6DC9F6CCEAE7A91AEC48EBE506F22BC4 // void.wad MAP01
{
	setslopeoverflow
}

B2D8DA03489D1C67F60DC87FBC4EA338 // map01 - Massmouth 2
801304DA3784308D333951B5E0CF8E9E // map02
6EA4D5CAEA16857B2A882467E1633BC2 // map03
A4E01929938958BB9DA9EF3066802184 // map04
54F4B897BAA50F070CECA25555031C15 // map05
BB93EA15CA068FBC7E0381E4E959207C // map06
960397183E44D26212E8876681D2801D // map07
E4D05765BDB5BF9D22F0548E2807BAE9 // map08
696203E7A2C8A14C00F8824F74BD3D53 // map09
EEFB83ABB26A473382FAA063CF120501 // map10
FD031167E57BD1EEB65279F5895300F2 // map11
9C69328D5B82392DEA1C0552CF283F38 // map12
16569BB1F80D52304319DDD0C2DE4B5A // map13
1760E2F04B4E2C5CDD235855FCAB8327 // map14
A80E7EE40E0D0C76A6FBD242BE29FE27 // map15
2F1F8E27FBB5EF21AFBE1F3B13C03037 // map16
1CE294781A2455DE72C197E0B3DF6212 // map31
{
	setslopeoverflow
	resetplayerspeed
}

6DA6FCBA8089161BDEC6A1D3F6C8D60F // Eternal Doom MAP25
{
	stairs
	maskedmidtex
}

10E1E2B36302D31AC4AE68C84B5DC457 // Eternal Doom MAP28
{
	// What's really sad is that I got a separate bug report for this map
	// years ago, but nobody made mention of this problem back then.
	trace
	useblocking
}

// mostly cosmetic (except AV MAP07 and MM2 MAP25)
0EECBF37B328C9CAAF20DED4949A4157 // Sudtic e2m6
4ACE0644883BDA0CBA254FA02C9ACF83 // Teutic e3m4
9F2BE080A33F775294BD78822456924E // Nukemine e1m4
CD31793D3A4B00231B124C0C23649644 // Strain map02
19094AEB53D12EFC8E0568424F659F11 // Strain map31
60733BDD1AA3F4B2262ADC79B2E1B5AB // Memento Mori map29
F84AB4557464A383E93F37CD3A82AC48 // MM2 map03
1497894956B3C8EBE8A240B7FDD99C6A // MM2 map25
941E4CB56EE4184E0B1ED43486AB0BBF // AV map07
{
	shorttex
}

2FE901F659A16E58D7BCD7C30021C238 // AV map15
74AF92E96FE10D039D31C1F6526D7D7C // Real World map11
{
	trace
}

9D50EBE17CEC78938C7A668DB0768611 // Strain map07: Make the exit accessible
{
	clearlineflags 1021 1
}

71C2E6D9CFA3D8750C6A9599FB2453BD // Hacx map03: There are some switches behind 
96368EB950E33AF62EA6423434E3CEF7 // HacX map17: shootable covers in these levels
BA530202AF0BA0C6CBAE6A0C7076FB72 // Requiem map04
{
	useblocking
}

// Cosmetic, but that option was added just for this map so it'd be a shame not to use it
6BC4D6B73165D8C86CF190D44C87EE70 // Suspended in Dusk map01
{
	sectorsounds
}

7F24BFC1791F0107CE8F30B7FD3D9802 // Community Chest map29
{
	wallrun
}

// Doomsday of UAC: both the barons and the cyberdemon need to activate sector tagged 666
32FC3115A3162B623F0D0F4E7DEE6861 // e1m8
{
	anybossdeath
}

// Arch-Vile ghost monster effect is used by the following maps
145C4DFCF843F2B92C73036BA0E1D98A // Hell Revealed map26
5379C080299EB961792B50AD96821543 // Hell to Pay map14
7837B5334A277F107515D649BCEFB682 // Hell to Pay map22
2EEB1E12FA9F9545DE9D99990A4A78E5 // Icarus map24
65A53A09A09525AE42EA210BF879CD37 // Plutonia 2 map32
2499CF9A9351BE9BC4E9C66FC9F291A7 // Requiem map23
3CA5493FEFF2E27BFD4181E6C4A3C2BF // The Waterfront map01
CBDFEFAC579A62DE8F1B48CA4A09D381 // gather2.wad map05 and darkside.wad map01
C7A2FAFB0AFB2632C50AD625CDB50E51 // Reverie map18
{
	corpsegibs
	vileghosts
}

// invert the sorting order of overlapping sprites at the same spot
551D6B416EB3324790BC0F0F74B49600 // Strain map13
2F49C29691F8565F0B99B27FCF2627E6 // Astrostein 1 MAP01
55A741F9C2955C2B06F2387E45ED6C62 // MAP02
4E7286B735671A942C54FAC6CB52A8C3 // MAP03
825772094FF3569FC3722145F82F820A // MAP04
CB6CF6BE0EA4A6AB9830FBB7F9192B80 // MAP05
AB24CCF84C2FE1A543FE033589BD1FBC // MAP06
6BE0908B4DAFF53AA0A7493C04A608A4 // MAP07
305275E5E07755E17AAB064981279295 // MAP08
A8FBF3600088E79D02283C40D12B7F26 // MAP09
A8FBF3600088E79D02283C40D12B7F26 // MAP09
F0C95C76237DF617560577767EC21E1C // MAP10
2A2AF2CDAB7E7A66D28AFC3AA6243DCC // Astrostein 2 map01
0667DA831EB293D3387579565C11F0DD // map02
76DA72420EBE0A53D861373D7123DE33 // map03
5A4F8186580FFE41BCD80960B7F19CA8 // map04
E3A1EE2A0A2FB27496074057E3FA82F0 // map05
1CA60DE4062F41DC1A39396228913882 // map06
DABC3033A734DEF402A8FEF6C2FEDCC2 // map07
2E8211EA051EA8C3241859D1854386D6 // map08
EAD27C506AFC856BE07DDDDED20D7ED0 // map09
7DA47B044E2D5D17EAE2960BBFAEDE1A // Astrostein 3 map10
46E0F4529E8E396DEDC8DB83443078A7 // map13
2742D556921FBE753C16175F0C980091 // map14
AB1A6C1D3898D4259C0645306939374C // map15
0599F0D0CC1F41F52B7E8214D0348EEA // map17
CA267398C9B3A8F79349D3394F8B2106 // map20
{
	spritesort
}

DCE862393CAAA6FF1294FB7056B53057 // UAC Ultra map07: Contains a scroller depending on Boom side effects
{
	setlinespecial 391 Sector_CopyScroller 99 6 0 0 0
}

1D9E43988940CCD3555724E15DD8B1AB // Happy Time Circus map01 has bad teleporters
{
	ignoreteleporttags
}

8FF30D57F6CE64F085A6567EC302842A // Enjay's test map for this flag
9D7893D09FEE55C31B73C670DF850962 // Memento Mori II, map12
{
	badangles
}

E2B5D1400279335811C1C1C0B437D9C8 // Deathknights of the Dark Citadel, map54
{
	// This map has two gear boxes which are flagged for player cross
	// activation instead of the proper player uses activation.
	setactivation 963 2
	setactivation 943 2
}

2B65CB046EA40D2E44576949381769CA // Commercial Doom e3m4
{
	// This line is erroneously specified as Door_Raise that monsters
	// can operate. If they do, they block you off from half the map. Change
	// this into a one-shot Door_Open so that it won't close.
	setlinespecial 1069 Door_Open 0 16 0 0 0
	clearlineflags 1069 0x200
}

3F249EDD62A3A08F53A6C53CB4C7ABE5 // Artica 3 map01
{
	clearlinespecial 66
}

8FA29398776146189396AA1AC6BB9E13 // Roger Ritenour's Phobos map03
{
	floormove
}

// There is a special at the beginning of the level which relies on the Pain Elemental's lost soul limit.
811A0C97777A198BC9B2BB558CB46E6A // Hell Revealed map19
{
	limitpain
}

// Daedalus: Fix SPAC_Push lines that aren't on lines you can actually push
3ABB618A475BCBC531B457BAA6E4E70A // map04
{
	// forcefields
	// the lines we're setting are already set for repeatable SPAC_Push
	clearlinespecial 90
	setlinespecial 3749 ACS_Execute 23 0 1 0 0
	clearlinespecial 94
	setlinespecial 3766 ACS_Execute 23 0 2 0 0
	clearlinespecial 92
	setlinespecial 3777 ACS_Execute 23 0 3 0 0
	clearlinespecial 98
	setlinespecial 3784 ACS_Execute 23 0 4 0 0
}
795FDE3CC1C97140F326D0152B3FCE2A // map24
{
	// doors
	clearlinespecial 1512
	setlinespecial 1505 Door_Raise 213 50 100 0 0
	setlineflags 1505 0x200		// repeatable
	setactivation 1505 16		// SPAC_Push
	clearlinespecial 1514
	setlinespecial 1508 Door_Raise 213 50 100 0 0
	setlineflags 1508 0x200
	setactivation 1508 16
	
	clearlinespecial 1525
	setlinespecial 1522 Door_Raise 214 50 100 0 0
	setlineflags 1522 0x200
	setactivation 1522 16
	clearlinespecial 1530
	setlinespecial 1527 Door_Raise 214 50 100 0 0
	setlineflags 1527 0x200
	setactivation 1527 16
	
	clearlinespecial 5277
	setlinespecial 5209 Door_Raise 24 20 255 0 0
	setlineflags 5209 0x200
	setactivation 5209 16
	clearlinespecial 5714
	setlinespecial 5267 Door_Raise 24 20 255 0 0
	setlineflags 5267 0x200
	setactivation 5267 16
	
	clearlinespecial 5715
	setlinespecial 5229 Door_Raise 24 20 255 0 0
	setlineflags 5229 0x200
	setactivation 5229 16
	clearlinespecial 5345
	setlinespecial 5232 Door_Raise 24 20 255 0 0
	setlineflags 5232 0x200
	setactivation 5232 16
	
	// consoles?
	clearlinespecial 3639
	setlinespecial 3633 ACS_Execute 14 0 0 0 0
	setlinespecial 3635 ACS_Execute 14 0 0 0 0
	setlineflags 3633 0x200
	setlineflags 3635 0x200
	setactivation 3633 16
	setactivation 3635 16

	clearlinespecial 3647
	setlinespecial 3644 ACS_Execute 14 0 0 0 0
	setlinespecial 3641 ACS_Execute 14 0 0 0 0
	setlineflags 3644 0x200
	setlineflags 3641 0x200
	setactivation 3644 16
	setactivation 3641 16
	
	clearlinespecial 3659
	clearlinespecial 3657
	setlinespecial 3653 ACS_Execute 13 0 0 0 0
	setlinespecial 3655 ACS_Execute 13 0 0 0 0
	setlinespecial 3651 ACS_Execute 13 0 0 0 0
	setlinespecial 3654 ACS_Execute 13 0 0 0 0
	setlineflags 3653 0x200
	setlineflags 3655 0x200
	setlineflags 3651 0x200
	setlineflags 3654 0x200
	setactivation 3653 16
	setactivation 3655 16
	setactivation 3651 16
	setactivation 3654 16
}

// Community Chest 3
F481922F4881F74760F3C0437FD5EDD0 // map03
{
	// I have no idea how this conveyor belt setup manages to work under Boom.
	// Set the sector the voodoo doll ends up standing on when sectors tagged
	// 1 are raised so that the voodoo doll will be carried.
	setlinespecial 3559 Sector_CopyScroller 17 6 0 0 0
}

7C1913DEE396BA26CFF22A0E9369B7D2 // Nuke Mine, e1m2
{
	clearlinespecial 1107
	clearlinespecial 1108
}

5B862477519B21B30059A466F2FF6460 // Khorus, map08
{
	// This map uses a voodoo conveyor with slanted walls to shunt the
	// voodoo doll into side areas. For some reason, this voodoo doll
	// is unable to slide on them, because the slide calculation gets
	// them slightly inside the walls and thinks they are stuck. I could
	// not reproduce this with the real player, which is what has me
	// stumped. So, help them out be attaching some ThrustThing specials
	// to the walls.
	setlinespecial 443 ThrustThing 96 4 0 0 0
	setlineflags 443 0x200		// repeatable
	setactivation 443 16		// SPAC_Push
	setlinespecial 455 ThrustThing 96 4 0 0 0
	setlineflags 455 0x200		// repeatable
	setactivation 455 16		// SPAC_Push
}

6DC9F6CCEAE7A91AEC48EBE506F22BC4 // Void
{
	// Slightly squash the pillars in the starting room with "stimpacks"
	// floating on them so that they can be obtained.
	sectorflooroffset 62 -8
	setwallyscale 286 front bot 1.090909
	setwallyscale 287 front bot 1.090909
	setwallyscale 288 front bot 1.090909
	setwallyscale 289 front bot 1.090909
	
	sectorflooroffset 63 -8
	setwallyscale 290 front bot 1.090909
	setwallyscale 291 front bot 1.090909
	setwallyscale 292 front bot 1.090909
	setwallyscale 293 front bot 1.090909
	
	sectorflooroffset 118 -8
	setwallyscale 710 front bot 1.090909
	setwallyscale 711 front bot 1.090909
	setwallyscale 712 front bot 1.090909
	setwallyscale 713 front bot 1.090909
	
	sectorflooroffset 119 -8
	setwallyscale 714 front bot 1.090909
	setwallyscale 715 front bot 1.090909
	setwallyscale 716 front bot 1.090909
	setwallyscale 717 front bot 1.090909
}
