include "xlat/defines.i" // Highest crossable line is 231 /* enum { IDBadge = 1, IDCard, PassCard, BrassKey, SilverKey, GoldKey, FrontBaseKey, WhatKey, MilitaryID, MineKey, CatacombKey, ChapelKey, CoreKey, SeveredHand, MaulerKey, OrderKey, OracleKey, Chalice, Quest, Piston, SigilA, Power1, Power2, Power3, GiveQT1, Prison, Factory, Warehouse, SigilB }*/ enum { Base_Key = 1, Govs_Key = 2, Passcard = 3, ID_Badge = 4, Prison_Key = 5, Severed_Hand = 6, Power1_Key = 7, Power2_Key = 8, Power3_Key = 9, Gold_Key = 10, ID_Card = 11, Silver_Key = 12, Oracle_Key = 13, Military_ID = 14, Order_Key = 15, Warehouse_Key = 16, Brass_Key = 17, Red_Crystal_Key = 18, Blue_Crystal_Key = 19, Chapel_Key = 20, Catacomb_Key = 21, Security_Key = 22, Core_Key = 23, Mauler_Key = 24, Factory_Key = 25, MINE_KEY = 26, New_Key5 = 27, Piston = 50, Chalice = 51, ThatDoesntWork = 120, RetailOnly = 121 } // Scrollers 48 = 0, Scroll_Texture_Left (SCROLL_UNIT) 142 = 0, Scroll_Texture_Up (SCROLL_UNIT) 143 = 0, Scroll_Texture_Down (3*SCROLL_UNIT) 149 = 0, Scroll_Texture_Right (SCROLL_UNIT) // Shootables 24 = SHOOT, Floor_RaiseToLowestCeiling (tag, F_SLOW) 46 = SHOOT|REP|MONST, Door_Open (tag, D_SLOW) 47 = SHOOT, Plat_RaiseAndStayTx0 (tag, P_SLOW/2) 180 = SHOOT, ACS_ExecuteWithResult (0, 180, tag) 182 = 14|MONST, GlassBreak () // Crossables 230 = WALK|REP, ACS_ExecuteAlways (0, 0, 230, tag) 2 = WALK, Door_Open (tag, D_SLOW) 227 = WALK|REP, ACS_ExecuteAlways (0, 0, 227, tag) 3 = WALK, Door_Close (tag, D_SLOW) 4 = WALK|MONST, Door_Raise (tag, D_SLOW, VDOORWAIT) 5 = WALK, Floor_RaiseToLowestCeiling (tag, F_SLOW) 6 = WALK, Ceiling_CrushAndRaiseDist (tag, 8, C_FAST, 10) 8 = WALK, Stairs_BuildUpDoom (tag, ST_SLOW, 8) 10 = WALK|MONST, Plat_DownWaitUpStayLip (tag, P_FAST, PLATWAIT, 0) 12 = WALK, Light_MaxNeighbor (tag) 13 = WALK, Light_ChangeToValue (tag, 255) 16 = WALK, Door_CloseWaitOpen (tag, D_SLOW, 240) 17 = WALK, Light_StrobeDoom (tag, 5, 35) 19 = WALK, Floor_LowerToHighest (tag, F_SLOW, 128) 22 = WALK, Plat_RaiseAndStayTx0 (tag, P_SLOW/2) 25 = WALK, Ceiling_CrushAndRaiseDist (tag, 8, C_SLOW, 0) 30 = WALK, Floor_RaiseByTexture (tag, F_SLOW) 35 = WALK, Light_ChangeToValue (tag, 35) 36 = WALK, Floor_LowerToHighest (tag, F_FAST, 128) 37 = WALK, Floor_LowerToLowestTxTy (tag, F_SLOW) 196 = WALK|REP, ACS_ExecuteAlways (0, 0, 196, tag) 212 = WALK|REP, ACS_ExecuteAlways (0, 0, 212, tag) 193 = WALK|REP, ACS_ExecuteAlways (0, 0, 193, tag) 38 = WALK, Floor_LowerToLowest (tag, F_SLOW) 39 = WALK|MONST, Teleport (0, tag) 44 = WALK, Ceiling_LowerAndCrushDist (tag, C_SLOW, 10) 52 = WALK|REP, ACS_ExecuteAlways (0, 0, 52, tag) 53 = WALK, Plat_PerpetualRaiseLip (tag, P_SLOW, PLATWAIT, 0) 54 = WALK, Plat_Stop (tag) 56 = WALK, Floor_RaiseAndCrushDoom (tag, F_SLOW, 10, 2) 57 = WALK, Ceiling_CrushStop (tag) 58 = WALK, Floor_RaiseByValue (tag, F_SLOW, 64) 59 = WALK, Floor_RaiseByValueTxTy (tag, F_SLOW, 24) 104 = WALK, Light_MinNeighbor (tag) 108 = WALK, Door_Raise (tag, D_FAST, VDOORWAIT) 109 = WALK, Door_Open (tag, D_FAST) 100 = WALK, Stairs_BuildUpDoomCrush (tag, ST_TURBO, 16, 0, 0) 197 = WALK|REP, ACS_ExecuteAlways (0, 0, 197, tag) 110 = WALK, Door_Close (tag, D_FAST) 119 = WALK, Floor_RaiseToNearest (tag, F_SLOW) 121 = WALK, Plat_DownWaitUpStayLip (tag, P_TURBO, PLATWAIT, 0) 124 = WALK, Teleport_EndGame () 125 = MONWALK, Teleport (0, tag) 130 = WALK, Floor_RaiseToNearest (tag, F_FAST) 141 = WALK, Ceiling_CrushAndRaiseSilentDist (tag, 8, C_SLOW, 10) 174 = WALK, ACS_ExecuteAlways (0, 0, 174, tag) 183 = WALK, ACS_ExecuteAlways (0, 0, 183, tag) 178 = WALK, Generic_Stairs (tag, ST_FAST, 16, 0, 0) 179 = WALK, Ceiling_LowerToFloor (tag, C_SLOW) 187 = WALK|REP, ACS_ExecuteAlways (0, 0, 187, tag) 188 = WALK|REP, ACS_ExecuteAlways (0, 0, 188, tag) 200 = WALK|REP, ACS_ExecuteAlways (0, 0, 200, tag) 201 = WALK, SendToCommunicator (tag, 1, 0) 202 = WALK, SendToCommunicator (tag, 0, 0) 210 = WALK, SendToCommunicator (tag, 0, 1) 215 = WALK|REP, ACS_ExecuteAlways (0, 0, 215, tag) 204 = WALK, ACS_ExecuteAlways (0, 0, 204, tag) 228 = WALK|REP, ACS_ExecuteAlways (0, 0, 228) 216 = WALK|REP, ACS_ExecuteAlways (0, 0, 216, tag) 90 = WALK|REP, Door_Raise (tag, D_SLOW, VDOORWAIT) 72 = WALK|REP, Ceiling_LowerAndCrushDist (tag, C_SLOW, 10) 73 = WALK|REP, Ceiling_CrushAndRaiseDist (tag, 8, C_SLOW, 0) 74 = WALK|REP, Ceiling_CrushStop (tag) 75 = WALK|REP, Door_Close (tag, D_SLOW) 76 = WALK|REP, Door_CloseWaitOpen (tag, D_SLOW, 240) 77 = WALK|REP, Ceiling_CrushAndRaiseDist (tag, 8, C_FAST, 10) 79 = WALK|REP, Light_ChangeToValue (tag, 35) 80 = WALK|REP, Light_MaxNeighbor (tag) 81 = WALK|REP, Light_ChangeToValue (tag, 255) 82 = WALK|REP, Floor_LowerToLowest (tag, F_SLOW) 83 = WALK|REP, Floor_LowerToHighest (tag, F_SLOW, 128) 84 = WALK|REP, Floor_LowerToLowestTxTy (tag, F_SLOW) 86 = WALK|REP, Door_Open (tag, D_SLOW) 87 = WALK|REP, Plat_PerpetualRaiseLip (tag, P_SLOW, PLATWAIT, 0) 88 = WALK|REP|MONST, Plat_DownWaitUpStayLip (tag, P_FAST, PLATWAIT, 0) 89 = WALK|REP, Plat_Stop (tag) 91 = WALK|REP, Floor_RaiseToLowestCeiling (tag, F_SLOW) 92 = WALK|REP, Floor_RaiseByValue (tag, F_SLOW, 64) 93 = WALK|REP, Floor_RaiseByValueTxTy (tag, F_SLOW, 24) 94 = WALK|REP, Floor_RaiseAndCrushDoom (tag, F_SLOW, 10, 2) 95 = WALK|REP, Plat_RaiseAndStayTx0 (tag, P_SLOW/2) 96 = WALK|REP, Floor_RaiseByTexture (tag, F_SLOW) 97 = WALK|REP|MONST, Teleport (0, tag) 98 = WALK|REP, Floor_LowerToHighest (tag, F_FAST, 128) 105 = WALK|REP, Door_Raise (tag, D_FAST, VDOORWAIT) 106 = WALK|REP, Door_Open (tag, D_FAST) 107 = WALK|REP, Door_Close (tag, D_FAST) 120 = WALK|REP, Plat_DownWaitUpStayLip (tag, P_TURBO, PLATWAIT, 0) 126 = MONWALK|REP, Teleport (0, tag) 128 = WALK|REP, Floor_RaiseToNearest (tag, F_SLOW) 129 = WALK|REP, Floor_RaiseToNearest (tag, F_FAST) 186 = WALK|REP, ACS_ExecuteAlways (0, 0, 186, tag) 145 = WALK|REP, ACS_ExecuteAlways (0, 0, 145, tag) 175 = WALK|REP, ACS_ExecuteAlways (0, 0, 175, tag) 198 = WALK|REP, ACS_ExecuteAlways (0, 0, 198, tag) 150 = WALK|REP, NoiseAlert (0, 0) 208 = WALK|REP, ACS_ExecuteAlways (0, 0, 208, tag) 206 = WALK|REP, ACS_ExecuteAlways (0, 0, 206, tag) 184 = WALK|REP, ACS_ExecuteAlways (0, 0, 184, tag) 185 = WALK|REP|MONST, Teleport_NoFog (0, 1, tag) 195 = WALK|REP|MONST, Teleport_ZombieChanger (0, tag) 203 = WALK|REP, ACS_ExecuteAlways (0, 0, 203, tag) 231 = WALK|REP|MONST, Teleport (0, tag, 1) //666 Is used to slide a horizontal or vertical line. But none of the Strife maps //use it, and polyobjects are better, so I won't bother implementing it. // Local doors 1 = USE|MONST|REP, Door_Raise (0, D_SLOW, VDOORWAIT, tag) 26 = USE|REP, Door_LockedRaise (0, D_SLOW, VDOORWAIT, 4, tag) 27 = USE|REP, Door_LockedRaise (0, D_SLOW, VDOORWAIT, 3, tag) 28 = USE|REP, Door_LockedRaise (0, D_SLOW, VDOORWAIT, 10, tag) 31 = USE|MONST, Door_Open (0, D_SLOW, tag) 32 = USE, Door_LockedRaise (0, D_SLOW, 0, 4, tag) 33 = USE, Door_LockedRaise (0, D_SLOW, 0, 10, tag) 34 = USE, Door_LockedRaise (0, D_SLOW, 0, 3, tag) 117 = USE|REP, Door_Raise (0, D_FAST, VDOORWAIT, tag) 118 = USE, Door_Open (0, D_FAST, tag) 156 = USE, Door_LockedRaise (0, D_SLOW, 0, 17, tag) 157 = USE, Door_LockedRaise (0, D_SLOW, 0, 12, tag) 158 = USE, Door_LockedRaise (0, D_SLOW, 0, 10, tag) 159 = USE|REP, Door_LockedRaise (0, D_SLOW, VDOORWAIT, 10, tag) 160 = USE|REP, Door_LockedRaise (0, D_SLOW, VDOORWAIT, 12, tag) 161 = USE|REP, Door_LockedRaise (0, D_SLOW, VDOORWAIT, 17, tag) 165 = USE, Door_LockedRaise (0, 0, 0, 102) 166 = USE|REP, Door_LockedRaise (0, D_SLOW, VDOORWAIT, 6, tag) 169 = USE|REP, Door_LockedRaise (0, D_SLOW, VDOORWAIT, 1, tag) 170 = USE|REP, Door_LockedRaise (0, D_SLOW, VDOORWAIT, 2, tag) 190 = USE|REP, Door_LockedRaise (0, D_SLOW, VDOORWAIT, 15, tag) 205 = USE|REP, Door_LockedRaise (0, D_SLOW, 0, 103) 213 = USE|REP, ACS_ExecuteWithResult (0, 213, tag) 217 = USE, Door_LockedRaise (0, D_SLOW, 0, 23, tag) 221 = USE, Door_LockedRaise (0, D_SLOW, 0, 24, tag) 224 = USE, Door_LockedRaise (0, D_SLOW, 0, 20, tag) 225 = USE, Door_LockedRaise (0, D_SLOW, 0, 21, tag) 232 = USE|REP, ACS_ExecuteWithResult (0, 232, tag) 144 = USE|MONST|REP, Door_Animated (0, 4, 3*35) 148 = USE|REP, ForceField () 211 = USE|REP, SendToCommunicator (tag, 0, 2, 1) // Switches 7 = USE, Stairs_BuildUpDoom (tag, ST_SLOW, 8) 9 = USE, Floor_Donut (tag, DORATE, DORATE) 14 = USE, Plat_UpByValueStayTx (tag, P_SLOW/2, 4) 15 = USE, Plat_UpByValueStayTx (tag, P_SLOW/2, 3) 18 = USE, Floor_RaiseToNearest (tag, F_SLOW) 20 = USE, Plat_RaiseAndStayTx0 (tag, P_SLOW/2) 21 = USE, Plat_DownWaitUpStayLip (tag, P_FAST, PLATWAIT) 23 = USE, Floor_LowerToLowest (tag, F_SLOW) 29 = USE, Door_Raise (tag, D_SLOW, VDOORWAIT) 40 = USE, ACS_ExecuteWithResult (0, 40, tag) 189 = USE, ACS_LockedExecute (0, 0, 189, tag, 13) 41 = USE, Ceiling_LowerToFloor (tag, C_SLOW) 71 = USE, Floor_LowerToHighest (tag, F_FAST, 128) 49 = USE, Ceiling_CrushAndRaiseDist (tag, 8, C_SLOW, 0, 2) 50 = USE, Door_Close (tag, D_SLOW) 51 = USE, Teleport_EndGame (0) 55 = USE, Floor_RaiseAndCrushDoom (tag, F_SLOW, 10, 2) 101 = USE, Floor_RaiseToLowestCeiling (tag, F_SLOW) 102 = USE, Floor_LowerToHighest (tag, F_SLOW, 128) 103 = USE, Door_Open (tag, D_SLOW) 111 = USE, Door_Raise (tag, D_FAST, VDOORWAIT) 112 = USE, Door_Open (tag, D_FAST) 113 = USE, Door_Close (tag, D_FAST) 122 = USE, Plat_DownWaitUpStayLip (tag, P_TURBO, PLATWAIT, 0) 127 = USE, Stairs_BuildUpDoomCrush (tag, ST_TURBO, 16, 0, 0) 131 = USE, Floor_RaiseToNearest (tag, F_FAST) 133 = USE, Door_LockedRaise (tag, D_FAST, 0, 4) 135 = USE, Door_LockedRaise (tag, D_FAST, 0, 11) 137 = USE, Door_LockedRaise (tag, D_FAST, 0, 3) 162 = USE, Door_LockedRaise (tag, D_FAST, 0, 17) 163 = USE, Door_LockedRaise (tag, D_FAST, 0, 12) 164 = USE, Door_LockedRaise (tag, D_FAST, 0, 10) 167 = USE, Door_LockedRaise (tag, D_FAST, 0, 6) 171 = USE, Door_LockedRaise (tag, D_SLOW, 0, 5) 140 = USE, Floor_RaiseByValueTimes8 (tag, F_SLOW, 64) 146 = USE, Generic_Stairs (tag, ST_FAST, 16, 0, 0) 147 = USE, ClearForceField (tag) 181 = USE, ACS_ExecuteWithResult (0, 181, tag) 194 = USE, ACS_ExecuteWithResult (0, 194, tag) 199 = USE, ACS_ExecuteWithResult (0, 199, tag) 209 = USE, ACS_ExecuteWithResult (0, 209, tag) 219 = USE, ACS_LockedExecute (0, 0, 219, tag, 19) 220 = USE, ACS_LockedExecute (0, 0, 220, tag, 18) 226 = USE, ACS_ExecuteWithResult (0, 226, tag) 235 = USE, ACS_ExecuteWithResult (0, 235, tag) // Buttons 11 = USE|REP, ACS_ExecuteWithResult (0, 11, tag) 42 = USE|REP, Door_Close (tag, D_SLOW) 43 = USE|REP, Ceiling_LowerToFloor (tag, C_SLOW) 45 = USE|REP, Floor_LowerToHighest (tag, F_SLOW, 128) 60 = USE|REP, Floor_LowerToLowest (tag, F_SLOW) 61 = USE|REP, Door_Open (tag, D_SLOW) 62 = USE|REP, Plat_DownWaitUpStayLip (tag, P_FAST, PLATWAIT, 0) 63 = USE|REP, Door_Raise (tag, D_SLOW, VDOORWAIT) 64 = USE|REP, Floor_RaiseToLowestCeiling (tag, F_SLOW) 66 = USE|REP, Plat_UpByValueStayTx (tag, P_SLOW/2, 3) 67 = USE|REP, Plat_UpByValueStayTx (tag, P_SLOW/2, 4) 65 = USE|REP, Floor_RaiseAndCrushDoom (tag, F_SLOW, 10, 2) 68 = USE|REP, Plat_RaiseAndStayTx0 (tag, P_SLOW/2) 69 = USE|REP, Floor_RaiseToNearest (tag, F_SLOW) 70 = USE|REP, Floor_LowerToHighest (tag, F_FAST, 128) 114 = USE|REP, Door_Raise (tag, D_FAST, VDOORWAIT) 115 = USE|REP, Door_Open (tag, D_FAST) 116 = USE|REP, Door_Close (tag, D_FAST) 123 = USE|REP, Plat_DownWaitUpStayLip (tag, P_TURBO, PLATWAIT, 0) 132 = USE|REP, Floor_RaiseToNearest (tag, F_FAST) 172 = USE|REP, Door_LockedRaise (tag, D_SLOW, VDOORWAIT, 7) 173 = USE|REP, Door_LockedRaise (tag, D_SLOW, VDOORWAIT, 8) 176 = USE|REP, Door_LockedRaise (tag, D_SLOW, VDOORWAIT, 9) 191 = USE|REP, Door_LockedRaise (tag, D_SLOW, VDOORWAIT, 14) 192 = USE|REP, Door_LockedRaise (tag, D_SLOW, VDOORWAIT, 16) 223 = USE|REP, Door_LockedRaise (tag, D_SLOW, VDOORWAIT, 26) 99 = USE|REP, Door_LockedRaise (tag, D_FAST, VDOORWAIT, 4) 134 = USE|REP, Door_LockedRaise (tag, D_FAST, VDOORWAIT, 11) 136 = USE|REP, Door_LockedRaise (tag, D_FAST, VDOORWAIT, 3) 151 = USE|REP, Door_LockedRaise (tag, D_FAST, VDOORWAIT, 10) 152 = USE|REP, Door_LockedRaise (tag, D_FAST, VDOORWAIT, 17) 153 = USE|REP, Door_LockedRaise (tag, D_FAST, VDOORWAIT, 12) 168 = USE|REP, Door_LockedRaise (tag, D_FAST, VDOORWAIT, 6) 138 = USE|REP, Light_ChangeToValue (tag, 255) 139 = USE|REP, Light_ChangeToValue (tag, 35) 154 = USE|REP, ACS_LockedExecute (0, 0, 154, tag, 10) 155 = USE|REP, Plat_UpNearestWaitDownStay (tag, P_NORMAL, PLATWAIT) 177 = USE|REP, ACS_LockedExecute (0, 0, 177, tag, 9) 207 = USE|REP, Door_Animated (tag, 4, 3*35) 214 = USE|REP, Plat_DownWaitUpStayLip (tag, 8, 1050, 0, 1) 229 = USE|REP, ACS_ExecuteWithResult (0, 229, tag) 233 = USE|REP, ACS_ExecuteWithResult (0, 233, tag) 234 = USE|REP, ACS_ExecuteWithResult (0, 234, tag) sector bitmask 0xf000 clear; sector bitmask 0xfe0 <<= 3; sector 1 = dLight_Flicker; sector 2 = dLight_StrobeFast; sector 3 = dLight_StrobeSlow; sector 4 = sLight_Strobe_Hurt; sector 5 = sDamage_Hellslime; sector 7 = dDamage_Nukage; sector 8 = dLight_Glow; sector 9 = SECRET_MASK nobitmask; sector 10 = dSector_DoorCloseIn30; sector 11 = dDamage_End; sector 12 = dLight_StrobeSlowSync; sector 13 = dLight_StrobeFastSync; sector 14 = dSector_DoorRaiseIn5Mins; sector 15 = Damage_InstantDeath; sector 16 = sDamage_SuperHellslime; sector 17 = dLight_FireFlicker; sector 18 = Scroll_StrifeCurrent; sector 19 = dDamage_LavaHefty; sector 20 = dScroll_EastLavaDamage; sector 21 = Light_Phased; sector 22 = LightSequenceStart; sector 23 = LightSequenceSpecial1; sector 24 = LightSequenceSpecial2; lineflag 0 = ML_BLOCKING; lineflag 1 = ML_BLOCKMONSTERS; lineflag 2 = ML_TWOSIDED; lineflag 3 = ML_DONTPEGTOP; lineflag 4 = ML_DONTPEGBOTTOM; lineflag 5 = ML_SECRET; lineflag 6 = ML_SOUNDBLOCK; lineflag 7 = ML_DONTDRAW; lineflag 8 = ML_MAPPED; lineflag 9 = ML_RAILING; lineflag 10 = ML_BLOCK_FLOATERS; lineflag 11 = ML_TRANSPARENT; lineflag 12 = ML_TRANSLUCENT;