mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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1116 lines
No EOL
20 KiB
INI
1116 lines
No EOL
20 KiB
INI
/*************************************************************\
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Doom Builder Game Configuration for Doom
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\*************************************************************/
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// This is the title to show for this game
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game = "Doom";
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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 = 2; E4M2 = 2; E4M3 = 2; E4M4 = 2; E4M5 = 2; E4M6 = 2; E4M7 = 2; E4M8 = 2; E4M9 = 2;
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MAP01 = 2; MAP02 = 2; MAP03 = 2; MAP04 = 2; MAP05 = 2; MAP06 = 2; MAP07 = 2; MAP08 = 2; MAP09 = 2; MAP10 = 2;
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MAP11 = 2; MAP12 = 2; MAP13 = 2; MAP14 = 2; MAP15 = 2; MAP16 = 2; MAP17 = 2; MAP18 = 2; MAP19 = 2; MAP20 = 2;
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MAP21 = 2; MAP22 = 2; MAP23 = 2; MAP24 = 2; MAP25 = 2; MAP26 = 2; MAP27 = 2; MAP28 = 2; MAP29 = 2; MAP30 = 2;
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MAP31 = 2; MAP32 = 2; MAP33 = 2; MAP34 = 2; MAP35 = 2; MAP36 = 2; MAP37 = 2; MAP38 = 2; MAP39 = 2; MAP40 = 2;
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MAP41 = 2;
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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 Blinks (randomly)";
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2 = "Light Blinks (0.5 sec)";
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3 = "Light Blinks (1 sec)";
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4 = "Damage -10 or 20% health and Light Blinks (0.5 sec)";
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5 = "Damage -5 or 10% health";
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7 = "Damage -2 or 5% health";
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8 = "Light Glows (1+ sec)";
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9 = "Secret";
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10 = "Door Close Stay (after 30 sec)";
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11 = "Damage -10 or 20% health and End level";
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12 = "Light Blinks (0.5 sec sync)";
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13 = "Light Blinks (1 sec sync)";
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14 = "Door Open Stay (after 300 sec)";
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16 = "Damage -10 or 20% health";
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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 = "DR Door Open Wait Close (also monsters)";
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2 = "W1 Door Open Stay";
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3 = "W1 Door Close Stay";
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4 = "W1 Door Open Wait Close";
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5 = "W1 Floor Raise to Lowest Ceiling";
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6 = "W1 Crusher Start with Fast Damage";
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7 = "S1 Stairs Raise by 8";
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8 = "W1 Stairs Raise by 8";
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9 = "S1 Floor Raise Donut (changes texture)";
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10 = "W1 Lift Lower Wait Raise";
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11 = "S1 Exit Level";
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12 = "W1 Light Change to Brightest Adjacent";
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13 = "W1 Light Change to Brightest";
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14 = "S1 Floor Raise by 32 (changes texture)";
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15 = "S1 Floor Raise by 24 (changes texture)";
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16 = "W1 Door Close Wait Open";
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17 = "W1 Light Start Blinking";
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18 = "S1 Floor Raise to Next Higher Floor";
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19 = "W1 Floor Lower to Highest Floor";
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20 = "S1 Floor Raise to Next Higher Floor (changes texture)";
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21 = "S1 Lift Lower Wait Raise";
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22 = "W1 Floor Raise to Next Higher Floor (changes texture)";
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23 = "S1 Floor Lower to Lowest Floor";
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24 = "G1 Floor Raise to Lowest Ceiling";
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25 = "W1 Crusher Start with Slow Damage";
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26 = "DR Door (Blue) Open Wait Close";
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27 = "DR Door (Yellow) Open Wait Close";
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28 = "DR Door (Red) Open Wait Close";
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29 = "S1 Door Open Wait Close";
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30 = "W1 Floor Raise by Shortest Lower Texture";
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31 = "D1 Door Open Stay";
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32 = "D1 Door (Blue) Open Stay";
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33 = "D1 Door (Red) Open Stay";
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34 = "D1 Door (Yellow) Open Stay";
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35 = "W1 Light Change to Darkest";
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36 = "W1 Floor Lower to 8 above Highest Floor";
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37 = "W1 Floor Lower to Lowest Floor (changes texture)";
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38 = "W1 Floor Lower to Lowest Floor";
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39 = "W1 Teleport";
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40 = "W1 Ceiling Raise to Highest Ceiling";
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41 = "S1 Ceiling Lower to Floor";
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42 = "SR Door Close Stay";
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43 = "SR Ceiling Lower to Floor";
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44 = "W1 Ceiling Lower to 8 above Floor";
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45 = "SR Floor Lower to Highest Floor";
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46 = "GR Door Open Stay";
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47 = "G1 Floor Raise to Next Higher Floor (changes texture)";
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48 = " Scroll Texture Left";
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49 = "S1 Ceiling Lower to 8 above Floor";
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50 = "S1 Door Close Stay";
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51 = "S1 Exit Level (goes to secret level)";
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52 = "W1 Exit Level";
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53 = "W1 Floor Start Moving Up and Down";
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54 = "W1 Floor Stop Moving";
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55 = "S1 Floor Raise to 8 below Lowest Ceiling (crushes)";
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56 = "W1 Floor Raise to 8 below Lowest Ceiling (crushes)";
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57 = "W1 Crusher Stop";
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58 = "W1 Floor Raise by 24";
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59 = "W1 Floor Raise by 24 (changes texture)";
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60 = "SR Floor Lower to Lowest Floor";
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61 = "SR Door Open Stay";
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62 = "SR Lift Lower Wait Raise";
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63 = "SR Door Open Wait Close";
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64 = "SR Floor Raise to Lowest Ceiling";
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65 = "SR Floor Raise to 8 below Lowest Ceiling (crushes)";
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66 = "SR Floor Raise by 24 (changes texture)";
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67 = "SR Floor Raise by 32 (changes texture)";
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68 = "SR Floor Raise to Next Higher Floor (changes texture)";
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69 = "SR Floor Raise to Next Higher Floor";
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70 = "SR Floor Lower to 8 above Highest Floor";
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71 = "S1 Floor Lower to 8 above Highest Floor";
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72 = "WR Ceiling Lower to 8 above Floor";
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73 = "WR Crusher Start with Slow Damage";
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74 = "WR Crusher Stop";
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75 = "WR Door Close Stay";
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76 = "WR Door Close Stay Open";
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77 = "WR Crusher Start with Fast Damage";
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79 = "WR Light Change to Darkest";
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80 = "WR Light Change to Brightest Adjacent";
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81 = "WR Light Change to Brightest";
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82 = "WR Floor Lower to Lowest Floor";
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83 = "WR Floor Lower to Highest Floor";
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84 = "WR Floor Lower to Lowest Floor (changes texture)";
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86 = "WR Door Open Stay";
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87 = "WR Floor Start Moving Up and Down";
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88 = "WR Lift Lower Wait Raise";
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89 = "WR Floor Stop Moving";
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90 = "WR Door Open Wait Close";
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91 = "WR Floor Raise to Lowest Ceiling";
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92 = "WR Floor Raise by 24";
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93 = "WR Floor Raise by 24 (changes texture)";
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94 = "WR Floor Raise to 8 below Lowest Ceiling (crushes)";
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95 = "WR Floor Raise to Next Higher Floor (changes texture)";
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96 = "WR Floor Raise by Shortest Lower Texture";
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97 = "WR Teleport";
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98 = "WR Floor Lower to 8 above Highest Floor";
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100 = "W1 Stairs Raise by 16 (fast)";
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101 = "S1 Floor Raise to Lowest Ceiling";
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102 = "S1 Floor Lower to Highest Floor";
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103 = "S1 Door Open Stay";
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104 = "W1 Light Change to Darkest Adjacent";
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}
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// THING FLAGS
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thingflags
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{
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1 = "Easy";
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2 = "Medium";
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4 = "Hard";
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8 = "Deaf";
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16 = "Multiplayer";
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}
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// THING FLAGS ERROR MASK
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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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thingflagsmask1 = 7; // 1 + 2 + 4
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thingflagsmask2 = 0;
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// THING TYPES
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thingtypes
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{
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editor
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{
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color = 15; // White
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arrow = 1;
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title = "Editor Things";
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width = 16;
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sort = 1;
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height = 0;
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hangs = 0;
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blocking = 0;
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error = 0;
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32000 = "3D Mode start";
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}
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players
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{
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color = 10; // Light Green
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arrow = 1;
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title = "Player Starts";
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width = 16;
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sort = 1;
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height = 56;
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hangs = 0;
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blocking = 1;
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error = 2;
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1
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{
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title = "Player 1 start";
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sprite = "PLAYA2A8";
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}
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2
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{
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title = "Player 2 start";
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sprite = "PLAYA2A8";
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}
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3
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{
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title = "Player 3 start";
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sprite = "PLAYA2A8";
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}
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4
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{
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title = "Player 4 start";
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sprite = "PLAYA2A8";
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}
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11
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{
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title = "Player Deathmatch start";
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sprite = "PLAYF1";
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}
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}
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teleports
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{
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color = 2; // Green
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arrow = 1;
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title = "Teleports";
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width = 16;
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sort = 1;
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height = 56;
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hangs = 0;
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blocking = 0;
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error = 0;
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14
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{
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title = "Teleport Destination";
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sprite = "TFOGB0";
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}
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}
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monsters
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{
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color = 12; // Light Red
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arrow = 1;
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title = "Monsters";
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width = 20;
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sort = 1;
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height = 56;
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hangs = 0;
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blocking = 1;
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error = 2;
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3004
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{
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title = "Former Human";
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sprite = "POSSA2A8";
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}
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9
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{
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title = "Former Sergeant";
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sprite = "SPOSA2A8";
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}
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3001
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{
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title = "Imp";
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sprite = "TROOA2A8";
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}
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3002
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{
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title = "Demon";
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width = 30;
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sprite = "SARGA2A8";
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}
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58
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{
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title = "Spectre";
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width = 30;
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sprite = "SARGA2A8";
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}
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3006
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{
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title = "Lost Soul";
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width = 16;
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sprite = "SKULA8A2";
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}
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3005
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{
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title = "Cacodemon";
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width = 31;
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sprite = "HEADA2A8";
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}
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3003
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{
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title = "Baron of Hell";
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width = 24;
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sprite = "BOSSA2A8";
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height = 64;
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}
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|
16
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{
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title = "Cyberdemon";
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width = 40;
|
|
sprite = "CYBRA2";
|
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height = 110;
|
|
}
|
|
7
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{
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title = "Spider Mastermind";
|
|
width = 128;
|
|
sprite = "SPIDG2G8";
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height = 100;
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}
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}
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weapons
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{
|
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color = 14; // Yellow
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arrow = 0;
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title = "Weapons";
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width = 20;
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sort = 1;
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height = 25;
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hangs = 0;
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blocking = 0;
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|
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|
2005
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{
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title = "Chainsaw";
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sprite = "CSAWA0";
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}
|
|
2001
|
|
{
|
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title = "Shotgun";
|
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sprite = "SHOTA0";
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}
|
|
2002
|
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{
|
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title = "Chaingun";
|
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sprite = "MGUNA0";
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}
|
|
2003
|
|
{
|
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title = "Rocket launcher";
|
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sprite = "LAUNA0";
|
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}
|
|
2004
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{
|
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title = "Plasma gun";
|
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sprite = "PLASA0";
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}
|
|
2006
|
|
{
|
|
title = "BFG9000";
|
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sprite = "BFUGA0";
|
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height = 30;
|
|
}
|
|
}
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ammunition
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|
{
|
|
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;
|
|
|
|
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;
|
|
}
|
|
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;
|
|
|
|
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;
|
|
|
|
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";
|
|
sprite = "PLAYW0";
|
|
}
|
|
|
|
|
|
12
|
|
{
|
|
title = "Bloody mess";
|
|
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";
|
|
}
|
|
} |