mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-11 13:11:48 +00:00
623 lines
12 KiB
Text
623 lines
12 KiB
Text
include "mapinfo/conversationids.txt"
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Gameinfo
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{
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CheatKey = "maparrows/key.txt"
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EasyKey = "maparrows/ravenkey.txt"
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}
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DoomEdNums
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{
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0 = Unknown
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1 = "$Player1Start"
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2 = "$Player2Start"
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3 = "$Player3Start"
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4 = "$Player4Start"
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11 = "$DeathmatchStart"
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14 = TeleportDest
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118 = ZBridge
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888 = MBFHelperDog
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1400 = "$SSeqOverride", 0
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1401 = "$SSeqOverride", 1
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1402 = "$SSeqOverride", 2
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1403 = "$SSeqOverride", 3
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1404 = "$SSeqOverride", 4
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1405 = "$SSeqOverride", 5
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1406 = "$SSeqOverride", 6
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1407 = "$SSeqOverride", 7
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1408 = "$SSeqOverride", 8
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1409 = "$SSeqOverride", 9
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1411 = "$SSeqOverride"
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1500 = "$VavoomFloor"
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1501 = "$VavoomCeiling"
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1502 = VavoomLightWhite
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1503 = VavoomLightColor
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1504 = "$VertexFloorZ"
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1505 = "$VertexCeilingZ"
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5001 = PointPusher
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5002 = PointPuller
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5004 = FS_Mapspot
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5006 = SkyCamCompat
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5061 = InvisibleBridge32
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5064 = InvisibleBridge16
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5065 = InvisibleBridge8
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9001 = MapSpot
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9013 = MapSpotGravity
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9024 = PatrolPoint
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9025 = SecurityCamera
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9026 = Spark
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9027 = RedParticleFountain
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9028 = GreenParticleFountain
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9029 = BlueParticleFountain
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9030 = YellowParticleFountain
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9031 = PurpleParticleFountain
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9032 = BlackParticleFountain
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9033 = WhiteParticleFountain
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9037 = BetaSkull
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9038 = ColorSetter
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9039 = FadeSetter
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9040 = MapMarker
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9041 = SectorFlagSetter
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9043 = TeleportDest3
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9044 = TeleportDest2
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9045 = Waterzone
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9046 = SecretTrigger
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9047 = PatrolSpecial
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9048 = SoundEnvironment
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9070 = InterpolationPoint
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9071 = PathFollower
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9072 = MovingCamera
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9073 = AimingCamera
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9074 = ActorMover
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9075 = InterpolationSpecial
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9076 = HateTarget
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9077 = UpperStackLookOnly
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9078 = LowerStackLookOnly
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9080 = SkyViewpoint
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9081 = SkyPicker
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9082 = SectorSilencer
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9083 = SkyCamCompat
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9200 = Decal
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9300 = "$PolyAnchor"
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9301 = "$PolySpawn"
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9302 = "$PolySpawnCrush"
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9303 = "$PolySpawnHurt"
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9500 = "$SlopeFloorPointLine"
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9501 = "$SlopeCeilingPointLine"
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9502 = "$SetFloorSlope"
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9503 = "$SetCeilingSlope"
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9510 = "$CopyFloorPlane"
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9511 = "$CopyCeilingPlane"
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9600 = SecActDamageFloor
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9601 = SecActDamageCeiling
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9602 = SecActDeathFloor
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9603 = SecActDeathCeiling
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9604 = SecActDamage3D
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9605 = SecActDeath3D
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9800 = PointLight
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9801 = PointLightPulse
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9802 = PointLightFlicker
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9803 = SectorPointLight
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9804 = PointLightFlickerRandom
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9810 = PointLightAdditive
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9811 = PointLightPulseAdditive
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9812 = PointLightFlickerAdditive
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9813 = SectorPointLightAdditive
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9814 = PointLightFlickerRandomAdditive
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9820 = PointLightSubtractive
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9821 = PointLightPulseSubtractive
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9822 = PointLightFlickerSubtractive
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9823 = SectorPointLightSubtractive
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9824 = PointLightFlickerRandomSubtractive
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9825 = VavoomLight
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9830 = PointLightAttenuated
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9831 = PointLightPulseAttenuated
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9832 = PointLightFlickerAttenuated
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9833 = SectorPointLightAttenuated
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9834 = PointLightFlickerRandomAttenuated
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9840 = SpotLight
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9841 = SpotLightPulse
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9842 = SpotLightFlicker
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9843 = SectorSpotLight
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9844 = SpotLightFlickerRandom
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9850 = SpotLightAdditive
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9851 = SpotLightPulseAdditive
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9852 = SpotLightFlickerAdditive
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9853 = SectorSpotLightAdditive
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9854 = SpotLightFlickerRandomAdditive
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9860 = SpotLightSubtractive
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9861 = SpotLightPulseSubtractive
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9862 = SpotLightFlickerSubtractive
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9863 = SectorSpotLightSubtractive
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9864 = SpotLightFlickerRandomSubtractive
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9870 = SpotLightAttenuated
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9871 = SpotLightPulseAttenuated
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9872 = SpotLightFlickerAttenuated
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9873 = SectorSpotLightAttenuated
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9874 = SpotLightFlickerRandomAttenuated
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9982 = SecActEyesAboveC
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9983 = SecActEyesBelowC
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9988 = CustomSprite
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9989 = SecActHitFakeFloor
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9990 = InvisibleBridge
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9991 = CustomBridge
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9992 = SecActEyesSurface
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9993 = SecActEyesDive
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9994 = SecActUseWall
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9995 = SecActUse
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9996 = SecActHitCeil
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9997 = SecActExit
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9998 = SecActEnter
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9999 = SecActHitFloor
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14001 = AmbientSound, 1, +
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14002 = AmbientSound, 2, +
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14003 = AmbientSound, 3, +
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14004 = AmbientSound, 4, +
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14005 = AmbientSound, 5, +
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14006 = AmbientSound, 6, +
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14007 = AmbientSound, 7, +
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14008 = AmbientSound, 8, +
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14009 = AmbientSound, 9, +
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14010 = AmbientSound, 10, +
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14011 = AmbientSound, 11, +
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14012 = AmbientSound, 12, +
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14013 = AmbientSound, 13, +
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14014 = AmbientSound, 14, +
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14015 = AmbientSound, 15, +
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14016 = AmbientSound, 16, +
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14017 = AmbientSound, 17, +
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14018 = AmbientSound, 18, +
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14019 = AmbientSound, 19, +
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14020 = AmbientSound, 20, +
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14021 = AmbientSound, 21, +
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14022 = AmbientSound, 22, +
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14023 = AmbientSound, 23, +
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14024 = AmbientSound, 24, +
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14025 = AmbientSound, 25, +
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14026 = AmbientSound, 26, +
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14027 = AmbientSound, 27, +
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14028 = AmbientSound, 28, +
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14029 = AmbientSound, 29, +
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14030 = AmbientSound, 30, +
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14031 = AmbientSound, 31, +
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14032 = AmbientSound, 32, +
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14033 = AmbientSound, 33, +
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14034 = AmbientSound, 34, +
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14035 = AmbientSound, 35, +
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14036 = AmbientSound, 36, +
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14037 = AmbientSound, 37, +
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14038 = AmbientSound, 38, +
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14039 = AmbientSound, 39, +
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14040 = AmbientSound, 40, +
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14041 = AmbientSound, 41, +
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14042 = AmbientSound, 42, +
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14043 = AmbientSound, 43, +
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14044 = AmbientSound, 44, +
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14045 = AmbientSound, 45, +
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14046 = AmbientSound, 46, +
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14047 = AmbientSound, 47, +
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14048 = AmbientSound, 48, +
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14049 = AmbientSound, 49, +
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14050 = AmbientSound, 50, +
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14051 = AmbientSound, 51, +
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14052 = AmbientSound, 52, +
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14053 = AmbientSound, 53, +
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14054 = AmbientSound, 54, +
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14055 = AmbientSound, 55, +
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14056 = AmbientSound, 56, +
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14057 = AmbientSound, 57, +
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14058 = AmbientSound, 58, +
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14059 = AmbientSound, 59, +
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14060 = AmbientSound, 60, +
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14061 = AmbientSound, 61, +
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14062 = AmbientSound, 62, +
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14063 = AmbientSound, 63, +
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14064 = AmbientSound, 64, +
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14065 = AmbientSound
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14066 = SoundSequence
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14067 = AmbientSoundNoGravity
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14101 = MusicChanger, 1
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14102 = MusicChanger, 2
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14103 = MusicChanger, 3
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14104 = MusicChanger, 4
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14105 = MusicChanger, 5
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14106 = MusicChanger, 6
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14107 = MusicChanger, 7
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14108 = MusicChanger, 8
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14109 = MusicChanger, 9
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14110 = MusicChanger, 10
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14111 = MusicChanger, 11
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14112 = MusicChanger, 12
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14113 = MusicChanger, 13
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14114 = MusicChanger, 14
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14115 = MusicChanger, 15
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14116 = MusicChanger, 16
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14117 = MusicChanger, 17
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14118 = MusicChanger, 18
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14119 = MusicChanger, 19
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14120 = MusicChanger, 20
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14121 = MusicChanger, 21
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14122 = MusicChanger, 22
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14123 = MusicChanger, 23
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14124 = MusicChanger, 24
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14125 = MusicChanger, 25
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14126 = MusicChanger, 26
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14127 = MusicChanger, 27
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14128 = MusicChanger, 28
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14129 = MusicChanger, 29
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14130 = MusicChanger, 30
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14131 = MusicChanger, 31
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14132 = MusicChanger, 32
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14133 = MusicChanger, 33
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14134 = MusicChanger, 34
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14135 = MusicChanger, 35
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14136 = MusicChanger, 36
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14137 = MusicChanger, 37
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14138 = MusicChanger, 38
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14139 = MusicChanger, 39
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14140 = MusicChanger, 40
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14141 = MusicChanger, 41
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14142 = MusicChanger, 42
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14143 = MusicChanger, 43
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14144 = MusicChanger, 44
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14145 = MusicChanger, 45
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14146 = MusicChanger, 46
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14147 = MusicChanger, 47
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14148 = MusicChanger, 48
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14149 = MusicChanger, 49
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14150 = MusicChanger, 50
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14151 = MusicChanger, 51
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14152 = MusicChanger, 52
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14153 = MusicChanger, 53
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14154 = MusicChanger, 54
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14155 = MusicChanger, 55
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14156 = MusicChanger, 56
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14157 = MusicChanger, 57
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14158 = MusicChanger, 58
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14159 = MusicChanger, 59
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14160 = MusicChanger, 60
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14161 = MusicChanger, 61
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14162 = MusicChanger, 62
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14163 = MusicChanger, 63
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14164 = MusicChanger, 64
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14165 = MusicChanger
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32000 = DoomBuilderCamera
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}
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SpawnNums
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{
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41 = Rock1
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42 = Rock2
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43 = Rock3
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44 = Dirt1
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45 = Dirt2
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46 = Dirt3
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47 = Dirt4
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48 = Dirt5
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49 = Dirt6
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54 = SGShard1
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55 = SGShard2
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56 = SGShard3
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57 = SGShard4
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58 = SGShard5
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59 = SGShard6
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60 = SGShard7
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61 = SGShard8
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62 = SGShard9
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63 = SGShard0
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130 = Blood
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}
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Intermission Inter_Titlescreen
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{
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GotoTitle
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{
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}
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}
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Intermission Inter_Pic1
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{
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Image
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{
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Background = "@1" // index into finalepic FadeIn gameinfo block
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}
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}
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Intermission Inter_Pic2
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{
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Image
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{
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Background = "@2"
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}
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}
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Intermission Inter_Pic3
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{
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Image
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{
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Background = "@3"
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}
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}
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Intermission Inter_Bunny
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{
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Scroller
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{
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ScrollDirection = Left
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Background = "PFUB1"
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Background2 = "PFUB2"
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Music = "$MUSIC_BUNNY"
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InitialDelay = -230
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Scrolltime = -640
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Time = -1130
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}
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Link = TheEnd
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}
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Intermission TheEnd
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{
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// no backgrounds are set here so this will reuse the previous one.
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Image
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{
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Draw = "END0", 108, 68
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Time = -50
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}
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Image
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{
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Draw = "END1", 108, 68
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Time = -5
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Sound = "weapons/pistol"
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}
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Image
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{
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Draw = "END2", 108, 68
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Time = -5
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Sound = "weapons/pistol"
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}
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Image
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{
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Draw = "END3", 108, 68
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Time = -5
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Sound = "weapons/pistol"
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}
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Image
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{
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Draw = "END4", 108, 68
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Time = -5
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Sound = "weapons/pistol"
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}
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Image
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{
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Draw = "END5", 108, 68
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Time = -5
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Sound = "weapons/pistol"
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}
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Image
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{
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Draw = "END6", 108, 68
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Time = -5
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Sound = "weapons/pistol"
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}
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}
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Intermission Inter_Underwater
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{
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Image
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{
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Background = "E2END", 0
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}
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GotoTitle
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{
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}
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}
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Intermission Inter_Demonscroll
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{
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Scroller
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{
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ScrollDirection = Up
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Background = "FINAL1"
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Background2 = "FINAL2"
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InitialDelay = 2
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Scrolltime = -600
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}
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}
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Intermission Inter_BuyStrife
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{
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Scroller
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{
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ScrollDirection = Left
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Background = "CREDIT"
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Background2 = "VELLOGO"
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InitialDelay = -230
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Scrolltime = -640
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}
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}
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Intermission Inter_Cast
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{
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Image
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{
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// This is only here to initialize the background and the music
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Background = "$bgcastcall"
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Time = -1
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Music = "$MUSIC_EVIL"
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}
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Link = Doom2Cast
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}
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Intermission Doom2Cast
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{
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Cast
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{
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CastClass = "Zombieman"
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CastName = "$CC_ZOMBIE"
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AttackSound = "Missile", 1, "grunt/attack"
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}
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Cast
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{
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CastClass = "ShotgunGuy"
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CastName = "$CC_SHOTGUN"
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AttackSound = "Missile", 1, "shotguy/attack"
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}
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Cast
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{
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CastClass = "ChaingunGuy"
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CastName = "$CC_HEAVY"
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AttackSound = "Missile", 1, "chainguy/attack"
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AttackSound = "Missile", 2, "chainguy/attack"
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AttackSound = "Missile", 3, "chainguy/attack"
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}
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Cast
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{
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CastClass = "DoomImp"
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CastName = "$CC_IMP"
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AttackSound = "Missile", 2, "imp/attack"
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}
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Cast
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{
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CastClass = "Demon"
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CastName = "$CC_DEMON"
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AttackSound = "Melee", 1, "demon/melee"
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}
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Cast
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{
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CastClass = "LostSoul"
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CastName = "$CC_LOST"
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AttackSound = "Missile", 1, "skull/melee"
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}
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Cast
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{
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CastClass = "Cacodemon"
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CastName = "$CC_CACO"
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AttackSound = "Missile", 1, "caco/attack"
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}
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Cast
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{
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CastClass = "HellKnight"
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CastName = "$CC_HELL"
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AttackSound = "Missile", 1, "baron/attack"
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}
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Cast
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{
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CastClass = "BaronOfHell"
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CastName = "$CC_BARON"
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AttackSound = "Missile", 1, "baron/attack"
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}
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Cast
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{
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CastClass = "Arachnotron"
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CastName = "$CC_ARACH"
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AttackSound = "Missile", 1, "baby/attack"
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}
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Cast
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{
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CastClass = "PainElemental"
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CastName = "$CC_PAIN"
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AttackSound = "Missile", 2, "skull/melee"
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}
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Cast
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{
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CastClass = "Revenant"
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CastName = "$CC_REVEN"
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AttackSound = "Missile", 1, "skeleton/attack"
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AttackSound = "Melee", 1, "skeleton/swing"
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AttackSound = "Melee", 3, "skeleton/melee"
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}
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Cast
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{
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CastClass = "Fatso"
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CastName = "$CC_MANCU"
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AttackSound = "Missile", 1, "fatso/attack"
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AttackSound = "Missile", 4, "fatso/attack"
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AttackSound = "Missile", 7, "fatso/attack"
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}
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Cast
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{
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CastClass = "Archvile"
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CastName = "$CC_ARCH"
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AttackSound = "Missile", 1, "vile/start"
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}
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Cast
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{
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CastClass = "SpiderMastermind"
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CastName = "$CC_SPIDER"
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AttackSound = "Missile", 1, "spider/attack"
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AttackSound = "Missile", 2, "spider/attack"
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}
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Cast
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{
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CastClass = "Cyberdemon"
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CastName = "$CC_CYBER"
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AttackSound = "Missile", 1, "weapons/rocklf"
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AttackSound = "Missile", 3, "weapons/rocklf"
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AttackSound = "Missile", 5, "weapons/rocklf"
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}
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Cast
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{
|
|
CastClass = "DoomPlayer"
|
|
CastName = "$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
|
|
}
|