow"; 8 = "Normal"; 16 = "Fast"; 24 = "Turbo"; } delay { 0 = "1 Second"; 64 = "3 Seconds"; 128 = "5 Seconds"; 192 = "10 Seconds"; } monsters { 0 = "No"; 32 = "Yes"; } } stairs { title = "Stairs"; offset = 12288; length = 1024; trigger { 0 = "Walk Over Once"; 1 = "Walk Over Repeatable"; 2 = "Switch Once"; 3 = "Switch Repeatable"; 4 = "Gunfire Once"; 5 = "Gunfire Repeatable"; 6 = "Door Once"; 7 = "Door Repeatable"; } direction { 0 = "Down"; 256 = "Up"; } step { 0 = "4 Map Pixels"; 64 = "8 Map Pixels"; 128 = "16 Map Pixels"; 192 = "24 Map Pixels"; } speed { 0 = "Slow"; 8 = "Normal"; 16 = "Fast"; 24 = "Turbo"; } break { 0 = "At different texture"; 512 = "No"; } monsters { 0 = "No"; 32 = "Yes"; } } crushers { title = "Crusher"; offset = 12160; length = 128; trigger { 0 = "Walk Over Once"; 1 = "Walk Over Repeatable"; 2 = "Switch Once"; 3 = "Switch Repeatable"; 4 = "Gunfire Once"; 5 = "Gunfire Repeatable"; 6 = "Door Once"; 7 = "Door Repeatable"; } speed { 0 = "Slow"; 8 = "Normal"; 16 = "Fast"; 24 = "Turbo"; } silent { 0 = "No"; 64 = "Yes"; } monsters { 0 = "No"; 32 = "Yes"; } } }