mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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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.
269 lines
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4.1 KiB
INI
269 lines
No EOL
4.1 KiB
INI
// Basic Hexen stuff.
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skills
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{
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1 = "Squire / Altar boy / Apprentice";
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2 = "Knight / Acolyte / Enchanter";
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3 = "Warrior / Priest / Sorceror";
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4 = "Berserker / Cardinal / Warlock";
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5 = "Titan / Pope / Archimage";
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}
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linedefflags
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{
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512 = "Repeatable Action";
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8192 = "Monster Activates";
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32768 = "Block Everything";
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}
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thingflags
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{
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16 = "Dormant";
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32 = "Fighter class";
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64 = "Cleric class";
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128 = "Mage class";
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256 = "Singleplayer";
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512 = "Cooperative";
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1024 = "Deathmatch";
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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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32;
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64;
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128;
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256;
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512;
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1024;
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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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classes
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{
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32;
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64;
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128;
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}
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gamemodes
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{
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256 { requiredgroup = "skills"; }
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512 { requiredgroup = "skills"; }
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1024 { ignoredgroup = "skills"; }
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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 = 1792; // 256 + 512 + 1024
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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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512 = "repeatspecial";
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1024 = "playeruse";
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2048 = "monstercross";
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3072 = "impact";
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4096 = "playerpush";
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5120 = "missilecross";
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8192 = "monsteractivate";
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32768 = "blockeverything";
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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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16 = "dormant";
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32 = "class1";
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64 = "class2";
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128 = "class3";
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256 = "single";
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512 = "coop";
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1024 = "dm";
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}
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// Activations filter for Hexen type activations
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// This filters the activation bits from the flags
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// This is in its own structure for inclusion only,
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// the actual value will end up in the document scope
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linedefactivationsfilter
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{
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linedefactivationsfilter = 7168;
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}
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// LINEDEF ACTIVATIONS
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// Make sure these are in order from lowest value to highest value
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linedefactivations
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{
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0 = "Player walks over";
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1024 = "Player presses Use";
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2048 = "Monster walks over";
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3072 = "Projectile hits";
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4096 = "Player bumps";
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5120 = "Projectile flies over";
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6144 = "Player presses Use (PassThru)";
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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 = "Fighter class";
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category = "";
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type = -1;
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fields
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{
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32 = true;
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}
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}
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filter4
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{
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name = "Cleric class";
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category = "";
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type = -1;
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fields
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{
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64 = true;
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}
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}
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filter5
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{
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name = "Mage class";
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category = "";
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type = -1;
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fields
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{
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128 = true;
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}
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}
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filter6
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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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filter7
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{
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name = "Cooperative";
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category = "";
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type = -1;
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fields
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{
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512 = true;
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}
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}
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filter8
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{
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name = "Deathmatch";
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category = "";
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type = -1;
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fields
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{
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1024 = 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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enums
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{
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keys
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{
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0 = "None";
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1 = "Steel key";
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2 = "Cave key";
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3 = "Axe key";
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4 = "Fire key";
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5 = "Emerald key";
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6 = "Dungeon key";
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7 = "Silver key";
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8 = "Rusted key";
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9 = "Horn key";
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10 = "Swamp key";
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11 = "Castle key";
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100 = "Any key";
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101 = "All keys";
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102 = "Impossible";
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}
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spawnthing
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{
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0 = "None";
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}
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}
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//mxd. These are Hexen-specific settings only.
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//mxd. These settings are valid only in native Hexen map format.
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mapformat_hexen
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{
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sectortypes
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{
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include("Hexen_sectors.cfg");
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}
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} |