mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
a182a5098d
Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
489 lines
No EOL
6.9 KiB
INI
489 lines
No EOL
6.9 KiB
INI
// Basic Doom and Vanilla engine stuff.
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skills
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{
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1 = "I'm too young to die";
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2 = "Hey, not too rough";
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3 = "Hurt me plenty";
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4 = "Ultra-Violence";
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5 = "Nightmare!";
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}
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linedefflags
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{
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1 = "Impassable";
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2 = "Block Monsters";
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4 = "Double Sided";
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8 = "Upper Unpegged";
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16 = "Lower Unpegged";
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32 = "Shown as 1-sided on automap";
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64 = "Block Sound";
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128 = "Not shown on automap";
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256 = "Initially shown on automap";
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}
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thingflags
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{
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1 = "Easy";
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2 = "Medium";
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4 = "Hard";
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8 = "Ambush players";
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16 = "Multiplayer only";
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}
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// Default flags for first new thing
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defaultthingflags
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{
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1;
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2;
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4;
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}
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// How thing flags should be compared (for the stuck thing error check)
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thingflagscompare
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{
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skills
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{
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1;
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2;
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4;
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}
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gamemodes
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{
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16
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{
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comparemethod = "equal";
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ignoredgroup = "skills";
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ingnorethisgroupwhenunset = true;
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}
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}
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}
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// Mask for the thing flags which indicates the options
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// that make the same thing appear in the same modes
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thingflagsmasks
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{
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thingflagsmask1 = 7; // 1 + 2 + 4
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thingflagsmask2 = 0;
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}
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// Linedef flags UDMF translation table
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// This is needed for copy/paste and prefabs to work properly
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// When the UDMF field name is prefixed with ! it is inverted
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linedefflagstranslation
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{
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1 = "blocking";
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2 = "blockmonsters";
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4 = "twosided";
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8 = "dontpegtop";
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16 = "dontpegbottom";
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32 = "secret";
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64 = "blocksound";
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128 = "dontdraw";
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256 = "mapped";
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}
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// Thing flags UDMF translation table
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// This is needed for copy/paste and prefabs to work properly
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// When the UDMF field name is prefixed with ! it is inverted
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thingflagstranslation
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{
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1 = "skill1,skill2";
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2 = "skill3";
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4 = "skill4,skill5";
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8 = "ambush";
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16 = "!single";
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}
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// Default sector brightness levels
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sectorbrightness
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{
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256; 240; 224; 208; 192; 176; 160; 144;
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128; 112; 96; 80; 64; 48; 32; 16; 0;
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}
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/*
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TEXTURES AND FLAT SOURCES
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This tells Doom Builder where to find the information for textures
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and flats in the IWAD file, Addition WAD file and Map WAD file.
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Start and end lumps must be given in a structure (of which the
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key name doesnt matter) and any textures or flats in between them
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are loaded in either the textures category or flats category.
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For textures: PNAMES, TEXTURE1 and TEXTURE2 are loaded by default.
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*/
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// Texture sources
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textures
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{
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}
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// Patch sources
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patches
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{
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standard1
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{
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start = "P_START";
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end = "P_END";
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}
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standard2
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{
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start = "PP_START";
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end = "PP_END";
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}
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}
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// Sprite sources
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sprites
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{
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standard1
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{
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start = "S_START";
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end = "S_END";
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}
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standard2
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{
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start = "SS_START";
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end = "SS_END";
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}
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}
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// Flat sources
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flats
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{
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standard1
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{
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start = "F_START";
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end = "F_END";
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}
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standard2
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{
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start = "FF_START";
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end = "FF_END";
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}
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standard3
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{
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start = "FF_START";
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end = "F_END";
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}
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standard4
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{
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start = "F_START";
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end = "FF_END";
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}
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}
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/*
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MAP LUMP NAMES
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Map lumps are loaded with the map as long as they are right after each other. When the editor
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meets a lump which is not defined in this list it will ignore the map if not satisfied.
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The order of items defines the order in which lumps will be written to WAD file on save.
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To indicate the map header lump, use ~MAP
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Legenda:
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required = Lump is required to exist.
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blindcopy = Lump will be copied along with the map blindly. (useful for lumps Doom Builder doesn't use)
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nodebuild = The nodebuilder generates this lump.
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allowempty = The nodebuilder is allowed to leave this lump empty.
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script = This lump is a text-based script. Specify the filename of the script configuration to use.
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*/
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doommaplumpnames
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{
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~MAP
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{
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required = true;
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blindcopy = true;
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nodebuild = false;
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}
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THINGS
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{
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required = true;
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nodebuild = true;
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allowempty = true;
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}
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LINEDEFS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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SIDEDEFS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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VERTEXES
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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SEGS
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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SSECTORS
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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NODES
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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SECTORS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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REJECT
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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BLOCKMAP
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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BEHAVIOR //mxd
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{
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forbidden = true;
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}
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}
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hexenmaplumpnames
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{
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~MAP
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{
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required = true;
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blindcopy = true;
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nodebuild = false;
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}
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THINGS
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{
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required = true;
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nodebuild = true;
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allowempty = true;
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}
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LINEDEFS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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SIDEDEFS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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VERTEXES
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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SEGS
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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SSECTORS
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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NODES
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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SECTORS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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REJECT
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{
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required = false;
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nodebuild = true;
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allowempty = true;
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}
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BLOCKMAP
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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BEHAVIOR
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{
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required = true;
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nodebuild = false;
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blindcopy = true;
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}
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SCRIPTS
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{
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required = false;
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nodebuild = false;
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script = "Hexen_ACS.cfg";
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}
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}
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// Default thing filters
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// (these are not required, just useful for new users)
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thingsfilters
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{
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filter0
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{
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name = "Easy skill";
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category = "";
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type = -1;
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fields
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{
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1 = true;
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}
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}
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filter1
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{
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name = "Medium skill";
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category = "";
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type = -1;
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fields
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{
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2 = true;
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}
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}
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filter2
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{
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name = "Hard skill";
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category = "";
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type = -1;
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fields
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{
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4 = true;
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}
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}
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filter3
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{
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name = "Keys only";
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category = "keys";
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type = -1;
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}
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filter4
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{
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name = "Multiplayer";
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category = "";
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type = -1;
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fields
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{
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16 = true;
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}
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}
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}
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// ENUMERATIONS
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// These are enumerated lists for linedef types and UDMF fields.
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// Reserved names are: angledeg, anglerad, color, texture, flat
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enums
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{
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falsetrue
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{
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0 = "False";
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1 = "True";
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}
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yesno
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{
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0 = "Yes";
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1 = "No";
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}
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noyes
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{
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0 = "No";
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1 = "Yes";
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}
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onoff
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{
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0 = "On";
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1 = "Off";
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}
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offon
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{
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0 = "Off";
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1 = "On";
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}
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updown
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{
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0 = "Up";
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1 = "Down";
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}
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downup
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{
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0 = "Down";
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1 = "Up";
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}
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addset
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{
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0 = "Add";
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1 = "Set";
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}
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} |