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