mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 04:12:12 +00:00
417 lines
8.3 KiB
INI
417 lines
8.3 KiB
INI
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// 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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// 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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}
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// Default thing filters
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// (these are not required, just usefull 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 = "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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filter2
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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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filter3
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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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}
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/*
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MAP LUMP NAMES
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Map lumps are loaded with the map as long as they are right after each other. When the editor
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meets a lump which is not defined in this list it will ignore the map if not satisfied.
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The order of items defines the order in which lumps will be written to WAD file on save.
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To indicate the map header lump, use ~MAP
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Legenda:
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required = Lump is required to exist.
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blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
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nodebuild = The nodebuilder generates this lump.
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allowempty = The nodebuilder is allowed to leave this lump empty.
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script = This lump is a text-based script. Specify the filename of the script configuration to use.
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*/
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hexenmaplumpnames
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{
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~MAP
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{
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required = true;
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blindcopy = true;
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nodebuild = false;
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}
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THINGS
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{
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required = true;
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nodebuild = true;
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allowempty = true;
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}
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LINEDEFS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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SIDEDEFS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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VERTEXES
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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SEGS
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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SSECTORS
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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NODES
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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SECTORS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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REJECT
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{
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required = false;
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nodebuild = true;
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allowempty = true;
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}
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BLOCKMAP
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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BEHAVIOR
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{
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required = true;
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nodebuild = false;
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blindcopy = true;
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}
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SCRIPTS
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{
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required = false;
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nodebuild = false;
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script = "ZDoom_ACS.cfg";
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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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T_NONE 0
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T_CENTAUR 1
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T_CENTAURLEADER 2
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T_DEMON 3
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T_ETTIN 4
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T_FIREGARGOYLE 5
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T_WATERLURKER 6
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T_WATERLURKERLEADER 7
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T_WRAITH 8
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T_WRAITHBURIED 9
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T_FIREBALL1 10
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T_MANA1 11
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T_MANA2 12
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T_ITEMBOOTS 13
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T_ITEMEGG 14
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T_ITEMFLIGHT 15
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T_ITEMSUMMON 16
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T_ITEMTPORTOTHER 17
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T_ITEMTELEPORT 18
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T_BISHOP 19
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T_ICEGOLEM 20
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T_BRIDGE 21
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T_DRAGONSKINBRACERS 22
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T_ITEMHEALTHPOTION 23
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T_ITEMHEALTHFLASK 24
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T_ITEMHEALTHFULL 25
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T_ITEMBOOSTMANA 26
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T_FIGHTERAXE 27
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T_FIGHTERHAMMER 28
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T_FIGHTERSWORD1 29
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T_FIGHTERSWORD2 30
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T_FIGHTERSWORD3 31
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T_CLERICSTAFF 32
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T_CLERICHOLY1 33
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T_CLERICHOLY2 34
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T_CLERICHOLY3 35
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T_MAGESHARDS 36
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T_MAGESTAFF1 37
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T_MAGESTAFF2 38
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T_MAGESTAFF3 39
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T_MORPHBLAST 40
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T_ROCK1 41
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T_ROCK2 42
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T_ROCK3 43
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T_DIRT1 44
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T_DIRT2 45
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T_DIRT3 46
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T_DIRT4 47
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T_DIRT5 48
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T_DIRT6 49
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T_ARROW 50
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T_DART 51
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T_POISONDART 52
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T_RIPPERBALL 53
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T_STAINEDGLASS1 54
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T_STAINEDGLASS2 55
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T_STAINEDGLASS3 56
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T_STAINEDGLASS4 57
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T_STAINEDGLASS5 58
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T_STAINEDGLASS6 59
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T_STAINEDGLASS7 60
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T_STAINEDGLASS8 61
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T_STAINEDGLASS9 62
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T_STAINEDGLASS0 63
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T_BLADE 64
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T_ICESHARD 65
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T_FLAME_SMALL 66
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T_FLAME_LARGE 67
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T_MESHARMOR 68
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T_FALCONSHIELD 69
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T_PLATINUMHELM 70
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T_AMULETOFWARDING 71
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T_ITEMFLECHETTE 72
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T_ITEMTORCH 73
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T_ITEMREPULSION 74
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T_MANA3 75
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T_PUZZSKULL 76
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T_PUZZGEMBIG 77
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T_PUZZGEMRED 78
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T_PUZZGEMGREEN1 79
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T_PUZZGEMGREEN2 80
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T_PUZZGEMBLUE1 81
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T_PUZZGEMBLUE2 82
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T_PUZZBOOK1 83
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T_PUZZBOOK2 84
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T_METALKEY 85
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T_SMALLMETALKEY 86
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T_AXEKEY 87
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T_FIREKEY 88
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T_GREENKEY 89
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T_MACEKEY 90
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T_SILVERKEY 91
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T_RUSTYKEY 92
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T_HORNKEY 93
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T_SERPENTKEY 94
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T_WATERDRIP 95
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T_TEMPSMALLFLAME 96
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T_PERMSMALLFLAME 97
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T_TEMPLARGEFLAME 98
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T_PERMLARGEFLAME 99
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T_DEMON_MASH 100
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T_DEMON2_MASH 101
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T_ETTIN_MASH 102
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T_CENTAUR_MASH 103
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T_THRUSTSPIKEUP 104
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T_THRUSTSPIKEDOWN 105
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T_FLESH_DRIP1 106
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T_FLESH_DRIP2 107
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T_SPARK_DRIP 108
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*/
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}
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}
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