mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-26 22:01:45 +00:00
1948 lines
No EOL
36 KiB
INI
1948 lines
No EOL
36 KiB
INI
/*************************************************************\
|
|
Doom Builder Game Configuration for Boom
|
|
\*************************************************************/
|
|
|
|
// This is required to prevent accedential use of a different configuration
|
|
type = "Doom Builder 2 Game Configuration";
|
|
|
|
// This is the title to show for this game
|
|
game = "Boom";
|
|
|
|
// The format interface handles the map data format
|
|
formatinterface = "DoomMapSetIO";
|
|
|
|
// No generalized types
|
|
generalizedlinedefs = 1;
|
|
generalizedsectors = 1;
|
|
|
|
// Engine specific features
|
|
mixtexturesflats = 0;
|
|
|
|
// Thing number for start position in 3D Mode
|
|
start3dmode = 32000;
|
|
|
|
// Load textures/flats by default from this file
|
|
texturesfile = "";
|
|
|
|
// Default lump name for new map
|
|
defaultlumpname = "";
|
|
|
|
// Default flags for first new thing
|
|
defaulthingflags = 7; //1 + 2 + 4
|
|
|
|
|
|
/*
|
|
TEXTURES AND FLAT SOURCES
|
|
This tells Doom Builder where to find the information for textures
|
|
and flats in the IWAD file, Addition WAD file and Map WAD file.
|
|
|
|
Start and end lumps must be given in a structure (of which the
|
|
key name doesnt matter) and any textures or flats in between them
|
|
are loaded in either the textures category or flats category.
|
|
|
|
For textures: PNAMES, TEXTURE1 and TEXTURE2 are loaded by default.
|
|
*/
|
|
|
|
// Texture sources
|
|
textures
|
|
{
|
|
}
|
|
|
|
// Flat sources
|
|
flats
|
|
{
|
|
standard1
|
|
{
|
|
start = "F_START";
|
|
end = "F_END";
|
|
}
|
|
|
|
standard2
|
|
{
|
|
start = "FF_START";
|
|
end = "FF_END";
|
|
}
|
|
|
|
standard3
|
|
{
|
|
start = "FF_START";
|
|
end = "F_END";
|
|
}
|
|
|
|
standard4
|
|
{
|
|
start = "F_START";
|
|
end = "FF_END";
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
TEXTURES AND FLATS FILTERING
|
|
This allows you to filter textures and flats so that you only see the
|
|
textures/flats listed that you prefer to use.
|
|
|
|
The key name doesnt matter here, only the values. You can use
|
|
the following wildcards in values to specify ranges:
|
|
|
|
? = Any character
|
|
* = Zero or more characters
|
|
# = Any numeric digit
|
|
[abc...] = Any of these characters that are between brackets
|
|
[!abc..] = Not any of these characters that are between brackets
|
|
*/
|
|
|
|
// List these textures...
|
|
texturesfilter
|
|
{
|
|
all_textures = "*";
|
|
}
|
|
|
|
// But do not list these textures...
|
|
notexturesfilter
|
|
{
|
|
none = "";
|
|
}
|
|
|
|
// List these flats...
|
|
flatsfilter
|
|
{
|
|
all_flats = "*";
|
|
}
|
|
|
|
// But do not list these flats...
|
|
noflatsfilter
|
|
{
|
|
none = "";
|
|
}
|
|
|
|
|
|
/*
|
|
GAME DETECT PATTERN
|
|
Used to guess the game for which a WAD file is made.
|
|
|
|
1 = One of these lumps must exist
|
|
2 = None of these lumps must exist
|
|
3 = All of these lumps must exist
|
|
*/
|
|
|
|
gamedetect
|
|
{
|
|
EXTENDED = 2;
|
|
BEHAVIOR = 2;
|
|
E1M1 = 2; E1M2 = 2; E1M3 = 2; E1M4 = 2; E1M5 = 2; E1M6 = 2; E1M7 = 2; E1M8 = 2; E1M9 = 2;
|
|
E2M1 = 2; E2M2 = 2; E2M3 = 2; E2M4 = 2; E2M5 = 2; E2M6 = 2; E2M7 = 2; E2M8 = 2; E2M9 = 2;
|
|
E3M1 = 2; E3M2 = 2; E3M3 = 2; E3M4 = 2; E3M5 = 2; E3M6 = 2; E3M7 = 2; E3M8 = 2; E3M9 = 2;
|
|
E4M1 = 2; E4M2 = 2; E4M3 = 2; E4M4 = 2; E4M5 = 2; E4M6 = 2; E4M7 = 2; E4M8 = 2; E4M9 = 2;
|
|
MAP01 = 1; MAP02 = 1; MAP03 = 1; MAP04 = 1; MAP05 = 1; MAP06 = 1; MAP07 = 1; MAP08 = 1; MAP09 = 1; MAP10 = 1;
|
|
MAP11 = 1; MAP12 = 1; MAP13 = 1; MAP14 = 1; MAP15 = 1; MAP16 = 1; MAP17 = 1; MAP18 = 1; MAP19 = 1; MAP20 = 1;
|
|
MAP21 = 1; MAP22 = 1; MAP23 = 1; MAP24 = 1; MAP25 = 1; MAP26 = 1; MAP27 = 1; MAP28 = 1; MAP29 = 1; MAP30 = 1;
|
|
MAP31 = 1; MAP32 = 1; MAP33 = 2; MAP34 = 2; MAP35 = 2; MAP36 = 2; MAP37 = 2; MAP38 = 2; MAP39 = 2; MAP40 = 2;
|
|
MAP41 = 2;
|
|
}
|
|
|
|
|
|
/*
|
|
MAP LUMP NAMES
|
|
Map lumps are loaded with the map as long as they are right after each other. When the editor
|
|
meets a lump which is not defined in this list it will ignore the map if not satisfied.
|
|
The order of items defines the order in which lumps will be written to WAD file on save.
|
|
To indicate the map header lump, use tilde: ~
|
|
|
|
Legenda:
|
|
required = Lump is required to exist.
|
|
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
|
|
nodebuild = The nodebuilder generates this lump.
|
|
allowempty = The nodebuilder is allowed to leave this lump empty.
|
|
script = This lump is a text-based script. Specify the filename of the script configuration to use.
|
|
*/
|
|
|
|
maplumpnames
|
|
{
|
|
THINGS
|
|
{
|
|
required = true;
|
|
nodebuild = true;
|
|
allowempty = true;
|
|
}
|
|
|
|
LINEDEFS
|
|
{
|
|
required = true;
|
|
nodebuild = true;
|
|
allowempty = false;
|
|
}
|
|
|
|
SIDEDEFS
|
|
{
|
|
required = true;
|
|
nodebuild = true;
|
|
allowempty = false;
|
|
}
|
|
|
|
VERTEXES
|
|
{
|
|
required = true;
|
|
nodebuild = true;
|
|
allowempty = false;
|
|
}
|
|
|
|
SEGS
|
|
{
|
|
required = false;
|
|
nodebuild = true;
|
|
allowempty = false;
|
|
}
|
|
|
|
SSECTORS
|
|
{
|
|
required = false;
|
|
nodebuild = true;
|
|
allowempty = false;
|
|
}
|
|
|
|
NODES
|
|
{
|
|
required = false;
|
|
nodebuild = true;
|
|
allowempty = false;
|
|
}
|
|
|
|
SECTORS
|
|
{
|
|
required = true;
|
|
nodebuild = true;
|
|
allowempty = false;
|
|
}
|
|
|
|
REJECT
|
|
{
|
|
required = false;
|
|
nodebuild = true;
|
|
allowempty = false;
|
|
}
|
|
|
|
BLOCKMAP
|
|
{
|
|
required = false;
|
|
nodebuild = true;
|
|
allowempty = false;
|
|
}
|
|
}
|
|
|
|
|
|
// DEFAULT SECTOR BRIGHTNESS LEVELS
|
|
sectorbrightness
|
|
{
|
|
255;
|
|
240;
|
|
224;
|
|
208;
|
|
192;
|
|
176;
|
|
160;
|
|
144;
|
|
128;
|
|
112;
|
|
96;
|
|
80;
|
|
64;
|
|
48;
|
|
32;
|
|
16;
|
|
0;
|
|
}
|
|
|
|
// SECTOR TYPES
|
|
sectortypes
|
|
{
|
|
0 = "Normal";
|
|
1 = "Light Blinks (randomly)";
|
|
2 = "Light Blinks (0.5 sec)";
|
|
3 = "Light Blinks (1 sec)";
|
|
4 = "Damage -10 or 20% health and Light Blinks (0.5 sec)";
|
|
5 = "Damage -5 or 10% health";
|
|
7 = "Damage -2 or 5% health";
|
|
8 = "Light Glows (1+ sec)";
|
|
9 = "Secret";
|
|
10 = "Door Close Stay (after 30 sec)";
|
|
11 = "Damage -10 or 20% health and End level";
|
|
12 = "Light Blinks (0.5 sec sync)";
|
|
13 = "Light Blinks (1 sec sync)";
|
|
14 = "Door Open Stay (after 300 sec)";
|
|
16 = "Damage -10 or 20% health";
|
|
17 = "Light Flickers (randomly)";
|
|
}
|
|
|
|
// GENERALIZED SECTOR TYPES
|
|
gen_sectortypes
|
|
{
|
|
lighting
|
|
{
|
|
0 = "Normal";
|
|
1 = "Light Blinks (randomly)";
|
|
2 = "Light Blinks (0.5 sec)";
|
|
3 = "Light Blinks (1 sec)";
|
|
4 = "Light Blinks (0.5 sec) and Damage 10 or 20";
|
|
8 = "Light Glows (1+ sec)";
|
|
12 = "Light Blinks (0.5 sec sync)";
|
|
13 = "Light Blinks (1 sec sync)";
|
|
17 = "Light Flickers (randomly)";
|
|
}
|
|
|
|
damage
|
|
{
|
|
0 = "None";
|
|
32 = "Damage 5 per second";
|
|
64 = "Damage 10 per second";
|
|
96 = "Damage 20 per second";
|
|
}
|
|
|
|
secret
|
|
{
|
|
0 = "No";
|
|
128 = "Yes";
|
|
}
|
|
|
|
friction
|
|
{
|
|
0 = "Disabled";
|
|
256 = "Enabled";
|
|
}
|
|
|
|
wind
|
|
{
|
|
0 = "Disabled";
|
|
512 = "Enabled";
|
|
}
|
|
}
|
|
|
|
// LINEDEF FLAGS
|
|
linedefflags
|
|
{
|
|
1 = "Impassible";
|
|
2 = "Block Monster";
|
|
4 = "Double Sided";
|
|
8 = "Upper Unpegged";
|
|
16 = "Lower Unpegged";
|
|
32 = "Secret";
|
|
64 = "Block Sound";
|
|
128 = "Hidden";
|
|
256 = "Shown";
|
|
512 = "PassThru";
|
|
}
|
|
|
|
// LINEDEF ACTIVATIONS
|
|
linedefactivations
|
|
{
|
|
}
|
|
|
|
// LINEDEF TYPES
|
|
// [type] [category] [description]
|
|
// i know this should be done the same way as the things types,
|
|
// but hey, are you willing to reformat the linedef types for each config?
|
|
linedeftypes
|
|
{
|
|
0 = " Normal";
|
|
1 = "DR Door Open Wait Close (also monsters)";
|
|
2 = "W1 Door Open Stay";
|
|
3 = "W1 Door Close Stay";
|
|
4 = "W1 Door Open Wait Close";
|
|
5 = "W1 Floor Raise to Lowest Ceiling";
|
|
6 = "W1 Crusher Start with Fast Damage";
|
|
7 = "S1 Stairs Raise by 8";
|
|
8 = "W1 Stairs Raise by 8";
|
|
9 = "S1 Floor Raise Donut (changes texture)";
|
|
10 = "W1 Lift Lower Wait Raise";
|
|
11 = "S1 Exit Level";
|
|
12 = "W1 Light Change to Brightest Adjacent";
|
|
13 = "W1 Light Change to Brightest";
|
|
14 = "S1 Floor Raise by 32 (changes texture)";
|
|
15 = "S1 Floor Raise by 24 (changes texture)";
|
|
16 = "W1 Door Close Wait Open";
|
|
17 = "W1 Light Start Blinking";
|
|
18 = "S1 Floor Raise to Next Higher Floor";
|
|
19 = "W1 Floor Lower to Highest Floor";
|
|
20 = "S1 Floor Raise to Next Higher Floor (changes texture)";
|
|
21 = "S1 Lift Lower Wait Raise";
|
|
22 = "W1 Floor Raise to Next Higher Floor (changes texture)";
|
|
23 = "S1 Floor Lower to Lowest Floor";
|
|
24 = "G1 Floor Raise to Lowest Ceiling";
|
|
25 = "W1 Crusher Start with Slow Damage";
|
|
26 = "DR Door (Blue) Open Wait Close";
|
|
27 = "DR Door (Yellow) Open Wait Close";
|
|
28 = "DR Door (Red) Open Wait Close";
|
|
29 = "S1 Door Open Wait Close";
|
|
30 = "W1 Floor Raise by Shortest Lower Texture";
|
|
31 = "D1 Door Open Stay";
|
|
32 = "D1 Door (Blue) Open Stay";
|
|
33 = "D1 Door (Red) Open Stay";
|
|
34 = "D1 Door (Yellow) Open Stay";
|
|
35 = "W1 Light Change to Darkest";
|
|
36 = "W1 Floor Lower to 8 above Highest Floor";
|
|
37 = "W1 Floor Lower to Lowest Floor (changes texture)";
|
|
38 = "W1 Floor Lower to Lowest Floor";
|
|
39 = "W1 Teleport to sector";
|
|
40 = "W1 Ceiling Raise to Highest Ceiling";
|
|
41 = "S1 Ceiling Lower to Floor";
|
|
42 = "SR Door Close Stay";
|
|
43 = "SR Ceiling Lower to Floor";
|
|
44 = "W1 Ceiling Lower to 8 above Floor";
|
|
45 = "SR Floor Lower to Highest Floor";
|
|
46 = "GR Door Open Stay";
|
|
47 = "G1 Floor Raise to Next Higher Floor (changes texture)";
|
|
48 = " Scroll Texture Left";
|
|
49 = "S1 Ceiling Lower to 8 above Floor";
|
|
50 = "S1 Door Close Stay";
|
|
51 = "S1 Exit Level (goes to secret level)";
|
|
52 = "W1 Exit Level";
|
|
53 = "W1 Floor Start Moving Up and Down";
|
|
54 = "W1 Floor Stop Moving";
|
|
55 = "S1 Floor Raise to 8 below Lowest Ceiling (crushes)";
|
|
56 = "W1 Floor Raise to 8 below Lowest Ceiling (crushes)";
|
|
57 = "W1 Crusher Stop";
|
|
58 = "W1 Floor Raise by 24";
|
|
59 = "W1 Floor Raise by 24 (changes texture)";
|
|
60 = "SR Floor Lower to Lowest Floor";
|
|
61 = "SR Door Open Stay";
|
|
62 = "SR Lift Lower Wait Raise";
|
|
63 = "SR Door Open Wait Close";
|
|
64 = "SR Floor Raise to Lowest Ceiling";
|
|
65 = "SR Floor Raise to 8 below Lowest Ceiling (crushes)";
|
|
66 = "SR Floor Raise by 24 (changes texture)";
|
|
67 = "SR Floor Raise by 32 (changes texture)";
|
|
68 = "SR Floor Raise to Next Higher Floor (changes texture)";
|
|
69 = "SR Floor Raise to Next Higher Floor";
|
|
70 = "SR Floor Lower to 8 above Highest Floor";
|
|
71 = "S1 Floor Lower to 8 above Highest Floor";
|
|
72 = "WR Ceiling Lower to 8 above Floor";
|
|
73 = "WR Crusher Start with Slow Damage";
|
|
74 = "WR Crusher Stop";
|
|
75 = "WR Door Close Stay";
|
|
76 = "WR Door Close Stay Open";
|
|
77 = "WR Crusher Start with Fast Damage";
|
|
78 = "SR Change Texture and Effect to Nearest";
|
|
79 = "WR Light Change to Darkest";
|
|
80 = "WR Light Change to Brightest Adjacent";
|
|
81 = "WR Light Change to Brightest";
|
|
82 = "WR Floor Lower to Lowest Floor";
|
|
83 = "WR Floor Lower to Highest Floor";
|
|
84 = "WR Floor Lower to Lowest Floor (changes texture)";
|
|
85 = " Scroll Texture Right";
|
|
86 = "WR Door Open Stay";
|
|
87 = "WR Floor Start Moving Up and Down";
|
|
88 = "WR Lift Lower Wait Raise";
|
|
89 = "WR Floor Stop Moving";
|
|
90 = "WR Door Open Wait Close";
|
|
91 = "WR Floor Raise to Lowest Ceiling";
|
|
92 = "WR Floor Raise by 24";
|
|
93 = "WR Floor Raise by 24 (changes texture)";
|
|
94 = "WR Floor Raise to 8 below Lowest Ceiling (crushes)";
|
|
95 = "WR Floor Raise to Next Higher Floor (changes texture)";
|
|
96 = "WR Floor Raise by Shortest Lower Texture";
|
|
97 = "WR Teleport";
|
|
98 = "WR Floor Lower to 8 above Highest Floor";
|
|
99 = "SR Door (Blue) Open Stay (fast)";
|
|
100 = "W1 Stairs Raise by 16 (fast)";
|
|
101 = "S1 Floor Raise to Lowest Ceiling";
|
|
102 = "S1 Floor Lower to Highest Floor";
|
|
103 = "S1 Door Open Stay";
|
|
104 = "W1 Light Change to Darkest Adjacent";
|
|
105 = "WR Door Open Wait Close (fast)";
|
|
106 = "WR Door Open Stay (fast)";
|
|
107 = "WR Door Close Stay (fast)";
|
|
108 = "W1 Door Open Wait Close (fast)";
|
|
109 = "W1 Door Open Stay (fast)";
|
|
110 = "W1 Door Close (fast)";
|
|
111 = "S1 Door Open Wait Close (fast)";
|
|
112 = "S1 Door Open Stay (fast)";
|
|
113 = "S1 Door Close Stay (fast)";
|
|
114 = "SR Door Open Wait Close (fast)";
|
|
115 = "SR Door Open Stay (fast)";
|
|
116 = "SR Door Close Stay (fast)";
|
|
117 = "DR Door Open Wait Close (fast)";
|
|
118 = "D1 Door Open Stay (fast)";
|
|
119 = "W1 Floor Raise to Next Higher Floor";
|
|
120 = "WR Lift Lower Wait Raise (fast)";
|
|
121 = "W1 Lift Lower Wait Raise (fast)";
|
|
122 = "S1 Lift Lower Wait Raise (fast)";
|
|
123 = "SR Lift Lower Wait Raise (fast)";
|
|
124 = "W1 Exit Level (goes to secret level)";
|
|
125 = "W1 Teleport (monsters only)";
|
|
126 = "WR Teleport (monsters only)";
|
|
127 = "S1 Stairs Raise by 16 (fast)";
|
|
128 = "WR Floor Raise to Next Higher Floor";
|
|
129 = "WR Floor Raise to Next Higher Floor (fast)";
|
|
130 = "W1 Floor Raise to Next Higher Floor (fast)";
|
|
131 = "S1 Floor Raise to Next Higher Floor (fast)";
|
|
132 = "SR Floor Raise to Next Higher Floor (fast)";
|
|
133 = "S1 Door (Blue) Open Stay (fast)";
|
|
134 = "SR Door (Red) Open Stay (fast)";
|
|
135 = "S1 Door (Red) Open Stay (fast)";
|
|
136 = "SR Door (Yellow) Open Stay (fast)";
|
|
137 = "S1 Door (Yellow) Open Stay (fast)";
|
|
138 = "SR Light Change to Brightest";
|
|
139 = "SR Light Change to Darkest";
|
|
140 = "S1 Floor Raise by 512";
|
|
141 = "W1 Crusher Start with Slow Damage (silent)";
|
|
142 = "W1 Floor Raise by 512";
|
|
143 = "W1 Lift Raise by 24 (changes texture)";
|
|
144 = "W1 Lift Raise by 24 (remove effect)";
|
|
145 = "W1 Ceiling Lower to Floor (fast)";
|
|
146 = "W1 Donut Raise";
|
|
147 = "WR Floor Raise by 512";
|
|
148 = "WR Lift Raise by 24 (changes texture)";
|
|
149 = "WR Lift Raise by 24 (remove effect)";
|
|
150 = "WR Crusher Start (silent)";
|
|
151 = "WR Ceiling Raise to Highest Ceiling";
|
|
152 = "WR Ceiling Lower to Floor (fast)";
|
|
153 = "W1 Change Texture And Effect";
|
|
154 = "WR Change Texture And Effect";
|
|
155 = "WR Donut Raise";
|
|
156 = "WR Light Start Blinking";
|
|
157 = "WR Light Change to Darkest";
|
|
158 = "S1 Floor Raise by Shortest Lower Texture";
|
|
159 = "S1 Floor Lower to Lowest Floor";
|
|
160 = "S1 Floor Raise by 24 (changes texture and effect)";
|
|
161 = "S1 Floor Raise by 24";
|
|
162 = "S1 Lift Perpetual Lowest and Highest Floors";
|
|
163 = "S1 Lift Stop";
|
|
164 = "S1 Crusher Start (fast)";
|
|
165 = "S1 Crusher Start (silent)";
|
|
166 = "S1 Ceiling Raise to Highest Ceiling";
|
|
167 = "S1 Ceiling Lower to 8 Above Floor";
|
|
168 = "S1 Crusher Stop";
|
|
169 = "S1 Light Change to Brightest";
|
|
170 = "S1 Light Change to 35";
|
|
171 = "S1 Light Change to 255";
|
|
172 = "S1 Light Start Blinking";
|
|
173 = "S1 Light Change to Darkest";
|
|
174 = "S1 Teleport (also monsters)";
|
|
175 = "S1 Door Close Wait Open (30 seconds)";
|
|
176 = "SR Floor Raise by Shortest Lower Texture";
|
|
177 = "SR Floor Lower to Lowest Floor";
|
|
178 = "SR Floor Raise by 512";
|
|
179 = "SR Floor Raise by 24 (changes texture and effect)";
|
|
180 = "SR Floor Raise by 24";
|
|
181 = "SR Lift Perpetual Lowest and Highest Floors";
|
|
182 = "SR Lift Stop";
|
|
183 = "SR Crusher Start (fast)";
|
|
184 = "SR Crusher Start";
|
|
185 = "SR Crusher Start (silent)";
|
|
186 = "SR Ceiling Raise to Highest Ceiling";
|
|
187 = "SR Ceiling Lower to 8 Above Floor";
|
|
188 = "SR Crusher Stop";
|
|
189 = "S1 Change Texture And Effect";
|
|
190 = "SR Change Texture And Effect";
|
|
191 = "SR Donut Raise";
|
|
192 = "SR Light Change to Brightest";
|
|
193 = "SR Light Start Blinking";
|
|
194 = "SR Light Change to Darkest";
|
|
195 = "SR Teleport (also monsters)";
|
|
196 = "SR Door Close Wait Open (30 seconds)";
|
|
197 = "G1 Exit Level";
|
|
198 = "G1 Exit Level (goes to secret level)";
|
|
199 = "W1 Ceiling Lower to Lowest Ceiling";
|
|
200 = "W1 Ceiling Lower to Highest Floor";
|
|
201 = "WR Ceiling Lower to Lowest Ceiling";
|
|
202 = "WR Ceiling Lower to Highest Floor";
|
|
203 = "S1 Ceiling Lower to Lowest Ceiling";
|
|
204 = "S1 Ceiling Lower to Highest Floor";
|
|
205 = "SR Ceiling Lower to Lowest Ceiling";
|
|
206 = "SR Ceiling Lower to Highest Floor";
|
|
207 = "W1 Teleport (also monsters, silent, same angle)";
|
|
208 = "WR Teleport (also monsters, silent, same angle)";
|
|
209 = "S1 Teleport (also monsters, silent, same angle)";
|
|
210 = "SR Teleport (also monsters, silent, same angle)";
|
|
211 = "SR Lift Raise to Ceiling (instantly)";
|
|
212 = "WR Lift Raise to Ceiling (instantly)";
|
|
213 = " Floor Change Brightness to this Brightness";
|
|
214 = " Scroll Ceiling Accelerates when Sector Changes Height";
|
|
215 = " Scroll Floor Accelerates when Sector Changes Height";
|
|
216 = " Scroll Things Accelerates when Sector Changes Height";
|
|
217 = " Scroll Floor/Things Accelerates when Sector Changes Height";
|
|
218 = " Scroll Wall Accelerates when Sector Changes Height";
|
|
219 = "W1 Floor Lower to Nearest Floor";
|
|
220 = "WR Floor Lower to Nearest Floor";
|
|
221 = "S1 Floor Lower to Nearest Floor";
|
|
222 = "SR Floor Lower to Nearest Floor";
|
|
223 = " Friction Tagged Sector: Drag < 100, Slide > 100";
|
|
224 = " Wind according to Line Vector";
|
|
225 = " Current according to Line Vector";
|
|
226 = " Wind/Current by Push/Pull Thing In Sector";
|
|
227 = "W1 Lift Raise to Next Highest Floor (fast)";
|
|
228 = "WR Lift Raise to Next Highest Floor (fast)";
|
|
229 = "S1 Lift Raise to Next Highest Floor (fast)";
|
|
230 = "SR Lift Raise to Next Highest Floor (fast)";
|
|
231 = "W1 Lift Lower to Next Lowest Floor (fast)";
|
|
232 = "WR Lift Lower to Next Lowest Floor (fast)";
|
|
233 = "S1 Lift Lower to Next Lowest Floor (fast)";
|
|
234 = "SR Lift Lower to Next Lowest Floor (fast)";
|
|
235 = "W1 Lift Move to Same Floor Height (fast)";
|
|
236 = "WR Lift Move to Same Floor Height (fast)";
|
|
237 = "S1 Lift Move to Same Floor Height (fast)";
|
|
238 = "SR Lift Move to Same Floor Height (fast)";
|
|
239 = "W1 Change Texture and Effect to Nearest";
|
|
240 = "WR Change Texture and Effect to Nearest";
|
|
241 = "S1 Change Texture and Effect to Nearest";
|
|
242 = " Create Fake Ceiling and Floor";
|
|
243 = "W1 Teleport to Line With Same Tag (silent, same angle)";
|
|
244 = "WR Teleport to Line With Same Tag (silent, same angle)";
|
|
245 = " Scroll Ceiling when Sector Changes Height";
|
|
246 = " Scroll Floor when Sector Changes Height";
|
|
247 = " Scroll Move Things when Sector Changes Height";
|
|
248 = " Scroll Floor/Move Things when Sector Changes Height";
|
|
249 = " Scroll Wall when Sector Changes Height";
|
|
250 = " Scroll Ceiling according to Line Vector";
|
|
251 = " Scroll Floor according to Line Vector";
|
|
252 = " Scroll Move Things according to Line Vector";
|
|
253 = " Scroll Floor, Move Things";
|
|
254 = " Scroll Wall according to Line Vector";
|
|
255 = " Scroll Wall using Sidedef Offsets";
|
|
256 = "WR Stairs Raise by 8";
|
|
257 = "WR Stairs Raise by 16 (fast)";
|
|
258 = "SR Stairs Raise by 8";
|
|
259 = "SR Stairs Raise by 16 (fast)";
|
|
260 = " Translucent";
|
|
261 = " Ceiling Brightness to this Brightness";
|
|
262 = "W1 Teleport to Line With Same Tag (silent, reversed angle)";
|
|
263 = "WR Teleport to Line With Same Tag (silent, reversed angle)";
|
|
264 = "W1 Teleport to Line With Same Tag (also monsters, silent, reversed angle)";
|
|
265 = "WR Teleport to Line With Same Tag (also monsters, reversed angle)";
|
|
266 = "W1 Teleport to Line With Same Tag (monsters only, silent)";
|
|
267 = "WR Teleport to Line With Same Tag (monsters only, silent)";
|
|
268 = "W1 Teleport (monsters only, silent)";
|
|
269 = "WR Teleport (monsters only, silent)";
|
|
271 = " Transfer Sky Texture to Tagged Sectors";
|
|
272 = " Transfer Sky Texture to Tagged Sectors (flipped)";
|
|
}
|
|
|
|
// GENERALIZED LINEDEF TYPES
|
|
gen_linedeftypes
|
|
{
|
|
normal
|
|
{
|
|
title = "Normal";
|
|
offset = 0;
|
|
length = 0;
|
|
}
|
|
|
|
floors
|
|
{
|
|
title = "Floor";
|
|
offset = 24576;
|
|
length = 8192;
|
|
|
|
trigger
|
|
{
|
|
0 = "Walk Over Once";
|
|
1 = "Walk Over Repeatable";
|
|
2 = "Switch Once";
|
|
3 = "Switch Repeatable";
|
|
4 = "Gunfire Once";
|
|
5 = "Gunfire Repeatable";
|
|
6 = "Door Once";
|
|
7 = "Door Repeatable";
|
|
}
|
|
|
|
direction
|
|
{
|
|
0 = "Down";
|
|
64 = "Up";
|
|
}
|
|
|
|
target
|
|
{
|
|
0 = "Highest Adjacent Floor";
|
|
128 = "Lowest Adjacent Floor";
|
|
256 = "Next Adjacent Floor";
|
|
384 = "Lowest Adjacent Ceiling";
|
|
512 = "Ceiling";
|
|
640 = "Shortest Lower Texture";
|
|
768 = "24 Map Pixels (relative)";
|
|
896 = "32 Map Pixels (relative)";
|
|
}
|
|
|
|
speed
|
|
{
|
|
0 = "Slow";
|
|
8 = "Normal";
|
|
16 = "Fast";
|
|
24 = "Turbo";
|
|
}
|
|
|
|
model
|
|
{
|
|
0 = "Trigger";
|
|
32 = "Numeric";
|
|
}
|
|
|
|
change
|
|
{
|
|
0 = "None";
|
|
1024 = "Change Texture and Remove Effect";
|
|
2048 = "Change Texture Only";
|
|
3072 = "Change Texture and Effect";
|
|
}
|
|
|
|
crusher
|
|
{
|
|
0 = "No";
|
|
4096 = "Yes";
|
|
}
|
|
}
|
|
|
|
ceilings
|
|
{
|
|
title = "Ceiling";
|
|
offset = 16384;
|
|
length = 8192;
|
|
|
|
trigger
|
|
{
|
|
0 = "Walk Over Once";
|
|
1 = "Walk Over Repeatable";
|
|
2 = "Switch Once";
|
|
3 = "Switch Repeatable";
|
|
4 = "Gunfire Once";
|
|
5 = "Gunfire Repeatable";
|
|
6 = "Door Once";
|
|
7 = "Door Repeatable";
|
|
}
|
|
|
|
direction
|
|
{
|
|
0 = "Down";
|
|
64 = "Up";
|
|
}
|
|
|
|
target
|
|
{
|
|
0 = "Highest Adjacent Ceiling";
|
|
128 = "Lowest Adjacent Ceiling";
|
|
256 = "Next Adjacent Ceiling";
|
|
384 = "Highest Adjacent Floor";
|
|
512 = "Floor";
|
|
640 = "Shortest Lower Texture";
|
|
768 = "24 Map Pixels (relative)";
|
|
896 = "32 Map Pixels (relative)";
|
|
}
|
|
|
|
speed
|
|
{
|
|
0 = "Slow";
|
|
8 = "Normal";
|
|
16 = "Fast";
|
|
24 = "Turbo";
|
|
}
|
|
|
|
model
|
|
{
|
|
0 = "Trigger";
|
|
32 = "Numeric";
|
|
}
|
|
|
|
change
|
|
{
|
|
0 = "None";
|
|
1024 = "Change Texture and Remove Effect";
|
|
2048 = "Change Texture Only";
|
|
3072 = "Change Texture and Effect";
|
|
}
|
|
|
|
crusher
|
|
{
|
|
0 = "No";
|
|
4096 = "Yes";
|
|
}
|
|
}
|
|
|
|
doors
|
|
{
|
|
title = "Door";
|
|
offset = 15360;
|
|
length = 1024;
|
|
|
|
trigger
|
|
{
|
|
0 = "Walk Over Once";
|
|
1 = "Walk Over Repeatable";
|
|
2 = "Switch Once";
|
|
3 = "Switch Repeatable";
|
|
4 = "Gunfire Once";
|
|
5 = "Gunfire Repeatable";
|
|
6 = "Door Once";
|
|
7 = "Door Repeatable";
|
|
}
|
|
|
|
action
|
|
{
|
|
0 = "Open Wait Close";
|
|
32 = "Open Only";
|
|
64 = "Close Wait Open";
|
|
96 = "Close Only";
|
|
}
|
|
|
|
speed
|
|
{
|
|
0 = "Slow";
|
|
8 = "Normal";
|
|
16 = "Fast";
|
|
24 = "Turbo";
|
|
}
|
|
|
|
wait
|
|
{
|
|
0 = "1 Second";
|
|
256 = "4 Seconds";
|
|
512 = "9 Seconds";
|
|
768 = "30 Seconds";
|
|
}
|
|
|
|
monsters
|
|
{
|
|
0 = "No";
|
|
128 = "Yes";
|
|
}
|
|
}
|
|
|
|
lockeddoors
|
|
{
|
|
title = "Locked Door";
|
|
offset = 14336;
|
|
length = 1024;
|
|
|
|
trigger
|
|
{
|
|
0 = "Walk Over Once";
|
|
1 = "Walk Over Repeatable";
|
|
2 = "Switch Once";
|
|
3 = "Switch Repeatable";
|
|
4 = "Gunfire Once";
|
|
5 = "Gunfire Repeatable";
|
|
6 = "Door Once";
|
|
7 = "Door Repeatable";
|
|
}
|
|
|
|
action
|
|
{
|
|
0 = "Open Wait Close";
|
|
32 = "Open Only";
|
|
}
|
|
|
|
speed
|
|
{
|
|
0 = "Slow";
|
|
8 = "Normal";
|
|
16 = "Fast";
|
|
24 = "Turbo";
|
|
}
|
|
|
|
lock
|
|
{
|
|
0 = "Any";
|
|
64 = "Red Keycard";
|
|
128 = "Blue Keycard";
|
|
192 = "Yellow Keycard";
|
|
256 = "Red Skullkey";
|
|
320 = "Blue Skullkey";
|
|
384 = "Yellow Skullkey";
|
|
448 = "All";
|
|
}
|
|
|
|
combination
|
|
{
|
|
0 = "No (each is a different key)";
|
|
512 = "Keycard and Skullkey are same";
|
|
}
|
|
}
|
|
|
|
lifts
|
|
{
|
|
title = "Lift";
|
|
offset = 13312;
|
|
length = 1024;
|
|
|
|
trigger
|
|
{
|
|
0 = "Walk Over Once";
|
|
1 = "Walk Over Repeatable";
|
|
2 = "Switch Once";
|
|
3 = "Switch Repeatable";
|
|
4 = "Gunfire Once";
|
|
5 = "Gunfire Repeatable";
|
|
6 = "Door Once";
|
|
7 = "Door Repeatable";
|
|
}
|
|
|
|
target
|
|
{
|
|
0 = "Lowest adjacent Floor";
|
|
256 = "Next adjacent Floor";
|
|
512 = "Lowest adjacent Ceiling";
|
|
768 = "Perpetual Lowest and Highest Floors";
|
|
}
|
|
|
|
speed
|
|
{
|
|
0 = "Slow";
|
|
8 = "Normal";
|
|
16 = "Fast";
|
|
24 = "Turbo";
|
|
}
|
|
|
|
delay
|
|
{
|
|
0 = "1 Second";
|
|
64 = "3 Seconds";
|
|
128 = "5 Seconds";
|
|
192 = "10 Seconds";
|
|
}
|
|
|
|
monsters
|
|
{
|
|
0 = "No";
|
|
32 = "Yes";
|
|
}
|
|
}
|
|
|
|
stairs
|
|
{
|
|
title = "Stairs";
|
|
offset = 12288;
|
|
length = 1024;
|
|
|
|
trigger
|
|
{
|
|
0 = "Walk Over Once";
|
|
1 = "Walk Over Repeatable";
|
|
2 = "Switch Once";
|
|
3 = "Switch Repeatable";
|
|
4 = "Gunfire Once";
|
|
5 = "Gunfire Repeatable";
|
|
6 = "Door Once";
|
|
7 = "Door Repeatable";
|
|
}
|
|
|
|
direction
|
|
{
|
|
0 = "Down";
|
|
256 = "Up";
|
|
}
|
|
|
|
step
|
|
{
|
|
0 = "4 Map Pixels";
|
|
64 = "8 Map Pixels";
|
|
128 = "16 Map Pixels";
|
|
192 = "24 Map Pixels";
|
|
}
|
|
|
|
speed
|
|
{
|
|
0 = "Slow";
|
|
8 = "Normal";
|
|
16 = "Fast";
|
|
24 = "Turbo";
|
|
}
|
|
|
|
break
|
|
{
|
|
0 = "At different texture";
|
|
512 = "No";
|
|
}
|
|
|
|
monsters
|
|
{
|
|
0 = "No";
|
|
32 = "Yes";
|
|
}
|
|
}
|
|
|
|
crushers
|
|
{
|
|
title = "Crusher";
|
|
offset = 12160;
|
|
length = 128;
|
|
|
|
trigger
|
|
{
|
|
0 = "Walk Over Once";
|
|
1 = "Walk Over Repeatable";
|
|
2 = "Switch Once";
|
|
3 = "Switch Repeatable";
|
|
4 = "Gunfire Once";
|
|
5 = "Gunfire Repeatable";
|
|
6 = "Door Once";
|
|
7 = "Door Repeatable";
|
|
}
|
|
|
|
speed
|
|
{
|
|
0 = "Slow";
|
|
8 = "Normal";
|
|
16 = "Fast";
|
|
24 = "Turbo";
|
|
}
|
|
|
|
silent
|
|
{
|
|
0 = "No";
|
|
64 = "Yes";
|
|
}
|
|
|
|
monsters
|
|
{
|
|
0 = "No";
|
|
32 = "Yes";
|
|
}
|
|
}
|
|
}
|
|
|
|
// THING FLAGS
|
|
thingflags
|
|
{
|
|
1 = "Easy";
|
|
2 = "Medium";
|
|
4 = "Hard";
|
|
8 = "Deaf";
|
|
16 = "Multiplayer";
|
|
32 = "Not Deathmatch";
|
|
64 = "Not Cooperative";
|
|
}
|
|
|
|
// THING FLAGS 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;
|
|
}
|
|
}
|
|
|
|
weapons
|
|
{
|
|
color = 14; // Yellow
|
|
arrow = 0;
|
|
title = "Weapons";
|
|
width = 20;
|
|
sort = 1;
|
|
height = 25;
|
|
hangs = 0;
|
|
blocking = 0;
|
|
|
|
2005
|
|
{
|
|
title = "Chainsaw";
|
|
sprite = "CSAWA0";
|
|
}
|
|
2001
|
|
{
|
|
title = "Shotgun";
|
|
sprite = "SHOTA0";
|
|
}
|
|
82
|
|
{
|
|
title = "Super Shotgun";
|
|
sprite = "SGN2A0";
|
|
}
|
|
2002
|
|
{
|
|
title = "Chaingun";
|
|
sprite = "MGUNA0";
|
|
}
|
|
2003
|
|
{
|
|
title = "Rocket launcher";
|
|
sprite = "LAUNA0";
|
|
}
|
|
2004
|
|
{
|
|
title = "Plasma gun";
|
|
sprite = "PLASA0";
|
|
}
|
|
2006
|
|
{
|
|
title = "BFG9000";
|
|
sprite = "BFUGA0";
|
|
height = 30;
|
|
}
|
|
}
|
|
|
|
ammunition
|
|
{
|
|
color = 6; // Brown
|
|
arrow = 0;
|
|
title = "Ammunition";
|
|
width = 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;
|
|
sort = 1;
|
|
height = 20;
|
|
hangs = 0;
|
|
blocking = 0;
|
|
|
|
2011
|
|
{
|
|
title = "Stimpack";
|
|
sprite = "STIMA0";
|
|
}
|
|
2012
|
|
{
|
|
title = "Medikit";
|
|
sprite = "MEDIA0";
|
|
height = 25;
|
|
}
|
|
2014
|
|
{
|
|
title = "Health bonus";
|
|
sprite = "BON1A0";
|
|
}
|
|
2015
|
|
{
|
|
title = "Armor bonus";
|
|
sprite = "BON2A0";
|
|
}
|
|
2018
|
|
{
|
|
title = "Green armor";
|
|
sprite = "ARM1A0";
|
|
}
|
|
2019
|
|
{
|
|
title = "Blue armor";
|
|
sprite = "ARM2A0";
|
|
}
|
|
}
|
|
|
|
powerups
|
|
{
|
|
color = 9; // Light Blue
|
|
arrow = 0;
|
|
title = "Powerups";
|
|
width = 20;
|
|
sort = 1;
|
|
height = 20;
|
|
hangs = 0;
|
|
blocking = 0;
|
|
|
|
83
|
|
{
|
|
title = "Megasphere";
|
|
sprite = "MEGAA0";
|
|
height = 40;
|
|
}
|
|
2013
|
|
{
|
|
title = "Soulsphere";
|
|
sprite = "SOULA0";
|
|
height = 45;
|
|
}
|
|
2022
|
|
{
|
|
title = "Invulnerability";
|
|
sprite = "PINVA0";
|
|
height = 30;
|
|
}
|
|
2023
|
|
{
|
|
title = "Berserk";
|
|
sprite = "PSTRA0";
|
|
}
|
|
2024
|
|
{
|
|
title = "Invisibility";
|
|
sprite = "PINSA0";
|
|
height = 45;
|
|
}
|
|
2025
|
|
{
|
|
title = "Radiation suit";
|
|
sprite = "SUITA0";
|
|
height = 60;
|
|
}
|
|
2026
|
|
{
|
|
title = "Computer map";
|
|
sprite = "PMAPA0";
|
|
height = 35;
|
|
}
|
|
2045
|
|
{
|
|
title = "Lite Amplification goggles";
|
|
sprite = "PVISA0";
|
|
}
|
|
}
|
|
|
|
keys
|
|
{
|
|
color = 13; // Light Magenta
|
|
arrow = 0;
|
|
title = "Keys";
|
|
width = 16;
|
|
sort = 1;
|
|
height = 20;
|
|
hangs = 0;
|
|
blocking = 0;
|
|
|
|
5
|
|
{
|
|
title = "Blue keycard";
|
|
sprite = "BKEYA0";
|
|
}
|
|
40
|
|
{
|
|
title = "Blue skullkey";
|
|
sprite = "BSKUB0";
|
|
}
|
|
13
|
|
{
|
|
title = "Red keycard";
|
|
sprite = "RKEYA0";
|
|
}
|
|
38
|
|
{
|
|
title = "Red skullkey";
|
|
sprite = "RSKUB0";
|
|
}
|
|
6
|
|
{
|
|
title = "Yellow keycard";
|
|
sprite = "YKEYA0";
|
|
}
|
|
39
|
|
{
|
|
title = "Yellow skullkey";
|
|
sprite = "YSKUB0";
|
|
}
|
|
}
|
|
|
|
obstacles
|
|
{
|
|
color = 3; // Cyan
|
|
arrow = 0;
|
|
title = "Obstacles";
|
|
width = 20;
|
|
sort = 1;
|
|
height = 20;
|
|
hangs = 0;
|
|
blocking = 1;
|
|
|
|
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;
|
|
hangs = 0;
|
|
blocking = 1;
|
|
|
|
85
|
|
{
|
|
title = "Tall techno floor lamp";
|
|
sprite = "TLMPA0";
|
|
}
|
|
86
|
|
{
|
|
title = "Short techno floor lamp";
|
|
sprite = "TLP2A0";
|
|
}
|
|
2028
|
|
{
|
|
title = "Floor lamp";
|
|
sprite = "COLUA0";
|
|
}
|
|
34
|
|
{
|
|
title = "Candle";
|
|
sprite = "CANDA0";
|
|
blocking = 0;
|
|
}
|
|
35
|
|
{
|
|
title = "Candelabra";
|
|
sprite = "CBRAA0";
|
|
}
|
|
44
|
|
{
|
|
title = "Tall blue firestick";
|
|
sprite = "TBLUA0";
|
|
}
|
|
45
|
|
{
|
|
title = "Tall green firestick";
|
|
sprite = "TGRNA0";
|
|
}
|
|
46
|
|
{
|
|
title = "Tall red firestick";
|
|
sprite = "TREDA0";
|
|
}
|
|
55
|
|
{
|
|
title = "Short blue firestick";
|
|
sprite = "SMBTA0";
|
|
}
|
|
56
|
|
{
|
|
title = "Short green firestick";
|
|
sprite = "SMGTA0";
|
|
}
|
|
57
|
|
{
|
|
title = "Short red firestick";
|
|
sprite = "SMRTA0";
|
|
}
|
|
}
|
|
|
|
decoration
|
|
{
|
|
color = 4; // Red
|
|
arrow = 0;
|
|
title = "Decoration";
|
|
width = 16;
|
|
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;
|
|
}
|
|
|
|
|
|
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";
|
|
}
|
|
|
|
boom
|
|
{
|
|
color = 8; // Grey
|
|
arrow = 1;
|
|
title = "Boom Items";
|
|
width = 0;
|
|
sort = 1;
|
|
|
|
5001 = "Pusher";
|
|
5002 = "Puller";
|
|
}
|
|
} |