gzdoom-gles/wadsrc/static/mapinfo/common.txt
Christoph Oelckers 5eb898107f - now that all 2D is guaranteed to be drawn in true color, the Heretic E2 end pic can be handled with less hacks.
This removes the entire palette switch and all the special checks to ensure that no menu can be drawn over this image.
Instead it gives this texture its special palette in the texture manager so that the proper image is created right away.

I decided against exposing this as an editing feature because it is far too specific to this particular image and the raw page format it uses.
A quick check of /idgames shows no project ever replacing it - especially no ZDoom-based project - so no extended handling is needed to make this work with other texture formats.
2018-04-08 10:10:26 +02:00

617 lines
12 KiB
Text

include "mapinfo/conversationids.txt"
Gameinfo
{
CheatKey = "maparrows/key.txt"
EasyKey = "maparrows/ravenkey.txt"
}
DoomEdNums
{
0 = Unknown
1 = "$Player1Start"
2 = "$Player2Start"
3 = "$Player3Start"
4 = "$Player4Start"
11 = "$DeathmatchStart"
14 = TeleportDest
118 = ZBridge
888 = MBFHelperDog
1400 = "$SSeqOverride", 0
1401 = "$SSeqOverride", 1
1402 = "$SSeqOverride", 2
1403 = "$SSeqOverride", 3
1404 = "$SSeqOverride", 4
1405 = "$SSeqOverride", 5
1406 = "$SSeqOverride", 6
1407 = "$SSeqOverride", 7
1408 = "$SSeqOverride", 8
1409 = "$SSeqOverride", 9
1411 = "$SSeqOverride"
1500 = "$VavoomFloor"
1501 = "$VavoomCeiling"
1502 = VavoomLightWhite
1503 = VavoomLightColor
1504 = "$VertexFloorZ"
1505 = "$VertexCeilingZ"
5001 = PointPusher
5002 = PointPuller
5004 = FS_Mapspot
5006 = SkyCamCompat
5061 = InvisibleBridge32
5064 = InvisibleBridge16
5065 = InvisibleBridge8
9001 = MapSpot
9013 = MapSpotGravity
9024 = PatrolPoint
9025 = SecurityCamera
9026 = Spark
9027 = RedParticleFountain
9028 = GreenParticleFountain
9029 = BlueParticleFountain
9030 = YellowParticleFountain
9031 = PurpleParticleFountain
9032 = BlackParticleFountain
9033 = WhiteParticleFountain
9037 = BetaSkull
9038 = ColorSetter
9039 = FadeSetter
9040 = MapMarker
9041 = SectorFlagSetter
9043 = TeleportDest3
9044 = TeleportDest2
9045 = Waterzone
9046 = SecretTrigger
9047 = PatrolSpecial
9048 = SoundEnvironment
9070 = InterpolationPoint
9071 = PathFollower
9072 = MovingCamera
9073 = AimingCamera
9074 = ActorMover
9075 = InterpolationSpecial
9076 = HateTarget
9077 = UpperStackLookOnly
9078 = LowerStackLookOnly
9080 = SkyViewpoint
9081 = SkyPicker
9082 = SectorSilencer
9083 = SkyCamCompat
9200 = Decal
9300 = "$PolyAnchor"
9301 = "$PolySpawn"
9302 = "$PolySpawnCrush"
9303 = "$PolySpawnHurt"
9500 = "$SlopeFloorPointLine"
9501 = "$SlopeCeilingPointLine"
9502 = "$SetFloorSlope"
9503 = "$SetCeilingSlope"
9510 = "$CopyFloorPlane"
9511 = "$CopyCeilingPlane"
9800 = PointLight
9801 = PointLightPulse
9802 = PointLightFlicker
9803 = SectorPointLight
9804 = PointLightFlickerRandom
9810 = PointLightAdditive
9811 = PointLightPulseAdditive
9812 = PointLightFlickerAdditive
9813 = SectorPointLightAdditive
9814 = PointLightFlickerRandomAdditive
9820 = PointLightSubtractive
9821 = PointLightPulseSubtractive
9822 = PointLightFlickerSubtractive
9823 = SectorPointLightSubtractive
9824 = PointLightFlickerRandomSubtractive
9825 = VavoomLight
9830 = PointLightAttenuated
9831 = PointLightPulseAttenuated
9832 = PointLightFlickerAttenuated
9833 = SectorPointLightAttenuated
9834 = PointLightFlickerRandomAttenuated
9840 = SpotLight
9841 = SpotLightPulse
9842 = SpotLightFlicker
9843 = SectorSpotLight
9844 = SpotLightFlickerRandom
9850 = SpotLightAdditive
9851 = SpotLightPulseAdditive
9852 = SpotLightFlickerAdditive
9853 = SectorSpotLightAdditive
9854 = SpotLightFlickerRandomAdditive
9860 = SpotLightSubtractive
9861 = SpotLightPulseSubtractive
9862 = SpotLightFlickerSubtractive
9863 = SectorSpotLightSubtractive
9864 = SpotLightFlickerRandomSubtractive
9870 = SpotLightAttenuated
9871 = SpotLightPulseAttenuated
9872 = SpotLightFlickerAttenuated
9873 = SectorSpotLightAttenuated
9874 = SpotLightFlickerRandomAttenuated
9982 = SecActEyesAboveC
9983 = SecActEyesBelowC
9988 = CustomSprite
9989 = SecActHitFakeFloor
9990 = InvisibleBridge
9991 = CustomBridge
9992 = SecActEyesSurface
9993 = SecActEyesDive
9994 = SecActUseWall
9995 = SecActUse
9996 = SecActHitCeil
9997 = SecActExit
9998 = SecActEnter
9999 = SecActHitFloor
14001 = AmbientSound, 1, +
14002 = AmbientSound, 2, +
14003 = AmbientSound, 3, +
14004 = AmbientSound, 4, +
14005 = AmbientSound, 5, +
14006 = AmbientSound, 6, +
14007 = AmbientSound, 7, +
14008 = AmbientSound, 8, +
14009 = AmbientSound, 9, +
14010 = AmbientSound, 10, +
14011 = AmbientSound, 11, +
14012 = AmbientSound, 12, +
14013 = AmbientSound, 13, +
14014 = AmbientSound, 14, +
14015 = AmbientSound, 15, +
14016 = AmbientSound, 16, +
14017 = AmbientSound, 17, +
14018 = AmbientSound, 18, +
14019 = AmbientSound, 19, +
14020 = AmbientSound, 20, +
14021 = AmbientSound, 21, +
14022 = AmbientSound, 22, +
14023 = AmbientSound, 23, +
14024 = AmbientSound, 24, +
14025 = AmbientSound, 25, +
14026 = AmbientSound, 26, +
14027 = AmbientSound, 27, +
14028 = AmbientSound, 28, +
14029 = AmbientSound, 29, +
14030 = AmbientSound, 30, +
14031 = AmbientSound, 31, +
14032 = AmbientSound, 32, +
14033 = AmbientSound, 33, +
14034 = AmbientSound, 34, +
14035 = AmbientSound, 35, +
14036 = AmbientSound, 36, +
14037 = AmbientSound, 37, +
14038 = AmbientSound, 38, +
14039 = AmbientSound, 39, +
14040 = AmbientSound, 40, +
14041 = AmbientSound, 41, +
14042 = AmbientSound, 42, +
14043 = AmbientSound, 43, +
14044 = AmbientSound, 44, +
14045 = AmbientSound, 45, +
14046 = AmbientSound, 46, +
14047 = AmbientSound, 47, +
14048 = AmbientSound, 48, +
14049 = AmbientSound, 49, +
14050 = AmbientSound, 50, +
14051 = AmbientSound, 51, +
14052 = AmbientSound, 52, +
14053 = AmbientSound, 53, +
14054 = AmbientSound, 54, +
14055 = AmbientSound, 55, +
14056 = AmbientSound, 56, +
14057 = AmbientSound, 57, +
14058 = AmbientSound, 58, +
14059 = AmbientSound, 59, +
14060 = AmbientSound, 60, +
14061 = AmbientSound, 61, +
14062 = AmbientSound, 62, +
14063 = AmbientSound, 63, +
14064 = AmbientSound, 64, +
14065 = AmbientSound
14066 = SoundSequence
14067 = AmbientSoundNoGravity
14101 = MusicChanger, 1
14102 = MusicChanger, 2
14103 = MusicChanger, 3
14104 = MusicChanger, 4
14105 = MusicChanger, 5
14106 = MusicChanger, 6
14107 = MusicChanger, 7
14108 = MusicChanger, 8
14109 = MusicChanger, 9
14110 = MusicChanger, 10
14111 = MusicChanger, 11
14112 = MusicChanger, 12
14113 = MusicChanger, 13
14114 = MusicChanger, 14
14115 = MusicChanger, 15
14116 = MusicChanger, 16
14117 = MusicChanger, 17
14118 = MusicChanger, 18
14119 = MusicChanger, 19
14120 = MusicChanger, 20
14121 = MusicChanger, 21
14122 = MusicChanger, 22
14123 = MusicChanger, 23
14124 = MusicChanger, 24
14125 = MusicChanger, 25
14126 = MusicChanger, 26
14127 = MusicChanger, 27
14128 = MusicChanger, 28
14129 = MusicChanger, 29
14130 = MusicChanger, 30
14131 = MusicChanger, 31
14132 = MusicChanger, 32
14133 = MusicChanger, 33
14134 = MusicChanger, 34
14135 = MusicChanger, 35
14136 = MusicChanger, 36
14137 = MusicChanger, 37
14138 = MusicChanger, 38
14139 = MusicChanger, 39
14140 = MusicChanger, 40
14141 = MusicChanger, 41
14142 = MusicChanger, 42
14143 = MusicChanger, 43
14144 = MusicChanger, 44
14145 = MusicChanger, 45
14146 = MusicChanger, 46
14147 = MusicChanger, 47
14148 = MusicChanger, 48
14149 = MusicChanger, 49
14150 = MusicChanger, 50
14151 = MusicChanger, 51
14152 = MusicChanger, 52
14153 = MusicChanger, 53
14154 = MusicChanger, 54
14155 = MusicChanger, 55
14156 = MusicChanger, 56
14157 = MusicChanger, 57
14158 = MusicChanger, 58
14159 = MusicChanger, 59
14160 = MusicChanger, 60
14161 = MusicChanger, 61
14162 = MusicChanger, 62
14163 = MusicChanger, 63
14164 = MusicChanger, 64
14165 = MusicChanger
32000 = DoomBuilderCamera
}
SpawnNums
{
41 = Rock1
42 = Rock2
43 = Rock3
44 = Dirt1
45 = Dirt2
46 = Dirt3
47 = Dirt4
48 = Dirt5
49 = Dirt6
54 = SGShard1
55 = SGShard2
56 = SGShard3
57 = SGShard4
58 = SGShard5
59 = SGShard6
60 = SGShard7
61 = SGShard8
62 = SGShard9
63 = SGShard0
130 = Blood
}
Intermission Inter_Titlescreen
{
GotoTitle
{
}
}
Intermission Inter_Pic1
{
Image
{
Background = "@1" // index into finalepic FadeIn gameinfo block
}
}
Intermission Inter_Pic2
{
Image
{
Background = "@2"
}
}
Intermission Inter_Pic3
{
Image
{
Background = "@3"
}
}
Intermission Inter_Bunny
{
Scroller
{
ScrollDirection = Left
Background = "PFUB1"
Background2 = "PFUB2"
Music = "$MUSIC_BUNNY"
InitialDelay = -230
Scrolltime = -640
Time = -1130
}
Link = TheEnd
}
Intermission TheEnd
{
// no backgrounds are set here so this will reuse the previous one.
Image
{
Draw = "END0", 108, 68
Time = -50
}
Image
{
Draw = "END1", 108, 68
Time = -5
Sound = "weapons/pistol"
}
Image
{
Draw = "END2", 108, 68
Time = -5
Sound = "weapons/pistol"
}
Image
{
Draw = "END3", 108, 68
Time = -5
Sound = "weapons/pistol"
}
Image
{
Draw = "END4", 108, 68
Time = -5
Sound = "weapons/pistol"
}
Image
{
Draw = "END5", 108, 68
Time = -5
Sound = "weapons/pistol"
}
Image
{
Draw = "END6", 108, 68
Time = -5
Sound = "weapons/pistol"
}
}
Intermission Inter_Underwater
{
Image
{
Background = "E2END", 0
}
GotoTitle
{
}
}
Intermission Inter_Demonscroll
{
Scroller
{
ScrollDirection = Up
Background = "FINAL1"
Background2 = "FINAL2"
InitialDelay = 2
Scrolltime = -600
}
}
Intermission Inter_BuyStrife
{
Scroller
{
ScrollDirection = Left
Background = "CREDIT"
Background2 = "VELLOGO"
InitialDelay = -230
Scrolltime = -640
}
}
Intermission Inter_Cast
{
Image
{
// This is only here to initialize the background and the music
Background = "$bgcastcall"
Time = -1
Music = "$MUSIC_EVIL"
}
Link = Doom2Cast
}
Intermission Doom2Cast
{
Cast
{
CastClass = "Zombieman"
CastName = "$CC_ZOMBIE"
AttackSound = "Missile", 1, "grunt/attack"
}
Cast
{
CastClass = "ShotgunGuy"
CastName = "$CC_SHOTGUN"
AttackSound = "Missile", 1, "shotguy/attack"
}
Cast
{
CastClass = "ChaingunGuy"
CastName = "$CC_HEAVY"
AttackSound = "Missile", 1, "chainguy/attack"
AttackSound = "Missile", 2, "chainguy/attack"
AttackSound = "Missile", 3, "chainguy/attack"
}
Cast
{
CastClass = "DoomImp"
CastName = "$CC_IMP"
AttackSound = "Missile", 2, "imp/attack"
}
Cast
{
CastClass = "Demon"
CastName = "$CC_DEMON"
AttackSound = "Melee", 1, "demon/melee"
}
Cast
{
CastClass = "LostSoul"
CastName = "$CC_LOST"
AttackSound = "Missile", 1, "skull/melee"
}
Cast
{
CastClass = "Cacodemon"
CastName = "$CC_CACO"
AttackSound = "Missile", 1, "caco/attack"
}
Cast
{
CastClass = "HellKnight"
CastName = "$CC_HELL"
AttackSound = "Missile", 1, "baron/attack"
}
Cast
{
CastClass = "BaronOfHell"
CastName = "$CC_BARON"
AttackSound = "Missile", 1, "baron/attack"
}
Cast
{
CastClass = "Arachnotron"
CastName = "$CC_ARACH"
AttackSound = "Missile", 1, "baby/attack"
}
Cast
{
CastClass = "PainElemental"
CastName = "$CC_PAIN"
AttackSound = "Missile", 2, "skull/melee"
}
Cast
{
CastClass = "Revenant"
CastName = "$CC_REVEN"
AttackSound = "Missile", 1, "skeleton/attack"
AttackSound = "Melee", 1, "skeleton/swing"
AttackSound = "Melee", 3, "skeleton/melee"
}
Cast
{
CastClass = "Fatso"
CastName = "$CC_MANCU"
AttackSound = "Missile", 1, "fatso/attack"
AttackSound = "Missile", 4, "fatso/attack"
AttackSound = "Missile", 7, "fatso/attack"
}
Cast
{
CastClass = "Archvile"
CastName = "$CC_ARCH"
AttackSound = "Missile", 1, "vile/start"
}
Cast
{
CastClass = "SpiderMastermind"
CastName = "$CC_SPIDER"
AttackSound = "Missile", 1, "spider/attack"
AttackSound = "Missile", 2, "spider/attack"
}
Cast
{
CastClass = "Cyberdemon"
CastName = "$CC_CYBER"
AttackSound = "Missile", 1, "weapons/rocklf"
AttackSound = "Missile", 3, "weapons/rocklf"
AttackSound = "Missile", 5, "weapons/rocklf"
}
Cast
{
CastClass = "DoomPlayer"
CastName = "$CC_HERO"
AttackSound = "Missile", 0, "weapons/sshotf"
}
Link = Doom2Cast // restart cast call
}
Intermission Inter_Chess
{
Fader
{
Music = "Hall"
Background = "FINALE1"
Time = 2
FadeType = FadeIn
}
TextScreen
{
Background = "FINALE1"
TextSpeed = 3
TextLump = "win1msg"
Time = -250
}
TextScreen
{
Music = "Orb"
Background = "FINALE2"
TextSpeed = 3
TextLump = "win2msg"
Time = -250
}
Fader
{
Background = "FINALE2"
Time = 2
FadeType = FadeOut
}
Fader
{
Music = "Chess"
Background = "FINALE3"
DrawConditional = "Multiplayer", "CHESSALL", 20, 0
DrawConditional = "ClericPlayer", "CHESSC", 60, 0
DrawConditional = "MagePlayer", "CHESSM", 60, 0
Time = 2
FadeType = FadeIn
}
TextScreen
{
Background = "FINALE3"
DrawConditional = "Multiplayer", "CHESSALL", 20, 0
DrawConditional = "ClericPlayer", "CHESSC", 60, 0
DrawConditional = "MagePlayer", "CHESSM", 60, 0
TextSpeed = 3
TextLump = "win3msg"
Position = 5, 135
}
}
DamageType Drowning
{
NoArmor
}