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1575 lines
No EOL
34 KiB
INI
1575 lines
No EOL
34 KiB
INI
/*************************************************************\
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Doom Builder Game Configuration for Edge
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\*************************************************************/
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//File created by Robin Degen
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//Last updated: 23-05-2005
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// This is the title to show for this game
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game = "Edge";
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// Map format determines the way the map will be loaded
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mapformat = 1;
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// No generalized types
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generalizedlinedefs = 0;
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generalizedsectors = 0;
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// Engine specific features
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mixtexturesflats = 0;
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// Thing number for start position in 3D Mode
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start3dmode = 32000;
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// Load textures/flats by default from this file
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texturesfile = "";
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// Default lump name for new map
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defaultlumpname = "";
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// Default flags for first new thing
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defaulthingflags = 7; //1 + 2 + 4
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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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// 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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TEXTURES AND FLATS FILTERING
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This allows you to filter textures and flats so that you only see the
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textures/flats listed that you prefer to use.
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The key name doesnt matter here, only the values. You can use
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the following wildcards in values to specify ranges:
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? = Any character
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* = Zero or more characters
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# = Any numeric digit
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[abc...] = Any of these characters that are between brackets
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[!abc..] = Not any of these characters that are between brackets
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*/
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// List these textures...
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texturesfilter
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{
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all_textures = "*";
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}
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// But do not list these textures...
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notexturesfilter
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{
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none = "";
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}
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// List these flats...
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flatsfilter
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{
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all_flats = "*";
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}
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// But do not list these flats...
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noflatsfilter
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{
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none = "";
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}
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/*
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GAME DETECT PATTERN
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Used to guess the game for which a WAD file is made.
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1 = One of these lumps must exist
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2 = None of these lumps must exist
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3 = All of these lumps must exist
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*/
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gamedetect
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{
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EXTENDED = 2;
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BEHAVIOR = 2;
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E1M1 = 1; E1M2 = 1; E1M3 = 1; E1M4 = 1; E1M5 = 1; E1M6 = 1; E1M7 = 1; E1M8 = 1; E1M9 = 1;
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E2M1 = 1; E2M2 = 1; E2M3 = 1; E2M4 = 1; E2M5 = 1; E2M6 = 1; E2M7 = 1; E2M8 = 1; E2M9 = 1;
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E3M1 = 1; E3M2 = 1; E3M3 = 1; E3M4 = 1; E3M5 = 1; E3M6 = 1; E3M7 = 1; E3M8 = 1; E3M9 = 1;
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E4M1 = 1; E4M2 = 1; E4M3 = 1; E4M4 = 1; E4M5 = 1; E4M6 = 1; E4M7 = 1; E4M8 = 1; E4M9 = 1;
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MAP01 = 1; MAP02 = 1; MAP03 = 1; MAP04 = 1; MAP05 = 1; MAP06 = 1; MAP07 = 1; MAP08 = 1; MAP09 = 1; MAP10 = 1;
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MAP11 = 1; MAP12 = 1; MAP13 = 1; MAP14 = 1; MAP15 = 1; MAP16 = 1; MAP17 = 1; MAP18 = 1; MAP19 = 1; MAP20 = 1;
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MAP21 = 1; MAP22 = 1; MAP23 = 1; MAP24 = 1; MAP25 = 1; MAP26 = 1; MAP27 = 1; MAP28 = 1; MAP29 = 1; MAP30 = 1;
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MAP31 = 1; MAP32 = 1; MAP33 = 1; MAP34 = 1; MAP35 = 1; MAP36 = 1; MAP37 = 1; MAP38 = 1; MAP39 = 1; MAP40 = 1;
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MAP41 = 1;
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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 (or defined as 0) it will stop loading right there.
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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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The value (flags) of items determines what the editor should do with it.
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You should never mess with value 4, because it may result in incorrect map builds.
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1 = Map lump required
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2 = Map lump which must be respected
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4 = Lump generated by node builder
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8 = Lump allowed to be empty after nodebuilding
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4096 = Map lump which can be edited as Text
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8192 = Map lump which can be edited as ACS
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12288 = Map lump which can be edited as DEHACKED
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16384 = Map lump which can be edited as FraggleScript
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*/
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maplumpnames
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{
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THINGS = 13;
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LINEDEFS = 5;
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SIDEDEFS = 5;
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VERTEXES = 5;
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SEGS = 4;
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SSECTORS = 4;
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NODES = 4;
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SECTORS = 5;
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REJECT = 4;
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BLOCKMAP = 4;
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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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255;
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240;
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224;
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208;
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192;
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176;
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160;
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144;
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128;
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112;
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96;
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80;
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64;
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48;
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32;
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16;
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0;
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}
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// SECTOR TYPES
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sectortypes
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{
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0 = "Normal";
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1 = "Light Random Off";
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2 = "Light Blink Half Second";
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3 = "Light Blink 1 Second";
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4 = "Light Blink And Damage";
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5 = "Damage Large";
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7 = "Damage Small";
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8 = "Light Oscillate";
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9 = "Secret";
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10 = "Ceiling Close 30 Sec";
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11 = "End Damage Special";
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12 = "Light Sync Half Second";
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13 = "Light Sync 1 Second";
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14 = "Ceiling Open 5 Min";
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16 = "Damage Extreme";
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17 = "Light Flicker";
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18 = "EDGE Water Liquid Extrafloor SCROLL/PUSH North";
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19 = "EDGE Water Liquid Extrafloor SCROLL/PUSH North East";
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20 = "EDGE Water Liquid Extrafloor SCROLL/PUSH East";
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21 = "EDGE Water Liquid Extrafloor SCROLL/PUSH South East";
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22 = "EDGE Water Liquid Extrafloor SCROLL/PUSH South";
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23 = "EDGE Water Liquid Extrafloor SCROLL/PUSH South West";
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24 = "EDGE Water Liquid Extrafloor SCROLL/PUSH West";
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25 = "EDGE Water Liquid Extrafloor SCROLL/PUSH North West";
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26 = "EDGE Slime Liquid Extrafloor SCROLL/PUSH North";
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27 = "EDGE Slime Liquid Extrafloor SCROLL/PUSH North East";
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28 = "EDGE Slime Liquid Extrafloor SCROLL/PUSH East";
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29 = "EDGE Slime Liquid Extrafloor SCROLL/PUSH South East";
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30 = "EDGE Slime Liquid Extrafloor SCROLL/PUSH South";
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31 = "EDGE Slime Liquid Extrafloor SCROLL/PUSH South West";
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32 = "EDGE Slime Liquid Extrafloor SCROLL/PUSH West";
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33 = "EDGE Slime Liquid Extrafloor SCROLL/PUSH North West";
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34 = "EDGE Lava Liquid Extrafloor SCROLL/PUSH North";
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35 = "EDGE Lava Liquid Extrafloor SCROLL/PUSH North East";
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36 = "EDGE Lava Liquid Extrafloor SCROLL/PUSH East";
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37 = "EDGE Lava Liquid Extrafloor SCROLL/PUSH South East";
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38 = "EDGE Lava Liquid Extrafloor SCROLL/PUSH South";
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39 = "EDGE Lava Liquid Extrafloor SCROLL/PUSH South West";
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40 = "EDGE Lava Liquid Extrafloor SCROLL/PUSH West";
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41 = "EDGE Lava Liquid Extrafloor SCROLL/PUSH North West";
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42 = "EDGE Push North";
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43 = "EDGE Push North East";
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44 = "EDGE Push East";
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45 = "EDGE Push South East";
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46 = "EDGE Push South";
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47 = "EDGE Push South West";
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48 = "EDGE Push West";
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49 = "EDGE Push North West";
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50 = "EDGE Scroll Floor Texture North";
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51 = "EDGE Scroll Floor Texture North East";
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52 = "EDGE Scroll Floor Texture East";
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53 = "EDGE Scroll Floor Texture South East";
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54 = "EDGE Scroll Floor Texture South";
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55 = "EDGE Scroll Floor Texture South West";
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56 = "EDGE Scroll Floor Texture West";
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57 = "EDGE Scroll Floor Texture North West";
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58 = "EDGE Scroll Floor Texture/Push North";
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59 = "EDGE Scroll Floor Texture/Push North East";
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60 = "EDGE Scroll Floor Texture/Push East";
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61 = "EDGE Scroll Floor Texture/Push South East";
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62 = "EDGE Scroll Floor Texture/Push South";
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63 = "EDGE Scroll Floor Texture/Push South West";
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64 = "EDGE Scroll Floor Texture/Push West";
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65 = "EDGE Scroll Floor Texture/Push North West";
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66 = "EDGE Blue Hue (Swimable Water)";
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67 = "EDGE Green Hue";
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68 = "EDGE Green Hue + Damage";
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69 = "EDGE Red Hue";
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70 = "EDGE Red Hue + Damage";
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}
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// LINEDEF FLAGS
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linedefflags
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{
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1 = "Impassible";
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2 = "Block Monster";
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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 = "Secret";
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64 = "Block Sound";
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128 = "Hidden";
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256 = "Shown";
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}
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// LINEDEF ACTIVATIONS
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linedefactivations
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{
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}
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// LINEDEF TYPES
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// [type] [category] [description]
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// i know this should be done the same way as the things types,
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// but hey, are you willing to reformat the linedef types for each config?
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linedeftypes
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{
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0 = " Normal";
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1 = " Open Door (closes)";
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2 = " Walk Once - Open the Door";
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3 = " Walk Once - Close the Door";
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4 = " Walk Once - Raise the Door (with close)";
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5 = " Walk Once - Raise the floor to the next highest neighbour floor height";
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6 = " Walk Once - Fast ceiling crush";
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7 = " Build Stairs S1";
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8 = " Walk once - Build stairs";
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9 = " Donut S1";
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10 = " Walk once - Platform down, wait, and then back up";
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11 = " Exit Level S1";
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12 = " Walk once - Lights to the level of brightest neighbour";
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13 = " Walk once - Lights to brightest (255)";
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14 = " Raise floor 32 and change S1";
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15 = " Raise floor 24 and change S1";
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16 = " Walk once - Close Door 30 W1";
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17 = " Walk once - Start light strobing";
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18 = " Raise Floor to next S1";
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19 = " Walk once - Lower floor to the next lowest floor";
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20 = " Raise floor to next highest and change S1";
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21 = " Plat down wait up stay";
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22 = " Walk once - Raise to next highest floor";
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23 = " Lower floor to lowest S1";
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24 = " Raise floor G1";
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25 = " Walk once - Ceiling Crush and Raise W1";
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26 = " Blue Door SR";
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27 = " Yellow Door SR";
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28 = " Red Door SR";
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29 = " Raise Door S1";
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30 = " Raise Floor to texture";
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31 = " Manual Door open S1";
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32 = " Blue Door open S1";
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33 = " Red Door open S1";
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34 = " Yellow Door open S1";
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35 = " Lights 35";
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36 = " Lower Floor (Turbo) W1";
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37 = " Lower and Change W1";
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38 = " Lower floor to lowest W1";
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39 = " Walk Once - Player and Creature Teleport";
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40 = " Raise Ceiling to HEC W1";
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41 = " Lower Ceiling to floor S1";
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42 = " Switch repeater - Close Door";
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43 = " Switch Repeater - Lower ceiling the the floor";
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44 = " Ceiling Crush W1";
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45 = " Switch Repeater - Lower floor to the next lowest surrounding floor";
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46 = " Open Door GR";
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47 = " Raise floor to nearest and change G1";
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48 = " Scroll Left";
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49 = " Ceiling crush and raise S1";
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50 = " Close door S1";
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51 = " Secret exit S1";
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52 = " Exit W1";
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53 = " Perpetual Raise W1";
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54 = " Platform Stop W1";
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55 = " Raise floor crush S1";
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56 = " Raise floor crush W1";
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57 = " Ceiling crush stop W1";
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58 = " Raise floor 24";
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59 = " Raise floor 24 and change W1";
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60 = " Switch Repeater - Lower floor to the lowest surrounding floor";
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61 = " Switch Repeater - Open door";
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62 = " Switch Repeater - Platform goes down, wait, then up and stay";
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63 = " Switch Repeater - Raise the door (closes after pause)";
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64 = " Raise floor to ceiling SR";
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65 = " Raise floor crush SR";
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66 = " Raise floor 24 and change SR";
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67 = " Raise floor 32 and change SR";
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68 = " Raise floor to nearest and change SR";
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69 = " Raise floor to nearest SR";
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70 = " Turbo lower floor SR";
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71 = " Turbo lower floor S1";
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72 = " Ceiling crush WR";
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73 = " Ceiling crush and raise WR";
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74 = " Ceiling crush and stop WR";
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75 = " Close door WR";
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76 = " Close door for 30 WR";
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77 = " Fast crushing ceiling WR";
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78 = " Transfer floor texture (NXP) SR (Boom)";
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79 = " Lights Dark 35 WR";
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80 = " Lights Neighbour WR";
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81 = " Lights 255 WR";
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82 = " Lower floor to lowest WR";
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83 = " Lower floor WR";
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84 = " Lower and change WR";
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85 = " Scroll Right (Boom)";
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86 = " Open door WR";
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87 = " Perpetual plat raise WR";
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88 = " Plat down wait up stay WR";
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89 = " Plat stop WR";
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90 = " Raise door WR";
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91 = " Raise floor WR";
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92 = " Raise floor 24 WR";
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93 = " Raise floor 24 and change WR";
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94 = " Raise floor crush WR";
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95 = " Raise floor to nearest and change WR";
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96 = " Raise to texture WR";
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97 = " Teleport WR";
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98 = " Lower floor turbo WR";
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99 = " Blaze open door blue SR";
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100 = " Build stairs turbo 16 W1";
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101 = " Raise floor S1";
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102 = " Lower floor to surrounding S1";
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103 = " Open door S1";
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104 = " Lights off W1";
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105 = " Blazing door raise WR";
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106 = " Blazing door open WR";
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107 = " Blazing door close WR";
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108 = " Blazing door raise W1";
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109 = " Blazing door open W1";
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110 = " Blazing door close W1";
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111 = " Blazing door raise S1";
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112 = " Blazing door open S1";
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113 = " Blazing door close S1";
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114 = " Blazing door raise SR";
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115 = " Blazing door open SR";
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116 = " Blazing door close SR";
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117 = " Blazing door raise SR";
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118 = " Blazing door open S1";
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119 = " Raise floor to next highest W1";
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120 = " Blazing plat down wait up stay WR";
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121 = " Blazing plat down wait up stay W1";
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122 = " Blazing plat down wait up stay S1";
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123 = " Blazing plat down wait up stay SR";
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124 = " Secret exit W1";
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125 = " Monster Teleport W1";
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126 = " Teleport monsters WR";
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127 = " Build stairs turbo 16 S1";
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128 = " Raise to nearest floor WR";
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129 = " Raise floor turbo WR";
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130 = " Raise floor turbo W1";
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131 = " Raise floor turbo S1";
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132 = " Raise floor turbo SR";
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133 = " Blazing open door blue S1";
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134 = " Blaze open door red SR";
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135 = " Blazing open door red S1";
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136 = " Blazing door open yellow SR";
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137 = " Blazing open door yellow S1";
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138 = " Lights on SR";
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139 = " Lights 35 SR";
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140 = " Switch Once - Raise the floor up by 512";
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141 = " Silent crushing ceiling W1";
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142 = " Raise the floor up by 512 W1 (Boom)";
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143 = " Raise floor 24 and change W1 (Boom)";
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144 = " Raise floor 32 and change W1 (Boom)";
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145 = " Lower ceiling to floor W1 (Boom)";
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146 = " Donut W1 (Boom)";
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147 = " Raise the floor up by 512 WR (Boom)";
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148 = " RAISE FLOOR 24 AND CHANGE WR (Boom)";
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149 = " RAISE FLOOR 32 AND CHANGE WR (Boom)";
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150 = " SILENT CRUSHING CEILING WR (Boom)";
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151 = " RAISE CEILING TO HEC WR (Boom)";
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152 = " LOWER CEILING TO FLOOR WR (Boom)";
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153 = " Transfer floor texture (TXP) W1 (Boom)";
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154 = " Transfer floor texture (TXP) WR (Boom)";
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155 = " DONUT WR (Boom)";
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156 = " Start light strobing WR (Boom)";
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157 = " Lights to dimmest neighbour WR (Boom)";
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158 = " RAISE FLOOR TO TEXTURE S1 (Boom)";
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159 = " LOWER AND CHANGE S1 (Boom)";
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160 = " RAISE FLOOR 24 AND CHANGE S1 (Boom)";
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161 = " RAISE FLOOR 24 S1 (Boom)";
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162 = " PERPETUAL RAISE S1 (Boom)";
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163 = " PLATFORM STOP S1 (Boom)";
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164 = " Fast ceiling crush S1 (Boom)";
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165 = " SILENT CRUSHING CEILING S1 (Boom)";
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166 = " RAISE CEILING TO HEC S1 (Boom)";
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167 = " CEILING LOWER TO FLOOR+8 S1 (Boom)";
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168 = " CEILING CRUSH STOP S1 (Boom)";
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169 = " Lights to brightest neighbour S1 (Boom)";
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170 = " LIGHTS 35 S1 (Boom)";
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171 = " LIGHTS 255 S1 (Boom)";
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172 = " Start light strobing S1 (Boom)";
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173 = " Lights to dimmest neighbour S1 (Boom)";
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174 = " Player and Creature Teleport S1 (Boom)";
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175 = " CLOSE DOOR 30 S1 (Boom)";
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176 = " RAISE FLOOR TO TEXTURE SR (Boom)";
|
|
177 = " LOWER AND CHANGE SR (Boom)";
|
|
178 = " Raise the floor up by 512 SR (Boom)";
|
|
179 = " RAISE FLOOR 24 AND CHANGE SR (Boom)";
|
|
180 = " RAISE FLOOR 24 SR (Boom)";
|
|
181 = " PERPETUAL RAISE SR (Boom)";
|
|
182 = " PLATFORM STOP SR (Boom)";
|
|
183 = " Fast ceiling crush SR (Boom)";
|
|
184 = " CEILING CRUSH AND RAISE SR (Boom)";
|
|
185 = " SILENT CRUSHING CEILING SR (Boom)";
|
|
186 = " RAISE CEILING TO HEC SR (Boom)";
|
|
187 = " CEILING LOWER TO FLOOR+8 SR (Boom)";
|
|
188 = " CEILING CRUSH STOP SR (Boom)";
|
|
189 = " Transfer floor texture (TXP) S1 (Boom)";
|
|
190 = " Transfer floor texture (TXP) SR (Boom)";
|
|
191 = " DONUT SR (Boom)";
|
|
192 = " Lights to brightest neighbour SR (Boom)";
|
|
193 = " Start light strobing SR (Boom)";
|
|
194 = " Lights to dimmest neighbour SR (Boom)";
|
|
195 = " Player and Creature Teleport SR (Boom)";
|
|
196 = " CLOSE DOOR 30 SR (Boom)";
|
|
197 = " EXIT LEVEL G1 (Boom)";
|
|
198 = " SECRET EXIT G1 (Boom)";
|
|
199 = " LOWER CEILING TO LOWEST NEIGHBOUR W1 (Boom)";
|
|
200 = " LOWER CEILING TO HIGHEST FLOOR W1 (Boom)";
|
|
201 = " LOWER CEILING TO LOWEST NEIGHBOUR WR (Boom)";
|
|
202 = " LOWER CEILING TO HIGHEST FLOOR WR (Boom)";
|
|
203 = " LOWER CEILING TO LOWEST NEIGHBOUR S1 (Boom)";
|
|
204 = " LOWER CEILING TO HIGHEST FLOOR S1 (Boom)";
|
|
205 = " LOWER CEILING TO LOWEST NEIGHBOUR SR (Boom)";
|
|
206 = " LOWER CEILING TO HIGHEST FLOOR SR (Boom)";
|
|
207 = " Silent Preserving Teleport W1 (Boom)";
|
|
208 = " Silent Preserving Teleport WR (Boom)";
|
|
209 = " Silent Preserving Teleport S1 (Boom)";
|
|
210 = " Silent Preserving Teleport SR (Boom)";
|
|
213 = " Transfer lighting to tagged floor (Boom)";
|
|
219 = " LOWER FLOOR TURBO W1 (Boom)";
|
|
220 = " LOWER FLOOR TURBO WR (Boom)";
|
|
221 = " LOWER FLOOR TURBO S1 (Boom)";
|
|
222 = " LOWER FLOOR TURBO SR (Boom)";
|
|
239 = " Transfer floor texture (NXP) W1 (Boom)";
|
|
240 = " Transfer floor texture (NXP) WR (Boom)";
|
|
241 = " Transfer floor texture (NXP) S1 (Boom)";
|
|
242 = " Deep water (Boom)";
|
|
250 = " Scroll tagged ceiling (Boom)";
|
|
251 = " Scroll tagged floor (Boom)";
|
|
252 = " Carry objects on floor (Boom)";
|
|
253 = " Scroll floor and carry objects (Boom)";
|
|
254 = " Scroll tagged wall (Boom)";
|
|
255 = " Scroll wall by sidedef offsets (Boom)";
|
|
256 = " BUILD STAIRS WR (Boom)";
|
|
257 = " BUILD STAIRS TURBO 16 WR (Boom)";
|
|
258 = " BUILD STAIRS SR (Boom)";
|
|
259 = " Make tagged lines translucent (Boom)";
|
|
261 = " Transfer lighting to tagged ceiling (Boom)";
|
|
268 = " Monster-only Silent Teleport W1 (Boom)";
|
|
269 = " Monster-only Silent Teleport WR (Boom)";
|
|
280 = " Legacy '3D liquid floor' (same as EDGE line type 405)";
|
|
281 = " Legacy '3D floor'";
|
|
289 = " Legacy '3D floor' (doesnt affect light below the '3D floor')";
|
|
400 = " EDGE Thick Extrafloor (dummy texture)";
|
|
401 = " EDGE Thick Extrafloor (master upper texture)";
|
|
402 = " EDGE Thick Extrafloor (master lower texture)";
|
|
403 = " EDGE Liquid Extrafloor (solid)";
|
|
404 = " EDGE Liquid Extrafloor (20% Translucent)";
|
|
405 = " EDGE Liquid Extrafloor (40% Translucent)";
|
|
406 = " EDGE Liquid Extrafloor (60% Translucent)";
|
|
407 = " EDGE Liquid Extrafloor (80% Translucent)";
|
|
408 = " EDGE Liquid Extrafloor (Invisible)";
|
|
409 = " EDGE Translucent Linedef (20%)";
|
|
410 = " EDGE Translucent Linedef (40%)";
|
|
411 = " EDGE Translucent Linedef (60%)";
|
|
412 = " EDGE Translucent Linedef (80%)";
|
|
413 = " EDGE Thin Extrafloor (opaque)";
|
|
414 = " EDGE Thin Extrafloor (20% Translucent)";
|
|
415 = " EDGE Thin Extrafloor (40% Translucent)";
|
|
416 = " EDGE Thin Extrafloor (60% Translucent)";
|
|
417 = " EDGE Thin Extrafloor (80% Translucent)";
|
|
418 = " EDGE Enable Tagged RTS S1";
|
|
419 = " EDGE Enable Tagged RTS SR";
|
|
420 = " EDGE Enable Tagged RTS W1";
|
|
421 = " EDGE Enable Tagged RTS WR";
|
|
422 = " EDGE SCROLL RIGHT";
|
|
423 = " EDGE SCROLL UP";
|
|
424 = " EDGE SCROLL DOWN";
|
|
425 = " EDGE SCROLL LEFT AND UP";
|
|
426 = " EDGE SCROLL LEFT AND DOWN";
|
|
427 = " EDGE SCROLL RIGHT AND UP";
|
|
428 = " EDGE SCROLL RIGHT AND DOWN";
|
|
429 = " EDGE SCROLL FAST LOWER AND MIDDLE TEXTURE (LIQUID FALLS)";
|
|
430 = " EDGE THICK TRANSLUCENT LIQUID EXTRAFLOOR SCROLL DOWN (20% TRANSLUCENT)";
|
|
431 = " EDGE THICK TRANSLUCENT LIQUID EXTRAFLOOR SCROLL DOWN (40% TRANSLUCENT)";
|
|
432 = " EDGE THICK TRANSLUCENT LIQUID EXTRAFLOOR SCROLL DOWN (60% TRANSLUCENT)";
|
|
433 = " EDGE THICK TRANSLUCENT LIQUID EXTRAFLOOR SCROLL DOWN (80% TRANSLUCENT)";
|
|
434 = " EDGE SWITCH ONCE, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)";
|
|
435 = " EDGE SWITCH REPEAT, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)";
|
|
436 = " EDGE WALK ONCE, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)";
|
|
437 = " EDGE WALK REPEAT, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)";
|
|
438 = " EDGE SHOOT ONCE, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)";
|
|
439 = " EDGE SHOOT REPEAT, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)";
|
|
440 = " EDGE Enable Tagged RTS SHOOT1";
|
|
441 = " EDGE Enable Tagged RTS SHOOTR";
|
|
442 = " EDGE Sliding door (LEFT), SR + MONSTERS";
|
|
443 = " EDGE Sliding door (LEFT), SR";
|
|
444 = " EDGE Sliding door (LEFT), SR + FAST";
|
|
445 = " EDGE Sliding door (LEFT), S1";
|
|
446 = " EDGE Sliding door (RIGHT), SR + MONSTERS";
|
|
447 = " EDGE Sliding door (RIGHT), SR";
|
|
448 = " EDGE Sliding door (RIGHT), SR + FAST";
|
|
449 = " EDGE Sliding door (RIGHT), S1";
|
|
450 = " EDGE Sliding door (CENTER), SR + MONSTERS";
|
|
451 = " EDGE Sliding door (CENTER), SR";
|
|
452 = " EDGE Sliding door (CENTER), SR + FAST";
|
|
453 = " EDGE Sliding door (CENTER), S1";
|
|
}
|
|
|
|
// THING FLAGS
|
|
thingflags
|
|
{
|
|
1 = "Easy";
|
|
2 = "Medium";
|
|
4 = "Hard";
|
|
8 = "Deaf";
|
|
16 = "Multiplayer";
|
|
}
|
|
|
|
// 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
|
|
thingtypes
|
|
{
|
|
editor
|
|
{
|
|
color = 15; // White
|
|
arrow = 1;
|
|
title = "Editor Things";
|
|
width = 16;
|
|
sort = 1;
|
|
height = 0;
|
|
hangs = 0;
|
|
blocking = 0;
|
|
error = 0;
|
|
|
|
32000 = "3D Mode start";
|
|
}
|
|
|
|
players
|
|
{
|
|
color = 10; // Light Green
|
|
arrow = 1;
|
|
title = "Player Starts";
|
|
width = 16;
|
|
sort = 1;
|
|
height = 56;
|
|
hangs = 0;
|
|
blocking = 1;
|
|
error = 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";
|
|
}
|
|
11
|
|
{
|
|
title = "Player Deathmatch start";
|
|
sprite = "PLAYF1";
|
|
}
|
|
}
|
|
|
|
teleports
|
|
{
|
|
color = 2; // Green
|
|
arrow = 1;
|
|
title = "Teleports";
|
|
width = 16;
|
|
sort = 1;
|
|
height = 56;
|
|
hangs = 0;
|
|
blocking = 0;
|
|
error = 0;
|
|
|
|
14
|
|
{
|
|
title = "Teleport Destination";
|
|
sprite = "TFOGB0";
|
|
}
|
|
}
|
|
|
|
monsters
|
|
{
|
|
color = 12; // Light Red
|
|
arrow = 1;
|
|
title = "Monsters";
|
|
width = 20;
|
|
sort = 1;
|
|
height = 56;
|
|
hangs = 0;
|
|
blocking = 1;
|
|
error = 2;
|
|
|
|
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;
|
|
sprite = "BOS2A2C8";
|
|
height = 64;
|
|
}
|
|
3003
|
|
{
|
|
title = "Baron of Hell";
|
|
width = 24;
|
|
sprite = "BOSSA2A8";
|
|
height = 64;
|
|
}
|
|
68
|
|
{
|
|
title = "Arachnotron";
|
|
width = 64;
|
|
sprite = "BSPIA2A8";
|
|
height = 64;
|
|
}
|
|
71
|
|
{
|
|
title = "Pain Elemental";
|
|
width = 31;
|
|
sprite = "PAINA2A8";
|
|
}
|
|
66
|
|
{
|
|
title = "Revenant";
|
|
sprite = "SKELA2D8";
|
|
}
|
|
67
|
|
{
|
|
title = "Mancubus";
|
|
width = 48;
|
|
sprite = "FATTC2C8";
|
|
height = 64;
|
|
}
|
|
64
|
|
{
|
|
title = "Archvile";
|
|
sprite = "VILEA2D8";
|
|
}
|
|
16
|
|
{
|
|
title = "Cyberdemon";
|
|
width = 40;
|
|
sprite = "CYBRA2";
|
|
height = 110;
|
|
}
|
|
7
|
|
{
|
|
title = "Spider Mastermind";
|
|
width = 128;
|
|
sprite = "SPIDA2A8";
|
|
height = 100;
|
|
}
|
|
84
|
|
{
|
|
title = "Wolfenstein SS";
|
|
sprite = "SSWVA2";
|
|
}
|
|
72
|
|
{
|
|
title = "Commander Keen";
|
|
width = 16;
|
|
sprite = "KEENA0";
|
|
height = 72;
|
|
hangs = 1;
|
|
}
|
|
88
|
|
{
|
|
title = "Icon of Sin";
|
|
width = 16;
|
|
sprite = "BBRNA0";
|
|
height = 16;
|
|
}
|
|
89
|
|
{
|
|
title = "Monsters Spawner";
|
|
sprite = "BOSFB0";
|
|
height = 32;
|
|
}
|
|
87
|
|
{
|
|
title = "Monsters Target";
|
|
height = 32;
|
|
}
|
|
888
|
|
{
|
|
title = "Dog";
|
|
height = 32;
|
|
}
|
|
4050
|
|
{
|
|
title = "Stealth Arachnotron";
|
|
height = 32;
|
|
}
|
|
4051
|
|
{
|
|
title = "Stealth Archvile";
|
|
height = 32;
|
|
}
|
|
4052
|
|
{
|
|
title = "Stealth Baron of Hell";
|
|
height = 32;
|
|
}
|
|
4053
|
|
{
|
|
title = "Stealth Cacodemon";
|
|
height = 32;
|
|
}
|
|
4054
|
|
{
|
|
title = "Stealth Heavy weapon dude";
|
|
height = 32;
|
|
}
|
|
4055
|
|
{
|
|
title = "Stealth Demon";
|
|
height = 32;
|
|
}
|
|
4056
|
|
{
|
|
title = "Stealth Hell knight";
|
|
height = 32;
|
|
}
|
|
4057
|
|
{
|
|
title = "Stealth Imp";
|
|
height = 32;
|
|
}
|
|
4058
|
|
{
|
|
title = "Stealth Mancubus";
|
|
height = 32;
|
|
}
|
|
4059
|
|
{
|
|
title = "Stealth Revenant";
|
|
height = 32;
|
|
}
|
|
4060
|
|
{
|
|
title = "Stealth Shotgun Guy";
|
|
height = 32;
|
|
}
|
|
4061
|
|
{
|
|
title = "Stealth Zombie man";
|
|
height = 32;
|
|
}
|
|
7100
|
|
{
|
|
title = "EDGE Revenant MKII";
|
|
height = 32;
|
|
}
|
|
7101
|
|
{
|
|
title = "EDGE Teleport spawner";
|
|
height = 32;
|
|
}
|
|
7102
|
|
{
|
|
title = "Arachnotron MKII";
|
|
height = 32;
|
|
}
|
|
7103
|
|
{
|
|
title = "Mancubus MKII";
|
|
height = 32;
|
|
}
|
|
|
|
}
|
|
|
|
weapons
|
|
{
|
|
color = 14; // Yellow
|
|
arrow = 0;
|
|
title = "Weapons";
|
|
width = 20;
|
|
height = 25;
|
|
hangs = 0;
|
|
blocking = 0;
|
|
sort = 1;
|
|
|
|
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 = 16;
|
|
sort = 1;
|
|
height = 20;
|
|
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;
|
|
height = 20;
|
|
hangs = 0;
|
|
blocking = 0;
|
|
sort = 1;
|
|
|
|
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;
|
|
height = 20;
|
|
hangs = 0;
|
|
blocking = 0;
|
|
sort = 1;
|
|
|
|
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";
|
|
}
|
|
7000
|
|
{
|
|
title = "EDGE Nightvision Specs";
|
|
sprite = "PMAPA0";
|
|
|
|
}
|
|
7020
|
|
{
|
|
title = "EDGE Jetpack";
|
|
sprite = "SUITA0";
|
|
}
|
|
|
|
}
|
|
|
|
keys
|
|
{
|
|
color = 13; // Light Magenta
|
|
arrow = 0;
|
|
title = "Keys";
|
|
width = 16;
|
|
height = 20;
|
|
hangs = 0;
|
|
blocking = 0;
|
|
sort = 1;
|
|
|
|
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;
|
|
sort = 1;
|
|
height = 20;
|
|
blocking = 1;
|
|
hangs = 0;
|
|
|
|
2035
|
|
{
|
|
title = "Barrel";
|
|
width = 10;
|
|
sprite = "BAR1A0";
|
|
height = 32;
|
|
}
|
|
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;
|
|
sort = 1;
|
|
height = 16;
|
|
blocking = 1;
|
|
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";
|
|
}
|
|
35
|
|
{
|
|
title = "Candelabra";
|
|
sprite = "CBRAA0";
|
|
blocking = 0;
|
|
}
|
|
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;
|
|
sort = 1;
|
|
height = 16;
|
|
hangs = 0;
|
|
blocking = 0;
|
|
|
|
79
|
|
{
|
|
title = "Pool of blood";
|
|
sprite = "POB2A0";
|
|
}
|
|
80
|
|
{
|
|
title = "Pool of blood";
|
|
sprite = "POL5A0";
|
|
}
|
|
81
|
|
{
|
|
title = "Pool of brains";
|
|
sprite = "BRS1A0";
|
|
}
|
|
49
|
|
{
|
|
title = "Hanging victim, twitching (blocking)";
|
|
sprite = "GOR1A0";
|
|
height = 68;
|
|
hangs = 1;
|
|
blocking = 1;
|
|
}
|
|
63
|
|
{
|
|
title = "Hanging victim, twitching";
|
|
sprite = "GOR1A0";
|
|
height = 68;
|
|
hangs = 1;
|
|
}
|
|
50
|
|
{
|
|
title = "Hanging victim, arms out (blocking)";
|
|
sprite = "GOR2A0";
|
|
height = 84;
|
|
hangs = 1;
|
|
blocking = 1;
|
|
}
|
|
59
|
|
{
|
|
title = "Hanging victim, arms out";
|
|
sprite = "GOR2A0";
|
|
height = 84;
|
|
hangs = 1;
|
|
}
|
|
52
|
|
{
|
|
title = "Hanging pair of legs (blocking)";
|
|
sprite = "GOR4A0";
|
|
height = 68;
|
|
hangs = 1;
|
|
blocking = 1;
|
|
}
|
|
60
|
|
{
|
|
title = "Hanging pair of legs";
|
|
sprite = "GOR4A0";
|
|
height = 68;
|
|
hangs = 1;
|
|
}
|
|
51
|
|
{
|
|
title = "Hanging victim, 1-legged (blocking)";
|
|
sprite = "GOR3A0";
|
|
height = 84;
|
|
hangs = 1;
|
|
blocking = 1;
|
|
}
|
|
61
|
|
{
|
|
title = "Hanging victim, 1-legged";
|
|
sprite = "GOR3A0";
|
|
height = 52;
|
|
hangs = 1;
|
|
}
|
|
53
|
|
{
|
|
title = "Hanging leg (blocking)";
|
|
sprite = "GOR5A0";
|
|
height = 52;
|
|
hangs = 1;
|
|
blocking = 1;
|
|
}
|
|
73
|
|
{
|
|
title = "Hanging victim, guts removed";
|
|
sprite = "HDB1A0";
|
|
height = 88;
|
|
hangs = 1;
|
|
blocking = 1;
|
|
}
|
|
74
|
|
{
|
|
title = "Hanging victim, guts and brain removed";
|
|
sprite = "HDB2A0";
|
|
height = 88;
|
|
hangs = 1;
|
|
blocking = 1;
|
|
}
|
|
75
|
|
{
|
|
title = "Hanging torso, looking down";
|
|
sprite = "HDB3A0";
|
|
height = 64;
|
|
hangs = 1;
|
|
blocking = 1;
|
|
}
|
|
76
|
|
{
|
|
title = "Hanging torso, open skull";
|
|
sprite = "HDB4A0";
|
|
height = 64;
|
|
hangs = 1;
|
|
blocking = 1;
|
|
}
|
|
77
|
|
{
|
|
title = "Hanging torso, looking down";
|
|
sprite = "HDB5A0";
|
|
height = 64;
|
|
hangs = 1;
|
|
blocking = 1;
|
|
}
|
|
78
|
|
{
|
|
title = "Hanging torso, brain removed";
|
|
sprite = "HDB6A0";
|
|
height = 64;
|
|
hangs = 1;
|
|
blocking = 1;
|
|
}
|
|
62
|
|
{
|
|
title = "Hanging leg";
|
|
sprite = "GOR5A0";
|
|
height = 52;
|
|
hangs = 1;
|
|
}
|
|
25
|
|
{
|
|
title = "Impaled human";
|
|
sprite = "POL1A0";
|
|
blocking = 1;
|
|
}
|
|
26
|
|
{
|
|
title = "Twitching impaled human";
|
|
sprite = "POL6A0";
|
|
blocking = 1;
|
|
}
|
|
27
|
|
{
|
|
title = "Skull on a pole";
|
|
sprite = "POL4A0";
|
|
blocking = 1;
|
|
}
|
|
28
|
|
{
|
|
title = "5 skulls shish kebob";
|
|
sprite = "POL2A0";
|
|
blocking = 1;
|
|
}
|
|
29
|
|
{
|
|
title = "Pile of skulls and candles";
|
|
sprite = "POL3A0";
|
|
blocking = 1;
|
|
}
|
|
10
|
|
{
|
|
title = "Bloody mess 1";
|
|
sprite = "PLAYW0";
|
|
}
|
|
12
|
|
{
|
|
title = "Bloody mess 2";
|
|
sprite = "PLAYW0";
|
|
}
|
|
24
|
|
{
|
|
title = "Pool of blood and flesh";
|
|
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";
|
|
}
|
|
} |