UltimateZoneBuilder/Build/Configurations/ZDoom_Doom.cfg
codeimp 75d2b8b4e5 - renamed visual mode thing
- visual mode thing can now be placed/moved in any classic mode with a shortcut key
- visual mode thing flags are all set to false (off) when map is saved (to prevent it from appearing in game)
2009-01-03 22:42:08 +00:00

3694 lines
55 KiB
INI

/*************************************************************\
Doom Builder Game Configuration for ZDoom (Doom format)
\*************************************************************/
// This is required to prevent accedential use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "ZDoom (Doom in Doom format)";
// This is the simplified game engine/sourceport name
engine = "zdoom";
// The format interface handles the map data format
formatinterface = "DoomMapSetIO";
// Default lump name for new map
defaultlumpname = "MAP01";
// Default testing parameters
testparameters = "-iwad \"%WP\" -skill \"%S\" -file \"%AP\" \"%F\" +map %L %NM";
// Skill levels
skills
{
1 = "I'm too young to die";
2 = "Hey, not too rough";
3 = "Hurt me plenty";
4 = "Ultra-Violence";
5 = "Nightmare!";
}
// Special linedefs
soundlinedefflag = 64; // See linedefflags
singlesidedflag = 1; // See linedefflags
doublesidedflag = 4; // See linedefflags
impassableflag = 1;
upperunpeggedflag = 8;
lowerunpeggedflag = 16;
// Door making
makedoortrack = "DOORTRAK";
makedooraction = 1; // See linedeftypes
// Generalized actions
generalizedlinedefs = true;
generalizedsectors = true;
// Texture loading options
mixtexturesflats = true;
defaulttexturescale = 1.0f;
defaultflatscale = 1.0f;
// Thing number for start position in 3D Mode
start3dmode = 32000;
// Default flags for first new thing
defaultthingflags
{
1;
2;
4;
}
/*
TEXTURES AND FLAT SOURCES
This tells Doom Builder where to find the information for textures
and flats in the IWAD file, Addition WAD file and Map WAD file.
Start and end lumps must be given in a structure (of which the
key name doesnt matter) and any textures or flats in between them
are loaded in either the textures category or flats category.
For textures: PNAMES, TEXTURE1 and TEXTURE2 are loaded by default.
*/
// Texture sources
textures
{
zdoom1
{
start = "TX_START";
end = "TX_END";
}
}
// Flat sources
flats
{
standard1
{
start = "F_START";
end = "F_END";
}
standard2
{
start = "FF_START";
end = "FF_END";
}
standard3
{
start = "FF_START";
end = "F_END";
}
standard4
{
start = "F_START";
end = "FF_END";
}
}
/*
GAME DETECT PATTERN
Used to guess the game for which a WAD file is made.
1 = One of these lumps must exist
2 = None of these lumps must exist
3 = All of these lumps must exist
*/
gamedetect
{
TEXTMAP = 2;
ENDMAP = 2;
EXTENDED = 2;
BEHAVIOR = 2;
E1M1 = 2; E1M2 = 2; E1M3 = 2; E1M4 = 2; E1M5 = 2; E1M6 = 2; E1M7 = 2; E1M8 = 2; E1M9 = 2;
E2M1 = 2; E2M2 = 2; E2M3 = 2; E2M4 = 2; E2M5 = 2; E2M6 = 2; E2M7 = 2; E2M8 = 2; E2M9 = 2;
E3M1 = 2; E3M2 = 2; E3M3 = 2; E3M4 = 2; E3M5 = 2; E3M6 = 2; E3M7 = 2; E3M8 = 2; E3M9 = 2;
E4M1 = 2; E4M2 = 2; E4M3 = 2; E4M4 = 2; E4M5 = 2; E4M6 = 2; E4M7 = 2; E4M8 = 2; E4M9 = 2;
MAP01 = 1; MAP02 = 1; MAP03 = 1; MAP04 = 1; MAP05 = 1; MAP06 = 1; MAP07 = 1; MAP08 = 1; MAP09 = 1; MAP10 = 1;
MAP11 = 1; MAP12 = 1; MAP13 = 1; MAP14 = 1; MAP15 = 1; MAP16 = 1; MAP17 = 1; MAP18 = 1; MAP19 = 1; MAP20 = 1;
MAP21 = 1; MAP22 = 1; MAP23 = 1; MAP24 = 1; MAP25 = 1; MAP26 = 1; MAP27 = 1; MAP28 = 1; MAP29 = 1; MAP30 = 1;
MAP31 = 1; MAP32 = 1; MAP33 = 2; MAP34 = 2; MAP35 = 2; MAP36 = 2; MAP37 = 2; MAP38 = 2; MAP39 = 2; MAP40 = 2;
MAP41 = 2;
}
/*
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
{
~MAP
{
required = true;
blindcopy = true;
nodebuild = false;
}
THINGS
{
required = true;
nodebuild = true;
allowempty = true;
}
LINEDEFS
{
required = true;
nodebuild = true;
allowempty = false;
}
SIDEDEFS
{
required = true;
nodebuild = true;
allowempty = false;
}
VERTEXES
{
required = true;
nodebuild = true;
allowempty = false;
}
SEGS
{
required = false;
nodebuild = true;
allowempty = false;
}
SSECTORS
{
required = false;
nodebuild = true;
allowempty = false;
}
NODES
{
required = false;
nodebuild = true;
allowempty = false;
}
SECTORS
{
required = true;
nodebuild = true;
allowempty = false;
}
REJECT
{
required = false;
nodebuild = true;
allowempty = true;
}
BLOCKMAP
{
required = false;
nodebuild = true;
allowempty = false;
}
}
// DEFAULT SECTOR BRIGHTNESS LEVELS
sectorbrightness
{
255;
240;
224;
208;
192;
176;
160;
144;
128;
112;
96;
80;
64;
48;
32;
16;
0;
}
// SECTOR TYPES
sectortypes
{
0 = "Normal";
1 = "Light Blinks (randomly)";
2 = "Light Blinks (0.5 sec)";
3 = "Light Blinks (1 sec)";
4 = "Damage -10 or 20% health and Light Blinks (0.5 sec)";
5 = "Damage -5 or 10% health";
7 = "Damage -2 or 5% health";
8 = "Light Glows (1+ sec)";
9 = "Secret";
10 = "Door Close Stay (after 30 sec)";
11 = "Damage -10 or 20% health and End level";
12 = "Light Blinks (0.5 sec sync)";
13 = "Light Blinks (1 sec sync)";
14 = "Door Open Close (opens after 5 min)";
16 = "Damage -10 or 20% health";
17 = "Light Flickers (randomly)";
21 = "Light Phased";
22 = "Light Sequence Start";
23 = "Light Sequence Special 1";
24 = "Light Sequence Special 2";
65 = "Light Flicker";
66 = "Light Strobe Fast";
67 = "Light Strobe Slow";
68 = "Light Strobe Hurt";
69 = "Damage Hellslime";
71 = "Damage Nukage";
72 = "Light Glow";
74 = "Sector Door Close (30 sec)";
75 = "Damage End Level";
76 = "Light StrobeSlowSync";
77 = "Light StrobeFastSync";
78 = "Sector Door Raise (5 min)";
80 = "Damage Super Hellslime";
81 = "Light Fire Flicker";
}
// GENERALIZED SECTOR TYPES
gen_sectortypes
{
lighting
{
0 = "Normal";
1 = "Light Blinks (randomly)";
2 = "Light Blinks (0.5 sec)";
3 = "Light Blinks (1 sec)";
4 = "Light Blinks (0.5 sec) and Damage 10 or 20";
8 = "Light Glows (1+ sec)";
12 = "Light Blinks (0.5 sec sync)";
13 = "Light Blinks (1 sec sync)";
17 = "Light Flickers (randomly)";
}
damage
{
0 = "None";
256 = "Damage 5 per second";
512 = "Damage 10 per second";
768 = "Damage 20 per second";
}
secret
{
0 = "No";
1024 = "Yes";
}
friction
{
0 = "Disabled";
2048 = "Enabled";
}
pusher
{
0 = "Disabled";
4096 = "Enabled";
}
}
// LINEDEF FLAGS
linedefflags
{
1 = "Impassable";
2 = "Block Monster";
4 = "Double Sided";
8 = "Upper Unpegged";
16 = "Lower Unpegged";
32 = "Secret";
64 = "Block Sound";
128 = "Hidden";
256 = "Shown";
512 = "PassThru";
}
// LINEDEF ACTIVATIONS
linedefactivations
{
}
// 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
{
1 = "blocking";
2 = "blockmonsters";
4 = "twosided";
8 = "dontpegtop";
16 = "dontpegbottom";
32 = "secret";
64 = "blocksound";
128 = "dontdraw";
256 = "mapped";
512 = "passuse";
}
// LINEDEF TYPES
linedeftypes
{
misc
{
0
{
title = "None";
prefix = "";
}
260
{
title = "Translucent";
prefix = "";
}
}
door
{
title = "Door";
1
{
title = "Door Open Wait Close (also monsters)";
prefix = "DR";
}
2
{
title = "Door Open Stay";
prefix = "W1";
}
3
{
title = "Door Close Stay";
prefix = "W1";
}
4
{
title = "Door Open Wait Close";
prefix = "W1";
}
16
{
title = "Door Close Wait Open";
prefix = "W1";
}
26
{
title = "Door (Blue) Open Wait Close";
prefix = "DR";
}
27
{
title = "Door (Yellow) Open Wait Close";
prefix = "DR";
}
28
{
title = "Door (Red) Open Wait Close";
prefix = "DR";
}
29
{
title = "Door Open Wait Close";
prefix = "S1";
}
31
{
title = "Door Open Stay";
prefix = "D1";
}
32
{
title = "Door (Blue) Open Stay";
prefix = "D1";
}
33
{
title = "Door (Red) Open Stay";
prefix = "D1";
}
34
{
title = "Door (Yellow) Open Stay";
prefix = "D1";
}
42
{
title = "Door Close Stay";
prefix = "SR";
}
46
{
title = "Door Open Stay";
prefix = "GR";
}
50
{
title = "Door Close Stay";
prefix = "S1";
}
61
{
title = "Door Open Stay";
prefix = "SR";
}
63
{
title = "Door Open Wait Close";
prefix = "SR";
}
75
{
title = "Door Close Stay";
prefix = "WR";
}
76
{
title = "Door Close Stay Open";
prefix = "WR";
}
86
{
title = "Door Open Stay";
prefix = "WR";
}
90
{
title = "Door Open Wait Close";
prefix = "WR";
}
99
{
title = "Door (Blue) Open Stay (fast)";
prefix = "SR";
}
103
{
title = "Door Open Stay";
prefix = "S1";
}
105
{
title = "Door Open Wait Close (fast)";
prefix = "WR";
}
106
{
title = "Door Open Stay (fast)";
prefix = "WR";
}
107
{
title = "Door Close Stay (fast)";
prefix = "WR";
}
108
{
title = "Door Open Wait Close (fast)";
prefix = "W1";
}
109
{
title = "Door Open Stay (fast)";
prefix = "W1";
}
110
{
title = "Door Close (fast)";
prefix = "W1";
}
111
{
title = "Door Open Wait Close (fast)";
prefix = "S1";
}
112
{
title = "Door Open Stay (fast)";
prefix = "S1";
}
113
{
title = "Door Close Stay (fast)";
prefix = "S1";
}
114
{
title = "Door Open Wait Close (fast)";
prefix = "SR";
}
115
{
title = "Door Open Stay (fast)";
prefix = "SR";
}
116
{
title = "Door Close Stay (fast)";
prefix = "SR";
}
117
{
title = "Door Open Wait Close (fast)";
prefix = "DR";
}
118
{
title = "Door Open Stay (fast)";
prefix = "D1";
}
133
{
title = "Door (Blue) Open Stay (fast)";
prefix = "S1";
}
134
{
title = "Door (Red) Open Stay (fast)";
prefix = "SR";
}
135
{
title = "Door (Red) Open Stay (fast)";
prefix = "S1";
}
136
{
title = "Door (Yellow) Open Stay (fast)";
prefix = "SR";
}
137
{
title = "Door (Yellow) Open Stay (fast)";
prefix = "S1";
}
175
{
title = "Door Close Wait Open (30 seconds)";
prefix = "S1";
}
196
{
title = "Door Close Wait Open (30 seconds)";
prefix = "SR";
}
}
floor
{
title = "Floor";
5
{
title = "Floor Raise to Lowest Ceiling";
prefix = "W1";
}
9
{
title = "Floor Raise Donut (changes texture)";
prefix = "S1";
}
14
{
title = "Floor Raise by 32 (changes texture)";
prefix = "S1";
}
15
{
title = "Floor Raise by 24 (changes texture)";
prefix = "S1";
}
18
{
title = "Floor Raise to Next Higher Floor";
prefix = "S1";
}
19
{
title = "Floor Lower to Highest Floor";
prefix = "W1";
}
20
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "S1";
}
22
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "W1";
}
23
{
title = "Floor Lower to Lowest Floor";
prefix = "S1";
}
24
{
title = "Floor Raise to Lowest Ceiling";
prefix = "G1";
}
30
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "W1";
}
36
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "W1";
}
37
{
title = "Floor Lower to Lowest Floor (changes texture)";
prefix = "W1";
}
38
{
title = "Floor Lower to Lowest Floor";
prefix = "W1";
}
45
{
title = "Floor Lower to Highest Floor";
prefix = "SR";
}
47
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "G1";
}
53
{
title = "Floor Start Moving Up and Down";
prefix = "W1";
}
54
{
title = "Floor Stop Moving";
prefix = "W1";
}
55
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "S1";
}
56
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "W1";
}
58
{
title = "Floor Raise by 24";
prefix = "W1";
}
59
{
title = "Floor Raise by 24 (changes texture)";
prefix = "W1";
}
60
{
title = "Floor Lower to Lowest Floor";
prefix = "SR";
}
64
{
title = "Floor Raise to Lowest Ceiling";
prefix = "SR";
}
65
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "SR";
}
66
{
title = "Floor Raise by 24 (changes texture)";
prefix = "SR";
}
67
{
title = "Floor Raise by 32 (changes texture)";
prefix = "SR";
}
68
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "SR";
}
69
{
title = "Floor Raise to Next Higher Floor";
prefix = "SR";
}
70
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "SR";
}
71
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "S1";
}
82
{
title = "Floor Lower to Lowest Floor";
prefix = "WR";
}
83
{
title = "Floor Lower to Highest Floor";
prefix = "WR";
}
84
{
title = "Floor Lower to Lowest Floor (changes texture)";
prefix = "WR";
}
87
{
title = "Floor Start Moving Up and Down";
prefix = "WR";
}
89
{
title = "Floor Stop Moving";
prefix = "WR";
}
91
{
title = "Floor Raise to Lowest Ceiling";
prefix = "WR";
}
92
{
title = "Floor Raise by 24";
prefix = "WR";
}
93
{
title = "Floor Raise by 24 (changes texture)";
prefix = "WR";
}
94
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "WR";
}
95
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "WR";
}
96
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "WR";
}
98
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "WR";
}
101
{
title = "Floor Raise to Lowest Ceiling";
prefix = "S1";
}
102
{
title = "Floor Lower to Highest Floor";
prefix = "S1";
}
119
{
title = "Floor Raise to Next Higher Floor";
prefix = "W1";
}
128
{
title = "Floor Raise to Next Higher Floor";
prefix = "WR";
}
129
{
title = "Floor Raise to Next Higher Floor (fast)";
prefix = "WR";
}
130
{
title = "Floor Raise to Next Higher Floor (fast)";
prefix = "W1";
}
131
{
title = "Floor Raise to Next Higher Floor (fast)";
prefix = "S1";
}
132
{
title = "Floor Raise to Next Higher Floor (fast)";
prefix = "SR";
}
140
{
title = "Floor Raise by 512";
prefix = "S1";
}
142
{
title = "Floor Raise by 512";
prefix = "W1";
}
147
{
title = "Floor Raise by 512";
prefix = "WR";
}
158
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "S1";
}
159
{
title = "Floor Lower to Lowest Floor (changes texture)";
prefix = "S1";
}
160
{
title = "Floor Raise by 24 (changes texture and effect)";
prefix = "S1";
}
161
{
title = "Floor Raise by 24";
prefix = "S1";
}
176
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "SR";
}
177
{
title = "Floor Lower to Lowest Floor ( changes texture )";
prefix = "SR";
}
178
{
title = "Floor Raise by 512";
prefix = "SR";
}
179
{
title = "Floor Raise by 24 (changes texture and effect)";
prefix = "SR";
}
180
{
title = "Floor Raise by 24";
prefix = "SR";
}
213
{
title = "Floor Change Brightness to this Brightness";
prefix = "";
}
219
{
title = "Floor Lower to Nearest Floor";
prefix = "W1";
}
220
{
title = "Floor Lower to Nearest Floor";
prefix = "WR";
}
221
{
title = "Floor Lower to Nearest Floor";
prefix = "S1";
}
222
{
title = "Floor Lower to Nearest Floor";
prefix = "SR";
}
}
crusher
{
title = "Crusher";
6
{
title = "Crusher Start with Fast Damage";
prefix = "W1";
}
25
{
title = "Crusher Start with Slow Damage";
prefix = "W1";
}
57
{
title = "Crusher Stop";
prefix = "W1";
}
73
{
title = "Crusher Start with Slow Damage";
prefix = "WR";
}
74
{
title = "Crusher Stop";
prefix = "WR";
}
77
{
title = "Crusher Start with Fast Damage";
prefix = "WR";
}
141
{
title = "Crusher Start with Slow Damage (silent)";
prefix = "W1";
}
150
{
title = "Crusher Start (silent)";
prefix = "WR";
}
164
{
title = "Crusher Start (fast)";
prefix = "S1";
}
165
{
title = "Crusher Start (silent)";
prefix = "S1";
}
168
{
title = "Crusher Stop";
prefix = "S1";
}
183
{
title = "Crusher Start (fast)";
prefix = "SR";
}
184
{
title = "Crusher Start";
prefix = "SR";
}
185
{
title = "Crusher Start (silent)";
prefix = "SR";
}
188
{
title = "Crusher Stop";
prefix = "SR";
}
}
stairs
{
title = "Stairs";
7
{
title = "Stairs Raise by 8";
prefix = "S1";
}
8
{
title = "Stairs Raise by 8";
prefix = "W1";
}
100
{
title = "Stairs Raise by 16 (fast)";
prefix = "W1";
}
127
{
title = "Stairs Raise by 16 (fast)";
prefix = "S1";
}
256
{
title = "Stairs Raise by 8";
prefix = "WR";
}
257
{
title = "Stairs Raise by 16 (fast)";
prefix = "WR";
}
258
{
title = "Stairs Raise by 8";
prefix = "SR";
}
259
{
title = "Stairs Raise by 16 (fast)";
prefix = "SR";
}
}
lift
{
title = "Lift";
10
{
title = "Lift Lower Wait Raise";
prefix = "W1";
}
21
{
title = "Lift Lower Wait Raise";
prefix = "S1";
}
62
{
title = "Lift Lower Wait Raise";
prefix = "SR";
}
88
{
title = "Lift Lower Wait Raise";
prefix = "WR";
}
120
{
title = "Lift Lower Wait Raise (fast)";
prefix = "WR";
}
121
{
title = "Lift Lower Wait Raise (fast)";
prefix = "W1";
}
122
{
title = "Lift Lower Wait Raise (fast)";
prefix = "S1";
}
123
{
title = "Lift Lower Wait Raise (fast)";
prefix = "SR";
}
143
{
title = "Lift Raise by 24 (changes texture)";
prefix = "W1";
}
144
{
title = "Lift Raise by 32 (remove effect)";
prefix = "W1";
}
148
{
title = "Lift Raise by 24 (changes texture)";
prefix = "WR";
}
149
{
title = "Lift Raise by 32 (remove effect)";
prefix = "WR";
}
162
{
title = "Lift Perpetual Lowest and Highest Floors";
prefix = "S1";
}
163
{
title = "Lift Stop";
prefix = "S1";
}
181
{
title = "Lift Perpetual Lowest and Highest Floors";
prefix = "SR";
}
182
{
title = "Lift Stop";
prefix = "SR";
}
211
{
title = "Lift Raise to Ceiling (instantly)";
prefix = "SR";
}
212
{
title = "Lift Raise to Ceiling (instantly)";
prefix = "WR";
}
227
{
title = "Lift Raise to Next Highest Floor (fast)";
prefix = "W1";
}
228
{
title = "Lift Raise to Next Highest Floor (fast)";
prefix = "WR";
}
229
{
title = "Lift Raise to Next Highest Floor (fast)";
prefix = "S1";
}
230
{
title = "Lift Raise to Next Highest Floor (fast)";
prefix = "SR";
}
231
{
title = "Lift Lower to Next Lowest Floor (fast)";
prefix = "W1";
}
232
{
title = "Lift Lower to Next Lowest Floor (fast)";
prefix = "WR";
}
233
{
title = "Lift Lower to Next Lowest Floor (fast)";
prefix = "S1";
}
234
{
title = "Lift Lower to Next Lowest Floor (fast)";
prefix = "SR";
}
235
{
title = "Lift Move to Same Floor Height (fast)";
prefix = "W1";
}
236
{
title = "Lift Move to Same Floor Height (fast)";
prefix = "WR";
}
237
{
title = "Lift Move to Same Floor Height (fast)";
prefix = "S1";
}
238
{
title = "Lift Move to Same Floor Height (fast)";
prefix = "SR";
}
}
exit
{
title = "Exit";
11
{
title = "Exit Level";
prefix = "S1";
}
51
{
title = "Exit Level (goes to secret level)";
prefix = "S1";
}
52
{
title = "Exit Level";
prefix = "W1";
}
124
{
title = "Exit Level (goes to secret level)";
prefix = "W1";
}
197
{
title = "Exit Level";
prefix = "G1";
}
198
{
title = "Exit Level (goes to secret level)";
prefix = "G1";
}
}
light
{
title = "Light";
12
{
title = "Light Change to Brightest Adjacent";
prefix = "W1";
}
13
{
title = "Light Change to 255";
prefix = "W1";
}
17
{
title = "Light Start Blinking";
prefix = "W1";
}
35
{
title = "Light Change to 35";
prefix = "W1";
}
79
{
title = "Light Change to 35";
prefix = "WR";
}
80
{
title = "Light Change to Brightest Adjacent";
prefix = "WR";
}
81
{
title = "Light Change to 255";
prefix = "WR";
}
104
{
title = "Light Change to Darkest Adjacent";
prefix = "W1";
}
138
{
title = "Light Change to 255";
prefix = "SR";
}
139
{
title = "Light Change to 35";
prefix = "SR";
}
156
{
title = "Light Start Blinking";
prefix = "WR";
}
157
{
title = "Light Change to Darkest";
prefix = "WR";
}
169
{
title = "Light Change to Brightest";
prefix = "S1";
}
170
{
title = "Light Change to 35";
prefix = "S1";
}
171
{
title = "Light Change to 255";
prefix = "S1";
}
172
{
title = "Light Start Blinking";
prefix = "S1";
}
173
{
title = "Light Change to Darkest";
prefix = "S1";
}
192
{
title = "Light Change to Brightest Adjacent";
prefix = "SR";
}
193
{
title = "Light Start Blinking";
prefix = "SR";
}
194
{
title = "Light Change to Darkest Adjacent";
prefix = "SR";
}
}
ceiling
{
title = "Ceiling";
40
{
title = "Ceiling Raise to Highest Ceiling";
prefix = "W1";
}
41
{
title = "Ceiling Lower to Floor";
prefix = "S1";
}
43
{
title = "Ceiling Lower to Floor";
prefix = "SR";
}
44
{
title = "Ceiling Lower to 8 above Floor";
prefix = "W1";
}
49
{
title = "Ceiling Lower to 8 above Floor (perpetual slow crusher damage)";
prefix = "S1";
}
72
{
title = "Ceiling Lower to 8 above Floor";
prefix = "WR";
}
145
{
title = "Ceiling Lower to Floor (fast)";
prefix = "W1";
}
151
{
title = "Ceiling Raise to Highest Ceiling";
prefix = "WR";
}
152
{
title = "Ceiling Lower to Floor (fast)";
prefix = "WR";
}
166
{
title = "Ceiling Raise to Highest Ceiling";
prefix = "S1";
}
167
{
title = "Ceiling Lower to 8 Above Floor";
prefix = "S1";
}
186
{
title = "Ceiling Raise to Highest Ceiling";
prefix = "SR";
}
187
{
title = "Ceiling Lower to 8 Above Floor";
prefix = "SR";
}
199
{
title = "Ceiling Lower to Lowest Ceiling";
prefix = "W1";
}
200
{
title = "Ceiling Lower to Highest Floor";
prefix = "W1";
}
201
{
title = "Ceiling Lower to Lowest Ceiling";
prefix = "WR";
}
202
{
title = "Ceiling Lower to Highest Floor";
prefix = "WR";
}
203
{
title = "Ceiling Lower to Lowest Ceiling";
prefix = "S1";
}
204
{
title = "Ceiling Lower to Highest Floor";
prefix = "S1";
}
205
{
title = "Ceiling Lower to Lowest Ceiling";
prefix = "SR";
}
206
{
title = "Ceiling Lower to Highest Floor";
prefix = "SR";
}
261
{
title = "Ceiling Brightness to this Brightness";
prefix = "";
}
}
scroll
{
title = "Scroll";
48
{
title = "Scroll Texture Left";
prefix = "";
}
85
{
title = "Scroll Texture Right";
prefix = "";
}
214
{
title = "Scroll Ceiling Accelerates when Sector Changes Height";
prefix = "";
}
215
{
title = "Scroll Floor Accelerates when Sector Changes Height";
prefix = "";
}
216
{
title = "Scroll Things Accelerates when Sector Changes Height";
prefix = "";
}
217
{
title = "Scroll Floor/Things Accelerates when Sector Changes Height";
prefix = "";
}
218
{
title = "Scroll Wall Accelerates when Sector Changes Height";
prefix = "";
}
245
{
title = "Scroll Ceiling when Sector Changes Height";
prefix = "";
}
246
{
title = "Scroll Floor when Sector Changes Height";
prefix = "";
}
247
{
title = "Scroll Move Things when Sector Changes Height";
prefix = "";
}
248
{
title = "Scroll Floor/Move Things when Sector Changes Height";
prefix = "";
}
249
{
title = "Scroll Wall when Sector Changes Height";
prefix = "";
}
250
{
title = "Scroll Ceiling according to Line Vector";
prefix = "";
}
251
{
title = "Scroll Floor according to Line Vector";
prefix = "";
}
252
{
title = "Scroll Move Things according to Line Vector";
prefix = "";
}
253
{
title = "Scroll Floor, Move Things";
prefix = "";
}
254
{
title = "Scroll Wall according to Line Vector";
prefix = "";
}
255
{
title = "Scroll Wall using Sidedef Offsets";
prefix = "";
}
}
change
{
title = "Change";
78
{
title = "Change Texture and Effect to Nearest";
prefix = "SR";
}
153
{
title = "Change Texture And Effect";
prefix = "W1";
}
154
{
title = "Change Texture And Effect";
prefix = "WR";
}
189
{
title = "Change Texture And Effect";
prefix = "S1";
}
190
{
title = "Change Texture And Effect";
prefix = "SR";
}
239
{
title = "Change Texture and Effect to Nearest";
prefix = "W1";
}
240
{
title = "Change Texture and Effect to Nearest";
prefix = "WR";
}
241
{
title = "Change Texture and Effect to Nearest";
prefix = "S1";
}
}
teleport
{
title = "Teleport";
97
{
title = "Teleport";
prefix = "WR";
}
39
{
title = "Teleport";
prefix = "W1";
}
125
{
title = "Teleport (monsters only)";
prefix = "W1";
}
126
{
title = "Teleport (monsters only)";
prefix = "WR";
}
174
{
title = "Teleport (also monsters)";
prefix = "S1";
}
195
{
title = "Teleport (also monsters)";
prefix = "SR";
}
207
{
title = "Teleport (also monsters, silent, same angle)";
prefix = "W1";
}
208
{
title = "Teleport (also monsters, silent, same angle)";
prefix = "WR";
}
209
{
title = "Teleport (also monsters, silent, same angle)";
prefix = "S1";
}
210
{
title = "Teleport (also monsters, silent, same angle)";
prefix = "SR";
}
243
{
title = "Teleport to Line With Same Tag (silent, same angle)";
prefix = "W1";
}
244
{
title = "Teleport to Line With Same Tag (silent, same angle)";
prefix = "WR";
}
262
{
title = "Teleport to Line With Same Tag (silent, reversed angle)";
prefix = "W1";
}
263
{
title = "Teleport to Line With Same Tag (silent, reversed angle)";
prefix = "WR";
}
264
{
title = "Teleport to Line With Same Tag (also monsters, silent, reversed angle)";
prefix = "W1";
}
265
{
title = "Teleport to Line With Same Tag (also monsters, reversed angle)";
prefix = "WR";
}
266
{
title = "Teleport to Line With Same Tag (monsters only, silent)";
prefix = "W1";
}
267
{
title = "Teleport to Line With Same Tag (monsters only, silent)";
prefix = "WR";
}
268
{
title = "Teleport (monsters only, silent)";
prefix = "W1";
}
269
{
title = "Teleport (monsters only, silent)";
prefix = "WR";
}
}
donut
{
title = "Donut";
146
{
title = "Donut Raise";
prefix = "W1";
}
155
{
title = "Donut Raise";
prefix = "WR";
}
191
{
title = "Donut Raise";
prefix = "SR";
}
}
friction
{
title = "Friction";
223
{
title = "Friction Tagged Sector: Drag < 100, Slide > 100";
prefix = "";
}
}
wind
{
title = "Wind";
224
{
title = "Wind according to Line Vector";
prefix = "";
}
}
current
{
title = "Current";
225
{
title = "Current according to Line Vector";
prefix = "";
}
}
wind/current
{
title = "Wind/Current";
226
{
title = "Wind/Current by Push/Pull Thing In Sector";
prefix = "";
}
}
create
{
title = "Create";
242
{
title = "Create Fake Ceiling and Floor";
prefix = "";
}
}
transfer
{
title = "Transfer";
271
{
title = "Transfer Sky Texture to Tagged Sectors";
prefix = "";
}
272
{
title = "Transfer Sky Texture to Tagged Sectors (flipped)";
prefix = "";
}
}
plane
{
title = "Plane";
340
{
title = "Plane Align Floor at front";
prefix = "";
}
341
{
title = "Plane Align Ceiling at front";
prefix = "";
}
342
{
title = "Plane Align Floor and Ceiling at front";
prefix = "";
}
343
{
title = "Plane Align Floor at back";
prefix = "";
}
344
{
title = "Plane Align Ceiling at back";
prefix = "";
}
345
{
title = "Plane Align Floor and Ceiling at back";
prefix = "";
}
346
{
title = "Plane Align Floor at back and Ceiling at front";
prefix = "";
}
347
{
title = "Plane Align Floor at front and Ceiling at back";
prefix = "";
}
}
}
// 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";
}
}
}
// THING FLAGS
thingflags
{
1 = "Easy";
2 = "Medium";
4 = "Hard";
8 = "Deaf";
16 = "Multiplayer";
32 = "Not Deathmatch";
64 = "Not Cooperative";
}
// 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
{
1 = "skill1";
2 = "skill2";
4 = "skill3";
8 = "ambush";
16 = "!single";
32 = "!dm";
64 = "!coop";
}
// THING FLAGS ERROR MASK
// Mask for the thing flags which indicates the options
// that make the same thing appear in the same modes
thingflagsmask1 = 7; // 1 + 2 + 4
thingflagsmask2 = 0;
// THING TYPES
// Color numbers are the basic colors
// Arrow indicates if the things will have an arrow to indicate direction
// Sort: 0 = List as in configuration, 1 = List alphabetically
// Blocking: 0 = No, 1 = Completely, 2 = True-Height
// Error:
// 0 = Dont check for errors
// 1 = Must be inside map (default)
// 2 = Must be inside map and may not collide
thingtypes
{
editor
{
color = 15; // White
arrow = 1;
title = "Editor Things";
width = 16;
sort = 1;
height = 0;
error = 0;
blocking = 0;
hangs = 0;
fixedsize = true;
32000 = "Visual Mode camera";
}
players
{
color = 10; // Light Green
arrow = 1;
title = "Player Starts";
width = 16;
sort = 1;
error = 2;
height = 56;
hangs = 0;
blocking = 2;
1
{
title = "Player 1 start";
sprite = "PLAYA2A8";
}
2
{
title = "Player 2 start";
sprite = "PLAYA2A8";
}
3
{
title = "Player 3 start";
sprite = "PLAYA2A8";
}
4
{
title = "Player 4 start";
sprite = "PLAYA2A8";
}
4001
{
title = "Player 5 start";
sprite = "PLAYA2A8";
}
4002
{
title = "Player 6 start";
sprite = "PLAYA2A8";
}
4003
{
title = "Player 7 start";
sprite = "PLAYA2A8";
}
4004
{
title = "Player 8 start";
sprite = "PLAYA2A8";
}
11
{
title = "Player Deathmatch start";
sprite = "PLAYF1";
}
}
teleports
{
color = 2; // Green
arrow = 1;
title = "Teleports";
width = 16;
sort = 1;
height = 56;
blocking = 0;
hangs = 0;
error = 1;
14
{
title = "Teleport Destination";
sprite = "TFOGB0";
}
9044
{
title = "Teleport with Z Height";
sprite = "TFOGB0";
}
}
monsters
{
color = 12; // Light Red
arrow = 1;
title = "Monsters";
width = 20;
sort = 1;
error = 2;
blocking = 2;
height = 56;
hangs = 0;
3004
{
title = "Former Human";
sprite = "POSSA2A8";
}
9
{
title = "Former Sergeant";
sprite = "SPOSA2A8";
}
3001
{
title = "Imp";
sprite = "TROOA2A8";
}
65
{
title = "Chaingunner";
sprite = "CPOSA2";
}
3002
{
title = "Demon";
width = 30;
sprite = "SARGA2A8";
}
58
{
title = "Spectre";
width = 30;
sprite = "SARGA2A8";
}
3006
{
title = "Lost Soul";
width = 16;
sprite = "SKULA8A2";
}
3005
{
title = "Cacodemon";
width = 31;
sprite = "HEADA2A8";
}
69
{
title = "Hell Knight";
width = 24;
height = 64;
sprite = "BOS2A2C8";
}
3003
{
title = "Baron of Hell";
width = 24;
height = 64;
sprite = "BOSSA2A8";
}
68
{
title = "Arachnotron";
width = 64;
height = 64;
sprite = "BSPIA2A8";
}
71
{
title = "Pain Elemental";
width = 31;
sprite = "PAINA2A8";
}
66
{
title = "Revenant";
sprite = "SKELA2D8";
}
67
{
title = "Mancubus";
width = 48;
height = 64;
sprite = "FATTC2C8";
}
64
{
title = "Archvile";
sprite = "VILEA2D8";
}
16
{
title = "Cyberdemon";
width = 40;
height = 110;
sprite = "CYBRA2";
}
7
{
title = "Spider Mastermind";
width = 128;
height = 100;
sprite = "SPIDA2A8";
}
84
{
title = "Wolfenstein SS";
sprite = "SSWVA2";
}
72
{
title = "Commander Keen";
width = 16;
height = 72;
hangs = 1;
sprite = "KEENA0";
}
88
{
title = "Icon of Sin";
width = 16;
height = 16;
sprite = "BBRNA0";
}
89
{
title = "Monsters Spawner";
sprite = "BOSFB0";
height = 32;
}
87
{
title = "Monsters Target";
height = 32;
}
9050
{
title = "Arachnotron (stealth)";
width = 64;
height = 64;
sprite = "BSPIA2A8";
}
9051
{
title = "Archvile (stealth)";
width = 20;
sprite = "VILEA2D8";
}
9052
{
title = "Baron of Hell (stealth)";
width = 24;
height = 64;
sprite = "BOSSA2A8";
}
9053
{
title = "Cacodemon (stealth)";
width = 31;
sprite = "HEADA2A8";
}
9054
{
title = "Chaingunner (stealth)";
sprite = "CPOSA2";
}
9055
{
title = "Demon (stealth)";
width = 30;
sprite = "SARGA2A8";
}
9056
{
title = "Hell Knight (stealth)";
width = 24;
height = 64;
sprite = "BOS2A2C8";
}
9057
{
title = "Imp (stealth)";
sprite = "TROOA2A8";
}
9058
{
title = "Mancubus (stealth)";
width = 48;
height = 64;
sprite = "FATTC2C8";
}
9059
{
title = "Revenant (stealth)";
sprite = "SKELA2D8";
}
9060
{
title = "Former Sergeant (stealth)";
sprite = "SPOSA2A8";
}
9061
{
title = "Former Human (stealth)";
sprite = "POSSA2A8";
}
}
weapons
{
color = 14; // Yellow
arrow = 0;
title = "Weapons";
width = 20;
sort = 1;
height = 25;
blocking = 0;
hangs = 0;
2005
{
title = "Chainsaw";
sprite = "CSAWA0";
}
2001
{
title = "Shotgun";
sprite = "SHOTA0";
}
82
{
title = "Super Shotgun";
sprite = "SGN2A0";
}
2002
{
title = "Chaingun";
sprite = "MGUNA0";
}
2003
{
title = "Rocket launcher";
sprite = "LAUNA0";
}
2004
{
title = "Plasma gun";
sprite = "PLASA0";
}
2006
{
title = "BFG9000";
sprite = "BFUGA0";
height = 30;
}
}
ammunition
{
color = 6; // Brown
arrow = 0;
title = "Ammunition";
width = 20;
sort = 1;
height = 16;
blocking = 0;
hangs = 0;
2007
{
title = "Ammo clip";
sprite = "CLIPA0";
}
2008
{
title = "Shotgun shells";
sprite = "SHELA0";
}
2010
{
title = "Rocket";
sprite = "ROCKA0";
height = 25;
}
2047
{
title = "Cell charge";
sprite = "CELLA0";
}
2048
{
title = "Box of Ammo";
sprite = "AMMOA0";
}
2049
{
title = "Box of Shells";
sprite = "SBOXA0";
}
2046
{
title = "Box of Rockets";
sprite = "BROKA0";
width = 30;
height = 25;
}
17
{
title = "Cell charge pack";
sprite = "CELPA0";
height = 25;
}
8
{
title = "Backpack";
sprite = "BPAKA0";
}
}
health
{
color = 1; // Blue
arrow = 0;
title = "Health and Armor";
width = 16;
sort = 1;
height = 20;
blocking = 0;
hangs = 0;
2011
{
title = "Stimpack";
sprite = "STIMA0";
}
2012
{
title = "Medikit";
sprite = "MEDIA0";
height = 25;
}
2014
{
title = "Health bonus";
sprite = "BON1A0";
}
2015
{
title = "Armor bonus";
sprite = "BON2A0";
}
2018
{
title = "Green armor";
sprite = "ARM1A0";
}
2019
{
title = "Blue armor";
sprite = "ARM2A0";
}
}
powerups
{
color = 9; // Light Blue
arrow = 0;
title = "Powerups";
width = 20;
sort = 1;
height = 20;
blocking = 0;
hangs = 0;
83
{
title = "Megasphere";
sprite = "MEGAA0";
height = 40;
}
2013
{
title = "Soulsphere";
sprite = "SOULA0";
height = 45;
}
2022
{
title = "Invulnerability";
sprite = "PINVA0";
height = 30;
}
2023
{
title = "Berserk";
sprite = "PSTRA0";
}
2024
{
title = "Invisibility";
sprite = "PINSA0";
height = 45;
}
2025
{
title = "Radiation suit";
sprite = "SUITA0";
height = 60;
}
2026
{
title = "Computer map";
sprite = "PMAPA0";
height = 35;
}
2045
{
title = "Lite Amplification goggles";
sprite = "PVISA0";
}
}
keys
{
color = 13; // Light Magenta
arrow = 0;
title = "Keys";
width = 16;
sort = 1;
height = 20;
blocking = 0;
hangs = 0;
5
{
title = "Blue keycard";
sprite = "BKEYA0";
}
40
{
title = "Blue skullkey";
sprite = "BSKUB0";
}
13
{
title = "Red keycard";
sprite = "RKEYA0";
}
38
{
title = "Red skullkey";
sprite = "RSKUB0";
}
6
{
title = "Yellow keycard";
sprite = "YKEYA0";
}
39
{
title = "Yellow skullkey";
sprite = "YSKUB0";
}
}
obstacles
{
color = 3; // Cyan
arrow = 0;
title = "Obstacles";
width = 20;
height = 20;
sort = 1;
blocking = 2;
hangs = 0;
2035
{
title = "Barrel";
width = 10;
height = 32;
sprite = "BAR1A0";
}
70
{
title = "Burning barrel";
width = 10;
sprite = "FCANA0";
height = 32;
}
48
{
title = "Tall techno pillar";
sprite = "ELECA0";
}
30
{
title = "Tall green pillar";
sprite = "COL1A0";
}
32
{
title = "Tall red pillar";
sprite = "COL3A0";
}
31
{
title = "Short green pillar";
sprite = "COL2A0";
}
36
{
title = "Short green pillar (beating heart)";
sprite = "COL5A0";
}
33
{
title = "Short red pillar";
sprite = "COL4A0";
}
37
{
title = "Short red pillar (skull)";
sprite = "COL6A0";
}
47
{
title = "Stalagmite";
sprite = "SMITA0";
}
43
{
title = "Gray tree";
sprite = "TRE1A0";
}
54
{
title = "Large brown tree";
width = 32;
sprite = "TRE2A0";
}
41
{
title = "Evil Eye";
sprite = "CEYEA0";
}
42
{
title = "Floating skull rock";
sprite = "FSKUA0";
}
}
lights
{
color = 11; // Light Cyan
arrow = 0;
title = "Light sources";
width = 16;
height = 16;
sort = 1;
blocking = 2;
hangs = 0;
85
{
title = "Tall techno floor lamp";
sprite = "TLMPA0";
}
86
{
title = "Short techno floor lamp";
sprite = "TLP2A0";
}
2028
{
title = "Floor lamp";
sprite = "COLUA0";
}
34
{
title = "Candle";
sprite = "CANDA0";
blocking = 0;
}
35
{
title = "Candelabra";
sprite = "CBRAA0";
}
44
{
title = "Tall blue firestick";
sprite = "TBLUA0";
}
45
{
title = "Tall green firestick";
sprite = "TGRNA0";
}
46
{
title = "Tall red firestick";
sprite = "TREDA0";
}
55
{
title = "Short blue firestick";
sprite = "SMBTA0";
}
56
{
title = "Short green firestick";
sprite = "SMGTA0";
}
57
{
title = "Short red firestick";
sprite = "SMRTA0";
}
}
decoration
{
color = 4; // Red
arrow = 0;
title = "Decoration";
width = 16;
height = 16;
sort = 1;
hangs = 0;
blocking = 0;
79
{
title = "Pool of blood and guts";
sprite = "POB2A0";
}
80
{
title = "Pool of blood";
sprite = "POL5A0";
}
81
{
title = "Pool of brains";
sprite = "BRS1A0";
}
49
{
title = "Hanging victim, twitching (blocking)";
sprite = "GOR1A0";
blocking = 2;
hangs = 1;
height = 68;
}
63
{
title = "Hanging victim, twitching";
sprite = "GOR1A0";
height = 68;
hangs = 1;
}
50
{
title = "Hanging victim, arms out (blocking)";
sprite = "GOR2A0";
blocking = 2;
hangs = 1;
height = 84;
}
59
{
title = "Hanging victim, arms out";
sprite = "GOR2A0";
height = 84;
hangs = 1;
}
52
{
title = "Hanging pair of legs (blocking)";
sprite = "GOR4A0";
blocking = 2;
hangs = 1;
height = 68;
}
60
{
title = "Hanging pair of legs";
sprite = "GOR4A0";
height = 68;
hangs = 1;
}
51
{
title = "Hanging victim, 1-legged (blocking)";
sprite = "GOR3A0";
blocking = 2;
hangs = 1;
height = 84;
}
61
{
title = "Hanging victim, 1-legged";
sprite = "GOR3A0";
height = 52;
hangs = 1;
}
53
{
title = "Hanging leg (blocking)";
sprite = "GOR5A0";
blocking = 2;
hangs = 1;
height = 52;
}
62
{
title = "Hanging leg";
sprite = "GOR5A0";
height = 52;
hangs = 1;
}
25
{
title = "Impaled human";
sprite = "POL1A0";
blocking = 2;
}
26
{
title = "Twitching impaled human";
sprite = "POL6A0";
blocking = 2;
}
27
{
title = "Skull on a pole";
sprite = "POL4A0";
blocking = 2;
}
28
{
title = "5 skulls shish kebob";
sprite = "POL2A0";
blocking = 2;
}
29
{
title = "Pile of skulls and candles";
sprite = "POL3A0";
blocking = 2;
}
10
{
title = "Bloody mess 1";
sprite = "PLAYW0";
}
12
{
title = "Bloody mess 2";
sprite = "PLAYW0";
}
24
{
title = "Pool of blood and bones";
sprite = "POL5A0";
}
15
{
title = "Dead player";
sprite = "PLAYN0";
}
18
{
title = "Dead former human";
sprite = "POSSL0";
width = 20;
}
19
{
title = "Dead former sergeant";
sprite = "SPOSL0";
width = 20;
}
20
{
title = "Dead imp";
sprite = "TROOM0";
width = 20;
}
21
{
title = "Dead demon";
sprite = "SARGN0";
width = 30;
}
22
{
title = "Dead cacodemon";
sprite = "HEADL0";
width = 31;
}
23 = "Dead lost soul";
73
{
title = "Hanging victim, guts removed";
sprite = "HDB1A0";
height = 88;
hangs = 1;
blocking = 2;
}
74
{
title = "Hanging victim, guts and brain removed";
sprite = "HDB2A0";
height = 88;
hangs = 1;
blocking = 2;
}
75
{
title = "Hanging torso, looking down";
sprite = "HDB3A0";
height = 64;
hangs = 1;
blocking = 2;
}
76
{
title = "Hanging torso, open skull";
sprite = "HDB4A0";
height = 64;
hangs = 1;
blocking = 2;
}
77
{
title = "Hanging torso, looking up";
sprite = "HDB5A0";
height = 64;
hangs = 1;
blocking = 2;
}
78
{
title = "Hanging torso, brain removed";
sprite = "HDB6A0";
height = 64;
hangs = 1;
blocking = 2;
}
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";
}
sounds
{
color = 5; // Purple
arrow = 0;
title = "Sounds";
width = 0;
height = 0;
sort = 1;
blocking = 0;
hangs = 0;
fixedsize = true;
sprite = "internal:sound";
1400 = "Sound Sequence 0";
1401 = "Sound Sequence 1";
1402 = "Sound Sequence 2";
1403 = "Sound Sequence 3";
1404 = "Sound Sequence 4";
1405 = "Sound Sequence 5";
1406 = "Sound Sequence 6";
1407 = "Sound Sequence 7";
1408 = "Sound Sequence 8";
1409 = "Sound Sequence 9";
1411 = "Sound Sequence 0";
14001 = "Ambient Sound 1";
14002 = "Ambient Sound 2";
14003 = "Ambient Sound 3";
14004 = "Ambient Sound 4";
14005 = "Ambient Sound 5";
14006 = "Ambient Sound 6";
14007 = "Ambient Sound 7";
14008 = "Ambient Sound 8";
14009 = "Ambient Sound 9";
14010 = "Ambient Sound 10";
14011 = "Ambient Sound 11";
14012 = "Ambient Sound 12";
14013 = "Ambient Sound 13";
14014 = "Ambient Sound 14";
14015 = "Ambient Sound 15";
14016 = "Ambient Sound 16";
14017 = "Ambient Sound 17";
14018 = "Ambient Sound 18";
14019 = "Ambient Sound 19";
14020 = "Ambient Sound 20";
14021 = "Ambient Sound 21";
14022 = "Ambient Sound 22";
14023 = "Ambient Sound 23";
14024 = "Ambient Sound 24";
14025 = "Ambient Sound 25";
14026 = "Ambient Sound 26";
14027 = "Ambient Sound 27";
14028 = "Ambient Sound 28";
14029 = "Ambient Sound 29";
14030 = "Ambient Sound 30";
14031 = "Ambient Sound 31";
14032 = "Ambient Sound 32";
14033 = "Ambient Sound 33";
14034 = "Ambient Sound 34";
14035 = "Ambient Sound 35";
14036 = "Ambient Sound 36";
14037 = "Ambient Sound 37";
14038 = "Ambient Sound 38";
14039 = "Ambient Sound 39";
14040 = "Ambient Sound 40";
14041 = "Ambient Sound 41";
14042 = "Ambient Sound 42";
14043 = "Ambient Sound 43";
14044 = "Ambient Sound 44";
14045 = "Ambient Sound 45";
14046 = "Ambient Sound 46";
14047 = "Ambient Sound 47";
14048 = "Ambient Sound 48";
14049 = "Ambient Sound 49";
14050 = "Ambient Sound 50";
14051 = "Ambient Sound 51";
14052 = "Ambient Sound 52";
14053 = "Ambient Sound 53";
14054 = "Ambient Sound 54";
14055 = "Ambient Sound 55";
14056 = "Ambient Sound 56";
14057 = "Ambient Sound 57";
14058 = "Ambient Sound 58";
14059 = "Ambient Sound 59";
14060 = "Ambient Sound 60";
14061 = "Ambient Sound 61";
14062 = "Ambient Sound 62";
14063 = "Ambient Sound 63";
14064 = "Ambient Sound 64";
14065 = "Ambient Sound 0";
}
zdoom
{
color = 7; // Light Grey
arrow = 1;
title = "ZDoom";
width = 0;
height = 0;
sort = 1;
blocking = 0;
hangs = 0;
fixedsize = true;
sprite = "internal:arrow";
5001 = "Pusher";
5002 = "Puller";
9025 = "Camera";
9045 = "Deep Water";
9046 = "Sector Secret";
}
}