mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
0e78e6d39f
Added, Tag Explorer plugin: a separate category for each generalized/predefined effect is now created when "Sort by action special" sort mode is used. Added, Edit Effect window: normal and generalized effects can now be set at the same time. Fixed, Edit Action window: in some cases Generalized actions were incorrectly processed. Fixed, Edit Effect window: in some cases Generalized effects were incorrectly processed. Fixed, Select Similar window: Tab control was incorrectly anchored. Fixed, Nodes Viewer mode, cosmetic: segs angles were calculated incorrectly when showing nodes in classic format. Fixed: HiRes textures, which didn't override any texture or flat were not loaded. Fixed, Tag Explorer plugin: linedef action categories were missing title when "Sort by action special" sort mode was used. Cosmetic: renamed "Grid Setup" action to "Grid and Backdrop Setup".
413 lines
5.9 KiB
INI
413 lines
5.9 KiB
INI
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// Generalized sector types
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gen_sectortypes
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{
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damage
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{
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0 = "None";
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32 = "5 per second";
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64 = "10 per second";
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96 = "20 per second";
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}
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secret
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{
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0 = "No";
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128 = "Yes";
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}
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friction
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{
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0 = "Disabled";
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256 = "Enabled";
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}
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wind
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{
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0 = "Disabled";
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512 = "Enabled";
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}
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}
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// Generalized linedef types
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gen_linedeftypes
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{
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normal
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{
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title = "None";
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offset = 0;
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length = 0;
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}
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floors
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{
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title = "Floor";
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offset = 24576;
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length = 8192;
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trigger
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{
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0 = "Walk Over Once";
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1 = "Walk Over Repeatable";
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2 = "Switch Once";
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3 = "Switch Repeatable";
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4 = "Gunfire Once";
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5 = "Gunfire Repeatable";
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6 = "Door Once";
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7 = "Door Repeatable";
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}
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direction
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{
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0 = "Down";
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64 = "Up";
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}
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target
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{
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0 = "Highest Adjacent Floor";
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128 = "Lowest Adjacent Floor";
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256 = "Next Adjacent Floor";
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384 = "Lowest Adjacent Ceiling";
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512 = "Ceiling";
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640 = "Shortest Lower Texture";
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768 = "24 Map Pixels (relative)";
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896 = "32 Map Pixels (relative)";
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}
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speed
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{
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0 = "Slow";
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8 = "Normal";
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16 = "Fast";
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24 = "Turbo";
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}
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model
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{
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0 = "Trigger";
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32 = "Numeric";
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}
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change
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{
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0 = "None";
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1024 = "Change Texture and Remove Effect";
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2048 = "Change Texture Only";
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3072 = "Change Texture and Effect";
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}
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crusher
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{
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0 = "No";
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4096 = "Yes";
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}
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}
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ceilings
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{
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title = "Ceiling";
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offset = 16384;
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length = 8192;
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trigger
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{
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0 = "Walk Over Once";
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1 = "Walk Over Repeatable";
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2 = "Switch Once";
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3 = "Switch Repeatable";
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4 = "Gunfire Once";
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5 = "Gunfire Repeatable";
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6 = "Door Once";
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7 = "Door Repeatable";
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}
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direction
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{
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0 = "Down";
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64 = "Up";
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}
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target
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{
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0 = "Highest Adjacent Ceiling";
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128 = "Lowest Adjacent Ceiling";
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256 = "Next Adjacent Ceiling";
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384 = "Highest Adjacent Floor";
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512 = "Floor";
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640 = "Shortest Lower Texture";
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768 = "24 Map Pixels (relative)";
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896 = "32 Map Pixels (relative)";
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}
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speed
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{
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0 = "Slow";
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8 = "Normal";
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16 = "Fast";
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24 = "Turbo";
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}
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model
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{
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0 = "Trigger";
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32 = "Numeric";
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}
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change
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{
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0 = "None";
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1024 = "Change Texture and Remove Effect";
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2048 = "Change Texture Only";
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3072 = "Change Texture and Effect";
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}
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crusher
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{
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0 = "No";
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4096 = "Yes";
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}
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}
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doors
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{
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title = "Door";
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offset = 15360;
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length = 1024;
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trigger
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{
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0 = "Walk Over Once";
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1 = "Walk Over Repeatable";
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2 = "Switch Once";
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3 = "Switch Repeatable";
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4 = "Gunfire Once";
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5 = "Gunfire Repeatable";
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6 = "Door Once";
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7 = "Door Repeatable";
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}
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action
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{
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0 = "Open Wait Close";
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32 = "Open Only";
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64 = "Close Wait Open";
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96 = "Close Only";
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}
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speed
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{
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0 = "Slow";
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8 = "Normal";
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16 = "Fast";
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24 = "Turbo";
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}
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wait
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{
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0 = "1 Second";
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256 = "4 Seconds";
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512 = "9 Seconds";
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768 = "30 Seconds";
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}
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monsters
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{
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0 = "No";
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128 = "Yes";
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}
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}
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lockeddoors
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{
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title = "Locked Door";
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offset = 14336;
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length = 1024;
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trigger
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{
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0 = "Walk Over Once";
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1 = "Walk Over Repeatable";
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2 = "Switch Once";
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3 = "Switch Repeatable";
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4 = "Gunfire Once";
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5 = "Gunfire Repeatable";
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6 = "Door Once";
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7 = "Door Repeatable";
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}
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action
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{
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0 = "Open Wait Close";
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32 = "Open Only";
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}
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speed
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{
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0 = "Slow";
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8 = "Normal";
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16 = "Fast";
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24 = "Turbo";
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}
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lock
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{
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0 = "Any";
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64 = "Red Keycard";
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128 = "Blue Keycard";
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192 = "Yellow Keycard";
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256 = "Red Skullkey";
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320 = "Blue Skullkey";
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384 = "Yellow Skullkey";
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448 = "All";
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}
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combination
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{
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0 = "No (each is a different key)";
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512 = "Keycard and Skullkey are same";
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}
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}
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lifts
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{
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title = "Lift";
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offset = 13312;
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length = 1024;
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trigger
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{
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0 = "Walk Over Once";
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1 = "Walk Over Repeatable";
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2 = "Switch Once";
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3 = "Switch Repeatable";
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4 = "Gunfire Once";
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5 = "Gunfire Repeatable";
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6 = "Door Once";
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7 = "Door Repeatable";
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}
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target
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{
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0 = "Lowest adjacent Floor";
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256 = "Next adjacent Floor";
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512 = "Lowest adjacent Ceiling";
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768 = "Perpetual Lowest and Highest Floors";
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}
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speed
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{
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0 = "Slow";
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8 = "Normal";
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16 = "Fast";
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24 = "Turbo";
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}
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delay
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{
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0 = "1 Second";
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64 = "3 Seconds";
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128 = "5 Seconds";
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192 = "10 Seconds";
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}
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monsters
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{
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0 = "No";
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32 = "Yes";
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}
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}
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stairs
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{
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title = "Stairs";
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offset = 12288;
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length = 1024;
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trigger
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{
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0 = "Walk Over Once";
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1 = "Walk Over Repeatable";
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2 = "Switch Once";
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3 = "Switch Repeatable";
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4 = "Gunfire Once";
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5 = "Gunfire Repeatable";
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6 = "Door Once";
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7 = "Door Repeatable";
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}
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direction
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{
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0 = "Down";
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256 = "Up";
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}
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step
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{
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0 = "4 Map Pixels";
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64 = "8 Map Pixels";
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128 = "16 Map Pixels";
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192 = "24 Map Pixels";
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}
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speed
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{
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0 = "Slow";
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8 = "Normal";
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16 = "Fast";
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24 = "Turbo";
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}
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break
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{
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0 = "At different texture";
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512 = "No";
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}
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monsters
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{
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0 = "No";
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32 = "Yes";
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}
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}
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crushers
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{
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title = "Crusher";
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offset = 12160;
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length = 128;
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trigger
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{
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0 = "Walk Over Once";
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1 = "Walk Over Repeatable";
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2 = "Switch Once";
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3 = "Switch Repeatable";
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4 = "Gunfire Once";
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5 = "Gunfire Repeatable";
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6 = "Door Once";
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7 = "Door Repeatable";
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}
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speed
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{
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0 = "Slow";
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8 = "Normal";
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16 = "Fast";
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24 = "Turbo";
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}
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silent
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{
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0 = "No";
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64 = "Yes";
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}
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monsters
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{
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0 = "No";
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32 = "Yes";
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}
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}
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}
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