UltimateZoneBuilder/Build/Configurations/jDoom.cfg
codeimp f1d46d7f36 - added simple sourceport names to configurations
- changed configuration titles "Skull Tag" to "Skulltag"
2008-05-25 09:46:30 +00:00

1434 lines
24 KiB
INI

/*************************************************************\
Doom Builder Game Configuration for jDoom
\*************************************************************/
// 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 = "jDoom";
// This is the simplified game engine/sourceport name
engine = "jdoom";
// The format interface handles the map data format
formatinterface = "DoomMapSetIO";
// Default lump name for new map
defaultlumpname = "MAP01";
// Special linedefs
soundlinedefflags = 64; // See linedefflags
singlesidedflags = 1; // See linedefflags
doublesidedflags = 4; // See linedefflags
impassableflags = 1;
// Generalized actions
generalizedlinedefs = false;
generalizedsectors = false;
// Texture loading options
mixtexturesflats = false;
defaulttexturescale = 1.0f;
defaultflatscale = 1.0f;
// Thing number for start position in 3D Mode
start3dmode = 32000;
// 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";
}
}
/*
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;
DD_DEFNS = 1; DD_DIREC = 1;
}
/*
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 ~MAP
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
{
~MAP
{
required = true;
blindcopy = true;
nodebuild = false;
}
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;
}
DEHACKED
{
required = false;
nodebuild = false;
script = "Dehacked.cfg";
}
DD_DEFNS
{
required = false;
nodebuild = false;
script = "Doomsday_DED.cfg";
}
DD_DIREC
{
required = false;
nodebuild = false;
script = "Text.cfg";
}
}
// 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 Close (opens after 5 min)";
16 = "Damage -10 or 20% health";
17 = "Light Flickers (randomly)";
}
// LINEDEF FLAGS
linedefflags
{
1 = "Impassable";
2 = "Block Monster";
4 = "Double Sided";
8 = "Upper Unpegged";
16 = "Lower Unpegged";
32 = "Secret";
64 = "Block Sound";
128 = "Hidden";
256 = "Shown";
}
// 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 = " None";
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 255";
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 35";
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";
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 (perpetual slow crusher damage)";
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";
79 = "WR Light Change to 35";
80 = "WR Light Change to Brightest Adjacent";
81 = "WR Light Change to 255";
82 = "WR Floor Lower to Lowest Floor";
83 = "WR Floor Lower to Highest Floor";
84 = "WR Floor Lower to Lowest Floor (changes texture)";
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 255";
139 = "SR Light Change to 35";
140 = "S1 Floor Raise by 512";
141 = "W1 Crusher Start with Slow Damage (silent)";
}
// THING FLAGS
thingflags
{
1 = "Easy";
2 = "Medium";
4 = "Hard";
8 = "Deaf";
16 = "Multiplayer";
}
// THING FLAGS ERROR MASK
// Mask for the thing flags which indicates the options
// that make the same thing appear in the same modes
thingflagsmask1 = 7; // 1 + 2 + 4
thingflagsmask2 = 0;
// THING TYPES
thingtypes
{
editor
{
color = 15; // White
arrow = 1;
title = "Editor Things";
width = 16;
sort = 1;
height = 0;
hangs = 0;
blocking = 0;
error = 0;
32000 = "3D Mode start";
}
players
{
color = 10; // Light Green
arrow = 1;
title = "Player Starts";
width = 16;
sort = 1;
height = 56;
hangs = 0;
blocking = 1;
error = 2;
1
{
title = "Player 1 start";
sprite = "PLAYA2A8";
}
2
{
title = "Player 2 start";
sprite = "PLAYA2A8";
}
3
{
title = "Player 3 start";
sprite = "PLAYA2A8";
}
4
{
title = "Player 4 start";
sprite = "PLAYA2A8";
}
11
{
title = "Player Deathmatch start";
sprite = "PLAYF1";
}
}
teleports
{
color = 2; // Green
arrow = 1;
title = "Teleports";
width = 16;
sort = 1;
height = 56;
hangs = 0;
blocking = 0;
error = 0;
14
{
title = "Teleport Destination";
sprite = "TFOGB0";
}
}
monsters
{
color = 12; // Light Red
arrow = 1;
title = "Monsters";
width = 20;
sort = 1;
height = 56;
hangs = 0;
blocking = 1;
error = 2;
3004
{
title = "Former Human";
sprite = "POSSA2A8";
}
9
{
title = "Former Sergeant";
sprite = "SPOSA2A8";
}
3001
{
title = "Imp";
sprite = "TROOA2A8";
}
65
{
title = "Chaingunner";
sprite = "CPOSA2";
}
3002
{
title = "Demon";
width = 30;
sprite = "SARGA2A8";
}
58
{
title = "Spectre";
width = 30;
sprite = "SARGA2A8";
}
3006
{
title = "Lost Soul";
width = 16;
sprite = "SKULA8A2";
}
3005
{
title = "Cacodemon";
width = 31;
sprite = "HEADA2A8";
}
69
{
title = "Hell Knight";
width = 24;
sprite = "BOS2A2C8";
height = 64;
}
3003
{
title = "Baron of Hell";
width = 24;
sprite = "BOSSA2A8";
height = 64;
}
68
{
title = "Arachnotron";
width = 64;
sprite = "BSPIA2A8";
height = 64;
}
71
{
title = "Pain Elemental";
width = 31;
sprite = "PAINA2A8";
}
66
{
title = "Revenant";
sprite = "SKELA2D8";
}
67
{
title = "Mancubus";
width = 48;
sprite = "FATTC2C8";
height = 64;
}
64
{
title = "Archvile";
sprite = "VILEA2D8";
}
16
{
title = "Cyberdemon";
width = 40;
sprite = "CYBRA2";
height = 110;
}
7
{
title = "Spider Mastermind";
width = 128;
sprite = "SPIDA2A8";
height = 100;
}
84
{
title = "Wolfenstein SS";
sprite = "SSWVA2";
}
72
{
title = "Commander Keen";
width = 16;
sprite = "KEENA0";
height = 72;
hangs = 1;
}
88
{
title = "Icon of Sin";
width = 16;
sprite = "BBRNA0";
height = 16;
}
89
{
title = "Monsters Spawner";
sprite = "BOSFB0";
height = 32;
}
87
{
title = "Monsters Target";
height = 32;
}
}
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 and guts";
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 bones";
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";
73
{
title = "Hanging victim, guts removed";
sprite = "HDB1A0";
height = 88;
hangs = 1;
blocking = 1;
}
74
{
title = "Hanging victim, guts and brain removed";
sprite = "HDB2A0";
height = 88;
hangs = 1;
blocking = 1;
}
75
{
title = "Hanging torso, looking down";
sprite = "HDB3A0";
height = 64;
hangs = 1;
blocking = 1;
}
76
{
title = "Hanging torso, open skull";
sprite = "HDB4A0";
height = 64;
hangs = 1;
blocking = 1;
}
77
{
title = "Hanging torso, looking down";
sprite = "HDB5A0";
height = 64;
hangs = 1;
blocking = 1;
}
78
{
title = "Hanging torso, brain removed";
sprite = "HDB6A0";
height = 64;
hangs = 1;
blocking = 1;
}
}
}