;This file is parsed by WAD2MAP.EXE ;Much of the DOOM specific information was copied out of the unofficial ;DOOM spec by Matthew S Fell (msfell@aol.com). [DEFINES] ;You can copy these defines straight out of the NAMES.H file #define SECTOREFFECTOR 1 #define ACTIVATOR 2 #define TOUCHPLATE 3 #define ACTIVATORLOCKED 4 #define MUSICANDSFX 5 #define LOCATORS 6 #define CYCLER 7 #define MASTERSWITCH 8 #define RESPAWN 9 #define GPSPEED 10 #define ARROW 20 #define FIRSTGUNSPRITE 21 #define CHAINGUNSPRITE 22 #define RPGSPRITE 23 #define FREEZESPRITE 24 #define SHRINKERSPRITE 25 #define HEAVYHBOMB 26 #define TRIPBOMBSPRITE 27 #define SHOTGUNSPRITE 28 #define CYCLOIDSPRITE 29 #define HEALTHBOX 30 #define AMMOBOX 31 #define INVENTORYBOX 33 #define FREEZEAMMO 37 #define AMMO 40 #define BATTERYAMMO 41 #define CYCLOIDAMMO 42 #define RPGAMMO 44 #define FUELCAN 45 #define CRYSTALAMMO 46 #define HBOMBAMMO 47 #define AMMOLOTS 48 #define SHOTGUNAMMO 49 #define COLA 51 #define SIXPAK 52 #define FIRSTAID 53 #define SHIELD 54 #define STEROIDS 55 #define AIRTANK 56 #define JETPACK 57 #define HEATSENSOR 59 #define ACCESSCARD 60 #define BOOTS 61 #define RESPAWNMARKER 62 #define MIRRORBROKE 70 #define MOONSKY1 80 #define MOONSKY2 81 #define MOONSKY3 82 #define MOONSKY4 83 #define BIGORBIT1 84 #define BIGORBIT2 85 #define BIGORBIT3 86 #define BIGORBIT4 87 #define BIGORBIT5 88 #define LA 89 #define ATOMICHEALTH 100 #define TECHLIGHT2 120 #define TECHLIGHTBUST2 121 #define TECHLIGHT4 122 #define TECHLIGHTBUST4 123 #define WALLLIGHT4 124 #define WALLLIGHTBUST4 125 #define ACCESSSWITCH 130 #define SLOTDOOR 132 #define LIGHTSWITCH 134 #define SPACEDOORSWITCH 136 #define SPACELIGHTSWITCH 138 #define FRANKENSTINESWITCH 140 #define NUKEBUTTON 142 #define MULTISWITCH 146 #define DOORTILE5 150 #define DOORTILE6 151 #define DOORTILE1 152 #define DOORTILE2 153 #define DOORTILE3 154 #define DOORTILE4 155 #define DOORTILE7 156 #define DOORTILE8 157 #define DOORTILE9 158 #define DOORTILE10 159 #define DOORSHOCK 160 #define DIPSWITCH 162 #define DIPSWITCH2 164 #define TECHSWITCH 166 #define DIPSWITCH3 168 #define ACCESSSWITCH2 170 #define REFLECTWATERTILE 180 #define FLOORSLIME 200 #define BIGFORCE 230 #define EPISODE 247 #define W_LIGHT 260 #define SCREENBREAK1 263 #define SCREENBREAK2 264 #define SCREENBREAK3 265 #define SCREENBREAK4 266 #define SCREENBREAK5 267 #define SCREENBREAK6 268 #define SCREENBREAK7 269 #define SCREENBREAK8 270 #define SCREENBREAK9 271 #define SCREENBREAK10 272 #define SCREENBREAK11 273 #define SCREENBREAK12 274 #define SCREENBREAK13 275 #define MASKWALL1 285 #define W_TECHWALL1 293 #define W_TECHWALL2 297 #define W_TECHWALL3 301 #define W_TECHWALL4 305 #define WATERTILE2 336 #define BPANNEL1 341 #define PANNEL1 342 #define PANNEL2 343 #define WATERTILE 344 #define STATIC 351 #define W_SCREENBREAK 357 #define W_HITTECHWALL3 360 #define W_HITTECHWALL4 361 #define W_HITTECHWALL2 362 #define W_HITTECHWALL1 363 #define DOORTILE22 395 #define FANSPRITE 407 #define FANSPRITEBROKE 411 #define FANSHADOW 412 #define FANSHADOWBROKE 416 #define DOORTILE18 447 #define DOORTILE19 448 #define DOORTILE20 449 #define SPACESHUTTLE 487 #define SATELLITE 489 #define VIEWSCREEN2 499 #define VIEWSCREENBROKE 501 #define VIEWSCREEN 502 #define GLASS 503 #define GLASS2 504 #define STAINGLASS1 510 #define MASKWALL5 514 #define SATELITE 516 #define FUELPOD 517 #define SLIMEPIPE 538 #define CRACK1 546 #define CRACK2 547 #define CRACK3 548 #define CRACK4 549 #define FOOTPRINTS 550 #define DOMELITE 551 #define CAMERAPOLE 554 #define CHAIR1 556 #define CHAIR2 557 #define BROKENCHAIR 559 #define MIRROR 560 #define WATERFOUNTAIN 563 #define WATERFOUNTAINBROKE 567 #define FEMMAG1 568 #define TOILET 569 #define STALL 571 #define STALLBROKE 573 #define FEMMAG2 577 #define REACTOR2 578 #define REACTOR2BURNT 579 #define REACTOR2SPARK 580 #define GRATE1 595 #define BGRATE1 596 #define SOLARPANNEL 602 #define NAKED1 603 #define ANTENNA 607 #define TOILETBROKE 615 #define PIPETWO 616 #define PIPETWOBROKE 617 #define WATERPIPE 618 #define PIPEONE 619 #define CAMERA1 621 #define BRICK 626 #define SPLINTERWOOD 630 #define BOLT1 634 #define W_NUMBERS 640 #define WATERDRIP 660 #define WATERBUBBLE 661 #define WATERBUBBLEMAKER 662 #define W_FORCEFIELD 663 #define VACUUM 669 #define FOOTPRINTS2 672 #define FOOTPRINTS3 673 #define FOOTPRINTS4 674 #define EGG 675 #define SCALE 678 #define CHAIR3 680 #define CAMERALIGHT 685 #define MOVIECAMERA 686 #define IVUNIT 689 #define POT1 694 #define POT2 695 #define POT3 697 #define WALLLIGHT3 701 #define WALLLIGHTBUST3 702 #define WALLLIGHT1 703 #define WALLLIGHTBUST1 704 #define WALLLIGHT2 705 #define WALLLIGHTBUST2 706 #define LIGHTSWITCH2 712 #define WAITTOBESEATED 716 #define DOORTILE14 717 #define STATUE 753 #define VASE 765 #define SUSHIPLATE1 768 #define SUSHIPLATE2 769 #define SUSHIPLATE3 774 #define SUSHIPLATE4 779 #define DOORTILE16 781 #define SUSHIPLATE5 792 #define OJ 806 #define HURTRAIL 859 #define POWERSWITCH1 860 #define LOCKSWITCH1 862 #define POWERSWITCH2 864 #define ATM 867 #define STATUEFLASH 869 #define ATMBROKE 888 #define BIGHOLE2 893 #define STRIPEBALL 901 #define QUEBALL 902 #define POCKET 903 #define WOODENHORSE 904 #define TREE1 908 #define TREE2 910 #define CACTUS 911 #define MASKWALL2 913 #define MASKWALL3 914 #define MASKWALL4 915 #define FIREEXT 916 #define TOILETWATER 921 #define NEON1 925 #define NEON2 926 #define CACTUSBROKE 939 #define BOUNCEMINE 940 #define BROKEFIREHYDRENT 950 #define BOX 951 #define BULLETHOLE 952 #define BOTTLE1 954 #define BOTTLE2 955 #define BOTTLE3 956 #define BOTTLE4 957 #define FEMPIC5 963 #define FEMPIC6 964 #define FEMPIC7 965 #define HYDROPLANT 969 #define OCEANSPRITE1 971 #define OCEANSPRITE2 972 #define OCEANSPRITE3 973 #define OCEANSPRITE4 974 #define OCEANSPRITE5 975 #define GENERICPOLE 977 #define CONE 978 #define HANGLIGHT 979 #define HYDRENT 981 #define TIRE 990 #define BPIPE1 994 #define BPIPE2 995 #define BPIPE3 996 #define BPIPEBROKE 997 #define BROKEHYDROPLANT 1003 #define NEON3 1007 #define NEON4 1008 #define NEON5 1009 #define BOTTLE5 1012 #define BOTTLE6 1013 #define BOTTLE8 1014 #define SPOTLITE 1020 #define HANGOOZ 1022 #define BOTTLE7 1025 #define HORSEONSIDE 1026 #define GLASSPIECES 1031 #define HORSELITE 1034 #define NEON6 1046 #define MASKWALL6 1059 #define CLOCK 1060 #define RUBBERCAN 1062 #define BROKENCLOCK 1067 #define PLUG 1069 #define OOZFILTER 1079 #define FLOORPLASMA 1082 #define REACTOR 1088 #define REACTORSPARK 1092 #define REACTORBURNT 1096 #define DOORTILE15 1102 #define HANDSWITCH 1111 #define CIRCLEPANNEL 1113 #define CIRCLEPANNELBROKE 1114 #define PULLSWITCH 1122 #define MASKWALL8 1124 #define BIGHOLE 1141 #define ALIENSWITCH 1142 #define DOORTILE21 1144 #define HANDPRINTSWITCH 1155 #define BOTTLE10 1157 #define BOTTLE11 1158 #define BOTTLE12 1159 #define BOTTLE13 1160 #define BOTTLE14 1161 #define BOTTLE15 1162 #define BOTTLE16 1163 #define BOTTLE17 1164 #define BOTTLE18 1165 #define BOTTLE19 1166 #define DOORTILE17 1169 #define MASKWALL7 1174 #define JAILBARBREAK 1175 #define DOORTILE11 1178 #define DOORTILE12 1179 #define VENDMACHINE 1212 #define VENDMACHINEBROKE 1214 #define COLAMACHINE 1215 #define COLAMACHINEBROKE 1217 #define CRANEPOLE 1221 #define CRANE 1222 #define BARBROKE 1225 #define BLOODPOOL 1226 #define NUKEBARREL 1227 #define NUKEBARRELDENTED 1228 #define NUKEBARRELLEAKED 1229 #define CANWITHSOMETHING 1232 #define MONEY 1233 #define BANNER 1236 #define EXPLODINGBARREL 1238 #define EXPLODINGBARREL2 1239 #define FIREBARREL 1240 #define SEENINE 1247 #define SEENINEDEAD 1248 #define STEAM 1250 #define CEILINGSTEAM 1255 #define TRANSPORTERBEAM 1261 #define RAT 1267 #define TRASH 1272 #define FEMPIC1 1280 #define FEMPIC2 1289 #define BLANKSCREEN 1293 #define PODFEM1 1294 #define FEMPIC3 1298 #define FEMPIC4 1306 #define FEM1 1312 #define FEM2 1317 #define FEM3 1321 #define FEM5 1323 #define BLODDYPOLE 1324 #define BLODDYGIRLONPOLE 1335 #define FEM4 1325 #define FEM6 1334 #define FEM8 1336 #define HELECOPT 1346 #define FETUSJIB 1347 #define HOLODUKE 1348 #define SPACEMARINE 1353 #define INDY 1355 #define FETUS 1358 #define FETUSBROKE 1359 #define MONK 1352 #define LUKE 1354 #define COOLEXPLOSION1 1360 #define WATERSPLASH2 1380 #define FIREVASE 1390 #define SCRATCH 1393 #define FEM7 1395 #define APLAYERTOP 1400 #define APLAYER 1405 #define PLAYERONWATER 1420 #define DUKELYINGDEAD 1518 #define DUKETORSO 1520 #define DUKEGUN 1528 #define DUKELEG 1536 #define BLOOD 1620 #define FIRELASER 1625 #define TRANSPORTERSTAR 1630 #define SPIT 1636 #define LOOGIE 1637 #define FIST 1640 #define FREEZEBLAST 1641 #define CYCLOIDBLAST 1642 #define SHRINKSPARK 1646 #define TONGUE 1647 #define MORTER 1650 #define SHRINKEREXPLOSION 1656 #define RADIUSEXPLOSION 1670 #define FORCERIPPLE 1671 #define LIZTROOP 1680 #define LIZTROOPRUNNING 1681 #define LIZTROOPSTAYPUT 1682 #define LIZTOP 1705 #define LIZTROOPSHOOT 1715 #define LIZTROOPJETPACK 1725 #define LIZTROOPDSPRITE 1734 #define LIZTROOPONTOILET 1741 #define LIZTROOPDUCKING 1744 #define HEADJIB1 1768 #define ARMJIB1 1772 #define LEGJIB1 1776 #define OCTABRAIN 1820 #define OCTABRAINSTAYPUT 1821 #define OCTATOP 1845 #define JELLYDEADSPRITE 1855 #define INNERJAW 1860 #define DRONE 1880 #define EXPLOSION2 1890 #define COMMANDER 1920 #define COMMANDERSTAYPUT 1921 #define RECON 1960 #define PIGCOP 2000 #define PIGCOPSTAYPUT 2001 #define PIGCOPDIVE 2045 #define PIGCOPDEADSPRITE 2060 #define PIGTOP 2061 #define LIZMAN 2120 #define LIZMANSTAYPUT 2121 #define LIZMANSPITTING 2150 #define LIZMANFEEDING 2160 #define LIZMANJUMP 2165 #define LIZMANDEADSPRITE 2185 #define FECES 2200 #define LIZMANHEAD1 2201 #define LIZMANARM1 2205 #define LIZMANLEG1 2209 #define EXPLOSION2BOT 2219 #define USERWEAPON 2235 #define HEADERBAR 2242 #define JIBS1 2245 #define JIBS2 2250 #define JIBS3 2255 #define JIBS4 2260 #define JIBS5 2265 #define BURNING 2270 #define FIRE 2271 #define JIBS6 2286 #define BLOODSPLAT1 2296 #define BLOODSPLAT3 2297 #define BLOODSPLAT2 2298 #define BLOODSPLAT4 2299 #define OOZ 2300 #define BURNING2 2310 #define FIRE2 2311 #define CRACKKNUCKLES 2324 #define SMALLSMOKE 2329 #define SMALLSMOKEMAKER 2330 #define FLOORFLAME 2333 #define ROTATEGUN 2360 #define GREENSLIME 2370 #define WATERDRIPSPLASH 2380 #define SCRAP6 2390 #define SCRAP1 2400 #define SCRAP2 2404 #define SCRAP3 2408 #define SCRAP4 2412 #define SCRAP5 2416 #define ORGANTIC 2420 #define BETAVERSION 2440 #define PLAYERISHERE 2442 #define PLAYERWASHERE 2443 #define SELECTDIR 2444 #define F1HELP 2445 #define NOTCHON 2446 #define NOTCHOFF 2447 #define BACKGROUNDSCREEN 2448 #define DUKEICON 2452 #define BADGUYICON 2453 #define FOODICON 2454 #define GETICON 2455 #define MENUSCREEN 2456 #define MENUBAR 2457 #define KILLSICON 2458 #define FIRSTAID_ICON 2460 #define HEAT_ICON 2461 #define BOTTOMSTATUSBAR 2462 #define BOOT_ICON 2463 #define FRAGBAR 2465 #define JETPACK_ICON 2467 #define AIRTANK_ICON 2468 #define STEROIDS_ICON 2469 #define HOLODUKE_ICON 2470 #define ACCESS_ICON 2471 #define DIGITALNUM 2472 #define DUKECAR 2491 #define CAMCORNER 2482 #define CAMLIGHT 2484 #define LOGO 2485 #define TITLE 2486 #define NUKEWARNINGICON 2487 #define MOUSECURSOR 2488 #define SLIDEBAR 2489 #define DREALMS 2492 #define BETASCREEN 2493 #define WINDOWBORDER1 2494 #define TEXTBOX 2495 #define WINDOWBORDER2 2496 #define DUKENUKEM 2497 #define THREEDEE 2498 #define INGAMEDUKETHREEDEE 2499 #define CYCLOID 2510 #define KNEE 2521 #define CROSSHAIR 2523 #define FIRSTGUN 2524 #define FIRSTGUNRELOAD 2528 #define FALLINGCLIP 2530 #define CLIPINHAND 2531 #define HAND 2532 #define SHELL 2533 #define SHOTGUNSHELL 2535 #define CHAINGUN 2536 #define RPGGUN 2544 #define RPGMUZZLEFLASH 2545 #define FREEZE 2548 #define CATLITE 2552 #define SHRINKER 2556 #define HANDHOLDINGLASER 2563 #define TRIPBOMB 2566 #define LASERLINE 2567 #define HANDHOLDINGACCESS 2568 #define HANDREMOTE 2570 #define HANDTHROW 2573 #define TIP 2576 #define GLAIR 2578 #define SCUBAMASK 2581 #define SPACEMASK 2584 #define FORCESPHERE 2590 #define SHOTSPARK1 2595 #define RPG 2605 #define LASERSITE 2612 #define SHOTGUN 2613 #define BOSS1 2630 #define BOSS1STAYPUT 2631 #define BOSS1SHOOT 2660 #define BOSS1LOB 2670 #define BOSSTOP 2696 #define BOSS2 2710 #define BOSS3 2760 #define SPINNINGNUKEICON 2813 #define BIGFNTCURSOR 2820 #define SMALLFNTCURSOR 2821 #define STARTALPHANUM 2822 #define ENDALPHANUM 2915 #define BIGALPHANUM 2940 #define BIGPERIOD 3002 #define BIGCOMMA 3003 #define BIGX 3004 #define BIGQ 3005 #define BIGSEMI 3006 #define BIGCOLIN 3007 #define THREEBYFIVE 3010 #define BIGAPPOS 3022 #define BLANK 3026 #define MINIFONT 3072 #define BUTTON1 3164 #define GLASS3 3187 #define BONUSSCREEN 3240 #define VIEWBORDER 3250 #define VICTORY1 3260 #define ORDERING 3270 #define TEXTSTORY 3280 #define BLIMP 3400 #define FOOTPRINT 3701 #define POOP 3998 #define FRAMEEFFECT1 3999 [THINGTYPES] ;Instructions on thing type conversions: ;[dtype(-dtype)],[field,op,val]... ; ;dtype Can be any short number found in thing[].type of a doom map. ;field Can be any field in the BUILD SPRITE structure (sprite assumed) ;op Can be any of these standard C operators: = += -= ^= |= &= ;val Can be a number or one of the defines from above 0-4095,xrepeat=48,yrepeat=40, ;Useful for Doom->Doom to fix aspect ratio 1,picnum=APLAYER,xrepeat=48,yrepeat=40, ;Player 1 start 2,picnum=APLAYER,xrepeat=48,yrepeat=40, ;Player 2 start 3,picnum=APLAYER,xrepeat=48,yrepeat=40, ;Player 3 start 4,picnum=APLAYER,xrepeat=48,yrepeat=40, ;Player 4 start 11,picnum=APLAYER,cstat|=2,xrepeat=48,yrepeat=40, ;Deathmatch start positions. Should have >= 4/level 14,picnum=BOMBEMITTER, ;Teleport landing. Where things land when teleport to its SECTOR 3004,picnum=LIZTROOP, ;FORMER HUMAN: regular pistol-shooting zombieman 84,picnum=SPACEMARINE, ;WOLFENSTEIN SS: guest appearance by Wolf3D blue guy 9,picnum=LIZTROOP,pal=21, ;FORMER HUMAN SERGEANT: black armor, shotgunners 65,picnum=LIZMAN, ;HEAVY WEAPON DUDE: red armor, chaingunners 3001,picnum=PIGCOP, ;IMP: brown, hurl fireballs 3002,picnum=OCTABRAIN, ;DEMON: pink, muscular bull-like chewers 58,picnum=OCTABRAIN, ;SPECTRE: invisible version of the DEMON 3006,picnum=DRONE, ;LOST SOUL: flying flaming skulls, they really bite 3005,picnum=COMMANDER, ;CACODEMON: red one-eyed floating heads. Behold... 69,picnum=BOSS1,pal=21, ;HELL KNIGHT: grey-not-pink BARON, weaker 3003,picnum=BOSS1, ;BARON OF HELL: cloven hooved minotaur boss 68,picnum=BOSS1,pal=21, ;ARACHNOTRON: baby SPIDER, shoots green plasma 71,picnum=COMMANDER, ;PAIN ELEMENTAL: shoots LOST SOULS, deserves its name 66,picnum=COMMANDER, ;REVENANT: Fast skeletal dude shoots homing missles 67,picnum=OCTABRAIN, ;MANCUBUS: Big, slow brown guy shoots barrage of fire 64,picnum=BOSS1, ;ARCH-VILE: Super-fire attack, ressurects the dead! 7,picnum=BOSS2, ;SPIDER MASTERMIND: giant walking brain boss 16,picnum=BOSS3, ;CYBER-DEMON: robo-boss, rocket launcher 88,picnum=BOSS3, ;BOSS BRAIN: Horrifying visage of the ultimate demon 89,picnum=LIZTROOP, ;Boss Shooter: Shoots spinning skull-blocks 87,picnum=0, ;Spawn Spot: Where Todd McFarlane's guys appear 2005,picnum=FREEZESPRITE, ;Chainsaw 2001,picnum=SHOTGUNSPRITE, ;Shotgun e.g. electrogun 82,picnum=SHOTGUNSPRITE, ;Double-barreled shotgun 2002,picnum=CHAINGUNSPRITE, ;Chaingun, gatling gun, mini-gun, whatever 2003,picnum=RPGSPRITE, ;Rocket launcher 2004,picnum=CYCLOIDSPRITE, ;Plasma gun 2006,picnum=SHRINKERSPRITE, ;Bfg9000 2007,picnum=AMMO, ;Ammo clip 2008,picnum=SHOTGUNAMMO,xrepeat=4 ;Shotgun shells 2010,picnum=RPGAMMO,xrepeat=4 ;A rocket 2047,picnum=CYCLOIDAMMO, ;Cell charge 2048,picnum=AMMO, ;Box of Ammo 2049,picnum=SHOTGUNAMMO, ;Box of Shells 2046,picnum=RPGAMMO, ;Box of Rockets 17,picnum=CYCLOIDAMMO, ;Cell charge pack 8,picnum=HBOMBAMMO, ;Backpack: doubles maximum ammo capacities 2011,picnum=SIXPAK, ;Stimpak 2012,picnum=FIRSTAID, ;Medikit 2014,picnum=COLA, ;Health Potion +1% health 2015,picnum=COLA, ;Spirit Armor +1% armor 2018,picnum=SHIELD, ;Green armor 100% 2019,picnum=SHIELD, ;Blue armor 200% 83,picnum=TRIPBOMBSPRITE, ;Megasphere: 200% health, 200% armor 2013,picnum=TRIPBOMBSPRITE, ;Soulsphere, Supercharge, +100% health 2022,picnum=ATOM, ;Invulnerability 2023,picnum=STEROIDS, ;Berserk Strength and 100% health 2024,picnum=HOLODUKE, ;Invisibility 2025,picnum=BOOTS, ;Radiation suit 2026,picnum=JETPACK, ;Computer map 2045,picnum=HEATSENSOR, ;Lite Amplification goggles 5,picnum=ACCESSCARD, ;Blue keycard 40,picnum=ACCESSCARD, ;Blue skullkey 13,picnum=ACCESSCARD,pal=21, ;Red keycard 38,picnum=ACCESSCARD,pal=21, ;Red skullkey 6,picnum=ACCESSCARD,pal=23, ;Yellow keycard 39,picnum=ACCESSCARD,pal=23, ;Yellow skullkey 2035,picnum=EXPLODINGBARREL,cstat|=1,xrepeat=48,yrepeat=40, ;Barrel; not an obstacle after blown up (BEXP sprite) 72,picnum=MONK,cstat|=1, ;A guest appearance by Billy 48,picnum=160,cstat|=1,yrepeat=64, ;Tall, techno pillar 30,picnum=160,cstat|=1,yrepeat=64, ;Tall green pillar 32,picnum=160,cstat|=1,yrepeat=64, ;Tall red pillar 31,picnum=160,cstat|=1,yrepeat=64, ;Short green pillar 36,picnum=160,cstat|=1,yrepeat=64, ;Short green pillar with beating heart 33,picnum=160,cstat|=1,yrepeat=64, ;Short red pillar 37,picnum=160,cstat|=1,yrepeat=64, ;Short red pillar with skull 47,picnum=FEM5,cstat|=1, ;Stalagmite: small brown pointy stump 43,picnum=1025,cstat|=1, ;Burnt tree: gray tree 54,picnum=1025,cstat|=1, ;Large brown tree 2028,picnum=1079,cstat|=1, ;Floor lamp 85,picnum=1079,cstat|=1, ;Tall techno floor lamp 86,picnum=1079,cstat|=1, ;Short techno floor lamp 34,picnum=1079,cstat|=1, ;Candle 35,picnum=1079,cstat|=1, ;Candelabra 44,picnum=1025,cstat|=1, ;Tall blue firestick 45,picnum=1025,cstat|=1, ;Tall green firestick 46,picnum=1025,cstat|=1, ;Tall red firestick 55,picnum=1025,cstat|=1, ;Short blue firestick 56,picnum=1025,cstat|=1, ;Short green firestick 57,picnum=1025,cstat|=1, ;Short red firestick 70,picnum=1025,cstat|=1, ;Burning barrel 41,picnum=1025,cstat|=1, ;Evil Eye: floating eye in symbol, over candle 42,picnum=1025,cstat|=1, ;Floating Skull: flaming skull-rock 49,picnum=1025,cstat|=1, ;Hanging victim, twitching (can't walk through) 63,picnum=1025, ;Hanging victim, twitching 50,picnum=1025,cstat|=1, ;Hanging victim, arms out (can't walk through) 59,picnum=1025, ;Hanging victim, arms out 52,picnum=1025,cstat|=1, ;Hanging pair of legs (can't walk through) 60,picnum=1025, ;Hanging pair of legs 51,picnum=1025,cstat|=1, ;Hanging victim, 1-legged (can't walk through) 61,picnum=1025, ;Hanging victim, 1-legged 53,picnum=1025,cstat|=1, ;Hanging leg (can't walk through) 62,picnum=1025, ;Hanging leg 73,picnum=1025,cstat|=1, ;Hanging victim, guts removed 74,picnum=1025,cstat|=1, ;Hanging victim, guts and brain removed 75,picnum=1025,cstat|=1, ;Hanging torso, looking down 76,picnum=1025,cstat|=1, ;Hanging torso, open skull 77,picnum=1025,cstat|=1, ;Hanging torso, looking up 78,picnum=1025,cstat|=1, ;Hanging torso, brain removed 25,picnum=1025,cstat|=1, ;Impaled human 26,picnum=1025,cstat|=1, ;Twitching impaled human 27,picnum=1025,cstat|=1, ;Skull on a pole 28,picnum=1025,cstat|=1, ;5 skulls shish kebob 29,picnum=1025,cstat|=1, ;Pile of skulls and candles 10,picnum=JIBS1,xrepeat=48,yrepeat=40, ;Bloody mess (an exploded player) 12,picnum=JIBS1,xrepeat=48,yrepeat=40, ;Bloody mess, this thing is exactly the same as 10 24,picnum=JIBS2,xrepeat=48,yrepeat=40, ;Pool of blood and flesh 79,picnum=JIBS3,xrepeat=48,yrepeat=40, ;Pool of blood 80,picnum=JIBS4,xrepeat=48,yrepeat=40, ;Pool of blood 81,picnum=JIBS5,xrepeat=48,yrepeat=40, ;Pool of brains 15,picnum=1734,xrepeat=48,yrepeat=40, ;Dead player 18,picnum=TROOPDEADSPRITE,xrepeat=48,yrepeat=40, ;Dead former human 19,picnum=TROOPDEADSPRITE,pal=21,xrepeat=48,yrepeat=40, ;Dead former sergeant 20,picnum=LIZMANDEADSPRITE,xrepeat=48,yrepeat=40, ;Dead imp 21,picnum=TROOPDEADSPRITE,xrepeat=48,yrepeat=40, ;Dead demon 22,picnum=COMMANDERDEADSPRITE,xrepeat=48,yrepeat=40, ;Dead cacodemon 23,picnum=TROOPDEADSPRITE,xrepeat=48,yrepeat=40, ;Dead lost soul, invisible (they blow up when killed) [OPTIONTYPES] BIT0,cstat|=0, ;present at skill 1&2 BIT1,cstat|=0, ;present at skill 3 BIT2,cstat|=0, ;present at skill 4&5 BIT3,cstat|=0, ;deaf guard (monsters only) BIT4,cstat|=0, ;present in multiplayer mode only ;Things that start high: ; 3006,3005,71,49,63,50,59,52,60,51,61,53,62,73,74,75,76,77,78 [TEXTURELOOKUPS] ;Instructions on texture lookups: ;[dtext(-dtext) or wadname],[val] ; ;dtext Can be any doom texture number. ;wadname Can be any wad name representing a texture. You can use the ? wildcard, for example EXIT? repesents both EXIT1 and EXIT2. The number of characters must be the same for wildcards to pick up names. ;val Can be a number or one of the defines from above 0-4095,0 ;Wall section 1576-1577,1182 ;gray walls 1578,772 ;red line 1579-1582,772 ;brown muck 1583-1594,1182 ;gray wall 1595-1597,772 ;orange bumps 1598,772 ;bright door 1599,772 ;brown 1600,772 ;hex stone 1601-1605,772 ;brown 1606,772 ;orange bumps 1607,772 ;gray 1608-1609,TECHLIGHT2 ;vertical lights 1610-1611,772 ;red 1612-1613,772 ;black pipes 1614-1617,748 ;large gray brick 1618-1623,772 ;gray flat 1624-1626,772 ;keycards 1627-1630,748 ;green slime bumps 1631,772 ;brown bumps 1632,748 ;green bumps 1633,772 ;pipes 1634-1641,285 ;slanted masked walls 1642-1658,772 ;washing machines 1659,TECHLIGHT2 ;vertical lights 1660-1661,772 ;gray walls 1662,TECHLIGHT2 ;vertical light 1663,748 ;green bumps 1664,772 ;gray bumps 1665-1666,SCREENBREAK1 ;computer screens 1667-1674,1197 ;step textures 1675-1676,772 ;exit sign 1677,772 ;big pipe door 1678,772 ;gray wall 1679-1680,772 ;pipe mess 1681-1685,SCREENBREAK2 ;light monitor screens 1686-1693,SCREENBREAK3 ;dark computer screens 1694,772 ;dark blue mess 1695-1706,W_TECHWALL3 ;grayish computer stuff 1707-1709,150 ;doors 1710-1713,157 ;black doors 1714,772 ;big orange door 1715-1722,TECHLIGHT4 ;tiny lights 1723,772 ;slime bottom 1724,TECHLIGHT2 ;vertical light 1725-1730,SCREENBREAK4 ;computer screens 1731-1739,772 ;switches 1740-1929,772 ;Sorry, I don't have all year! ;Ceiling/floor section 1934-1935,417 ;brown randorectangles 1936,417 ;gray vertical panels 1937,417 ;blue thingy 1938,TECHLIGHT4 ;red fluorescent light 1939,417 ;brown square 1940-1941,417 ;vertical weave 1942,417 ;tetris shapes 1943-1944,417 ;gray hexagons 1945-1946,417 ;orange hexagons 1947,417 ;orange stone 1948-1949,417 ;nice brown/gray edges 1950,417 ;red mess 1951,417 ;gray mess 1952-1955,417 ;small lights 1956,417 ;brown mess 1957,417 ;marble mess 1958,748 ;stone tiles 1959-1962,417 ;skeleton symbol 1963-1964,417 ;brown rounded tiles 1965,181 ;gray tiles 1966-1967,417 ;blue faded 1968,417 ;plain 1969,417 ;brown plain 1970,417 ;gray/diagonal stripes 1971,417 ;square light 1972,417 ;small orange hexagons 1973,417 ;brown mess 1974,417 ;blue mess 1975,417 ;vertical gray strips 1976,417 ;gray squares 1977-1985,417 ;Sorry, not done yet! 1986,FLOORSLIME ;Green Sludge 1987-2048,417 ;WALL TEXTURES WALL00_1,0 ; WALL00_2,0 ; WALL00_3,331 ; WALL00_5,367 ; WALL00_6,367 ; WALL00_7,367 ; WALL00_8,367 ; WALL01_1,0 ; WALL01_2,0 ; WALL01_3,0 ; WALL01_4,0 ; WALL01_5,0 ; WALL01_6,0 ; WALL01_7,0 ; WALL01_8,0 ; WALL01_9,0 ; WALL01_A,0 ; WALL01_B,0 ; WALL01_C,0 ; WALL02_1,802 ; WALL02_2,802 ; WALL02_3,802 ; WALL03_1,DOORTILES ; WALL03_4,372 ; WALL03_7,417 ; WALL04_2,373 ; WALL04_3,373 ; WALL04_4,373 ; WALL04_5,373 ; WALL04_7,417 ; WALL05_2,367 ; W13_1,0 ; W13_8,0 ; W13_A,0 ; W15_4,0 ; W15_5,0 ; W17_1,396 ; WALL24_1,0 ; W28_5,0 ; W28_6,0 ; W28_7,0 ; W28_8,0 ; W31_1,0 ; W32_1,0 ; W32_4,0 ; W33_5,0 ; W33_7,0 ; W33_8,0 ; W46_37,0 ; W46_38,0 ; W46_39,0 ; WALL57_1,0 ; WALL57_2,0 ; WALL57_3,0 ; WALL57_4,0 ; WALL62_1,748 ; WALL62_2,748 ; W94_1,709 ; W111_2,285 ; W111_3,285 ; W112_1,285 ; W112_2,285 ; W112_3,285 ; W113_1,285 ; W113_2,285 ; W113_3,285 ; SW11_1,392 ; SW11_2,392 ; SW11_4,392 ; SW11_5,392 ; SW12_1,392 ; SW12_2,392 ; SW12_4,392 ; SW12_5,392 ; SW19_1,392 ; SW19_2,392 ; SW19_3,392 ; SW19_4,392 ; SW17_4,392 ; SW17_5,392 ; SW17_6,392 ; SW18_7,392 ; T14_5,0 ; AG128_1,218 ; AG128_2,218 ; AGB128_1,0 ; WLA128_1,0 ; SUPPORT2,218 ; TOMW2_1,0 ; TOMW2_2,0 ; STEP03,1197 ; STEP04,1197 ; STEP05,1197 ; STEP06,1197 ; STEP07,1197 ; STEP08,1197 ; STEP09,1197 ; STEP10,1197 ; EXIT1,961 ; EXIT2,961 ; PLAT2_1,354 ; TTALL1_2,218 ; TP2_1,0 ; TP2_2,0 ; COMP01_1,0 ; COMP01_5,0 ; COMP01_6,0 ; COMP1B_4,0 ; COMP1C_6,0 ; COMP02_1,W_TECHWALL1 ; COMP02_2,W_TECHWALL2 ; COMP02_3,W_TECHWALL3 ; COMP02_4,W_TECHWALL4 ; COMP02_5,W_TECHWALL1 ; COMP02_6,W_TECHWALL2 ; COMP02_7,W_TECHWALL3 ; COMP02_8,W_TECHWALL4 ; COMP03_1,305 ; COMP03_4,305 ; COMP03_5,305 ; COMP03_6,251 ; COMP03_7,251 ; COMP03_8,305 ; COMP04_1,305 ; COMP04_2,305 ; COMP04_5,305 ; COMP04_6,305 ; COMP04_7,305 ; COMP04_8,305 ; DOOR2_1,345 ; DOOR2_4,150 ; DOOR2_5,158 ; DOOR3_4,966 ; DOOR3_5,966 ; DOOR3_6,966 ; DOORTRAK,877 ; DOOR9_1,150 ; WARNA0,0 ; WARNB0,0 ; BLITA0,128 ; BLITB0,128 ; BLITC0,128 ; WLITA0,128 ; WLITB0,128 ; WLITC0,128 ; NUKEDGE,747 ; FLAMP,0 ; TSCRN2,SCREENBREAK1 ; TSCRN3,SCREENBREAK2 ; TSCRN4,SCREENBREAK3 ; TSCRN5,SCREENBREAK4 ; TSCRN6,SCREENBREAK5 ; TSCRN8,SCREENBREAK6 ; PS20A0,0 ; SW1S0,0 ; SW1S1,0 ; SW2S0,0 ; SW2S1,0 ; SW3S0,0 ; SW3S1,0 ; SW4S0,0 ; SW4S1,0 ; SKY1,0 ; WALL22_1,0 ; WALL23_1,0 ; WALL23_2,0 ; WALL25_1,0 ; WALL30_2,0 ; WALL30_3,0 ; WALL30_4,0 ; WALL40_1,0 ; WALL40_2,0 ; WALL42_1,0 ; WALL42_3,0 ; WALL42_5,0 ; WALL42_6,0 ; WALL47_1,0 ; WALL47_2,0 ; WALL47_3,0 ; WALL47_4,0 ; WALL47_5,0 ; WALL48_1,0 ; WALL48_2,0 ; WALL48_3,0 ; WALL48_4,0 ; WALL49_1,0 ; WALL49_2,0 ; WALL49_3,0 ; WALL49_4,0 ; WALL50_1,0 ; WALL50_2,0 ; WALL51_1,0 ; WALL51_2,0 ; WALL51_3,0 ; WALL52_1,0 ; WALL52_2,0 ; WALL53_1,0 ; WALL54_1,0 ; WALL54_2,0 ; WALL55_1,0 ; WALL58_1,0 ; WALL58_2,0 ; WALL58_3,0 ; WALL59_1,0 ; WALL59_2,0 ; WALL59_3,0 ; WALL59_4,0 ; WALL63_1,0 ; WALL63_2,0 ; WALL64_2,0 ; W64B_1,0 ; W64B_2,0 ; W65B_1,0 ; W65B_2,0 ; W67_1,0 ; W67_2,0 ; WALL69_4,0 ; WALL69_9,0 ; WALL70_2,0 ; WALL70_3,0 ; WALL70_4,0 ; WALL70_9,0 ; WALL71_5,0 ; WALL72_3,0 ; WALL72_5,0 ; WALL72_7,0 ; W73A_1,0 ; W73A_2,0 ; W73B_1,0 ; W74A_1,0 ; W74A_2,0 ; W74B_1,0 ; WALL76_1,0 ; WALL78_1,0 ; WALL79_1,0 ; W92_1,0 ; W92_2,0 ; W96_1,0 ; W96_2,0 ; WALL97_1,0 ; WALL97_2,0 ; WALL97_3,0 ; W98_1,0 ; W98_2,0 ; W99_1,0 ; W99_2,0 ; W101_1,0 ; W101_2,0 ; W102_1,0 ; W102_2,0 ; W103_1,0 ; W103_2,0 ; W104_1,0 ; W105_1,0 ; W106_1,0 ; W107_1,0 ; W108_1,0 ; W108_2,0 ; W108_3,0 ; W108_4,0 ; W109_1,0 ; W109_2,0 ; W110_1,0 ; M1_1,0 ; WALL03_3,0 ; WALL04_9,0 ; WALL04_A,0 ; WALL04_B,0 ; WALL04_C,0 ; W15_6,0 ; RIPW15,0 ; WALL21_1,0 ; WALL21_3,0 ; WALL21_5,0 ; DOOR11_1,0 ; DOOR12_1,0 ; DOOR2_3,0 ; DOOR9_2,0 ; SNAK7_1,0 ; SNAK8_1,0 ; HELL5_1,0 ; HELL5_2,0 ; HELL6_1,0 ; HELL6_2,0 ; HELL6_3,0 ; HELL8_1,0 ; HELL8_2,0 ; HELL8_3,0 ; HELL8_4,0 ; SPINE3_1,0 ; SPINE3_2,0 ; SPINE4_1,0 ; SW15_1,0 ; SW15_3,0 ; SW15_4,0 ; SW15_6,0 ; SW16_1,0 ; SW16_2,0 ; SW16_4,0 ; SW16_6,0 ; SW17_1,0 ; SW17_2,0 ; SW17_3,0 ; SW18_5,0 ; MWALL1_1,0 ; MWALL1_2,0 ; MWALL2_1,0 ; MWALL3_1,0 ; MWALL4_1,0 ; MWALL4_2,0 ; MWALL5_1,0 ; T14_3,0 ; BCRATEL1,0 ; BCRATEM1,0 ; BCRATER1,0 ; GCRATEL1,0 ; GCRATEM1,0 ; GCRATER1,0 ; VGCRATE1,0 ; LADDER16,0 ; SGCRATE2,0 ; CYL1_1,0 ; TP3_1,0 ; TP3_2,0 ; TP5_1,0 ; TP5_2,0 ; TP5_3,0 ; TP5_4,0 ; TP7_1,0 ; TP7_2,0 ; COMP03_2,0 ; RP1_1,0 ; RP1_2,0 ; RP2_1,0 ; RP2_2,0 ; RP2_3,0 ; RP2_4,0 ; SW2_1,0 ; SW2_2,0 ; SW2_3,0 ; SW2_4,0 ; SW2_5,0 ; SW2_6,0 ; SW2_7,0 ; SW2_8,0 ; DUCT1,0 ; PS15A0,0 ; PS18A0,0 ; SKY2,0 ; SKY3,0 ; RSKY1,0 ; RSKY2,0 ; RSKY3,0 ; RW1_1,0 ; RW1_2,0 ; RW1_3,0 ; RW1_4,0 ; RW5_1,0 ; RW5_2,0 ; RW5_3,0 ; RW5_4,0 ; RW6_1,0 ; RW7_1,0 ; RW7_2,0 ; RW7_3,0 ; RW8_1,0 ; RW8_2,0 ; RW8_3,0 ; RW8_4,0 ; RW9_1,0 ; RW9_2,0 ; RW9_3,0 ; RW9_4,0 ; RW10_1,0 ; RW10_2,0 ; RW10_3,0 ; RW10_4,0 ; RW11_2,0 ; RW11_3,0 ; RW12_1,0 ; RW12_2,0 ; RW12_3,0 ; RW12_4,0 ; RW13_1,0 ; RW14_1,0 ; RW15_1,0 ; RW15_2,0 ; RW15_3,0 ; RW15_4,0 ; RW16_1,0 ; RW16_2,0 ; RW16_3,0 ; RW16_4,0 ; RW18_1,0 ; RW18_2,0 ; RW18_3,0 ; RW18_4,0 ; RW19_1,0 ; RW19_2,0 ; RW19_3,0 ; RW19_4,0 ; RW20_1,0 ; RW20_2,0 ; RW20_3,0 ; RW20_4,0 ; RW21_1,0 ; RW21_2,0 ; RW21_3,0 ; RW21_4,0 ; RW21_5,0 ; RW22_1,0 ; RW22_2,0 ; RW22_3,0 ; RW23_1,0 ; RW23_2,0 ; RW23_3,0 ; RW23_4,0 ; RW24_1,0 ; RW24_2,0 ; RW24_3,0 ; RW24_4,0 ; RW25_1,0 ; RW25_2,0 ; RW25_3,0 ; RW25_4,0 ; RW26_1,0 ; RW26_2,0 ; RW26_3,0 ; RW26_4,0 ; RW27_2,0 ; RW27_3,0 ; RW28_1,0 ; RW28_2,0 ; RW28_3,0 ; RW28_4,0 ; RW30_1,0 ; RW30_2,0 ; RW30_3,0 ; RW31_1,0 ; RW31_2,0 ; RW31_3,0 ; RW31_4,0 ; RW32_1,0 ; RW32_2,0 ; RW32_3,0 ; RW33_1,0 ; RW33_2,0 ; RW33_3,0 ; RW33_4,0 ; RW34_1,0 ; RW34_2,0 ; RW35_1,0 ; RW35_2,0 ; RW36_1,0 ; RW36_2,0 ; RW36_3,0 ; RW37_1,0 ; RW37_2,0 ; RW37_3,0 ; RW37_4,0 ; RW38_1,0 ; RW38_2,0 ; RW38_3,0 ; RW38_4,0 ; RW39_1,0 ; RW39_2,0 ; WOLF1,0 ; WOLF2,0 ; WOLF3,0 ; WOLF4,0 ; WOLF5,0 ; WOLF6,0 ; WOLF7,0 ; WOLF9,0 ; WOLF10,0 ; WOLF11,0 ; WOLF12,0 ; WOLF13,0 ; WOLF14,0 ; WOLF17,0 ; WOLF18,0 ; BODIES,0 ; BODY_1,0 ; BODY_2,0 ; RW41_1,0 ; RW41_2,0 ; RW41_3,0 ; RW41_4,0 ; RW42_1,0 ; RW42_3,0 ; RW42_4,0 ; RW43_1,0 ; RW43_3,0 ; RW43_4,0 ; RW44_2,0 ; RW44_4,0 ; RW45_1,0 ; RW46_2,0 ; RW46_3,0 ; RW46_4,0 ; RW47_1,0 ; RW47_3,0 ; RW47_4,0 ; RW48_1,0 ; RW48_2,0 ; RW48_3,0 ; RW48_4,0 ; BFALL1,0 ; BFALL2,0 ; BFALL3,0 ; BFALL4,0 ; SFALL1,0 ; SFALL2,0 ; SFALL3,0 ; SFALL4,0 ; RWDMON1,0 ; RWDMON2,0 ; RWDMON3,0 ; RWDMON4,0 ; RWDMON5,0 ; RWDMON7,0 ; RWDMON8,0 ; RWDMON9,0 ; RWDMON10,0 ; RWDM11A,0 ; RWDM11B,0 ; RWDM11C,0 ; RWDM11D,0 ; DOOR15_1,0 ; DOOR15_2,0 ; DOOR15_3,0 ; DOOR15_4,0 ; ;CEILING/FLOOR SECTION FLOOR0_1,0 ; FLOOR0_3,0 ; FLOOR0_6,0 ; FLOOR1_1,898 ; FLOOR1_7,0 ; FLOOR3_3,0 ; FLOOR4_1,0 ; FLOOR4_5,0 ; FLOOR4_6,0 ; FLOOR4_8,417 ; FLOOR5_1,876 ; FLOOR5_2,1218 ; FLOOR5_3,876 ; FLOOR5_4,0 ; STEP1,352 ; STEP2,352 ; FLOOR6_1,852 ; FLOOR6_2,852 ; TLITE6_1,626 ; TLITE6_4,626 ; TLITE6_5,326 ; TLITE6_6,326 ; FLOOR7_1,771 ; FLOOR7_2,1098 ; MFLR8_1,461 ; DEM1_1,0 ; DEM1_2,0 ; DEM1_3,0 ; DEM1_4,0 ; CEIL3_1,0 ; CEIL3_2,0 ; CEIL3_5,461 ; CEIL4_2,0 ; CEIL4_3,0 ; CEIL5_1,287 ; CEIL5_2,900 ; FLAT1,0 ; FLAT2,0 ; FLAT5,0 ; FLAT10,0 ; FLAT14,898 ; FLAT18,228 ; FLAT20,191 ; FLAT22,0 ; FLAT23,0 ; FLAT5_4,478 ; FLAT5_5,429 ; CONS1_1,0 ; CONS1_5,0 ; CONS1_7,0 ; NUKAGE1,200 ; NUKAGE2,200 ; NUKAGE3,200 ; SFLR6_1,0 ; SFLR6_4,0 ; SFLR7_1,0 ; SFLR7_4,0 ; FLOOR0_2,0 ; FLOOR0_5,0 ; FLOOR0_7,0 ; FLOOR1_6,0 ; GATE1,0 ; GATE2,0 ; GATE3,0 ; GATE4,0 ; FWATER1,0 ; FWATER2,0 ; FWATER3,0 ; FWATER4,0 ; LAVA1,0 ; LAVA2,0 ; LAVA3,0 ; LAVA4,0 ; DEM1_5,0 ; DEM1_6,0 ; MFLR8_2,0 ; MFLR8_3,0 ; MFLR8_4,0 ; CEIL1_1,0 ; CEIL1_2,0 ; CEIL1_3,0 ; CEIL3_3,0 ; CEIL3_4,0 ; CEIL3_6,0 ; CEIL4_1,0 ; BLOOD1,0 ; BLOOD2,0 ; BLOOD3,0 ; FLAT1_1,0 ; FLAT1_2,0 ; FLAT1_3,0 ; FLAT5_1,0 ; FLAT5_2,0 ; FLAT5_3,0 ; FLAT5_6,0 ; FLAT5_7,0 ; FLAT5_8,0 ; CRATOP1,0 ; CRATOP2,0 ; FLAT3,0 ; FLAT4,0 ; FLAT8,0 ; FLAT9,0 ; FLAT17,0 ; FLAT19,0 ; COMP01,0 ; GRASS1,0 ; GRASS2,0 ; GRNLITE1,0 ; GRNROCK,0 ; RROCK01,0 ; RROCK02,0 ; RROCK03,0 ; RROCK04,0 ; RROCK05,0 ; RROCK06,0 ; RROCK07,0 ; RROCK08,0 ; RROCK09,0 ; RROCK10,0 ; RROCK11,0 ; RROCK12,0 ; RROCK13,0 ; RROCK14,0 ; RROCK15,0 ; RROCK16,0 ; RROCK17,0 ; RROCK18,0 ; RROCK19,0 ; RROCK20,0 ; SLIME01,0 ; SLIME02,0 ; SLIME03,0 ; SLIME04,0 ; SLIME05,0 ; SLIME06,0 ; SLIME07,0 ; SLIME08,0 ; SLIME09,0 ; SLIME10,0 ; SLIME11,0 ; SLIME12,0 ; SLIME13,0 ; SLIME14,0 ; SLIME15,0 ; SLIME16,0 ; ;PARALLAXING SKY F_SKY1,89 [TAGCONVERSIONS] ;Instructions on tag conversions: ;[dtype(-dtype)],[structname.field,op,val]... ; ;dtype Can be any number found in linedef[].type of a doom map. ;structname Can be any of these: ; fwall - The front side of a wall ; bwall - The back side of a wall ; fsector - The front sector of a wall ; bsector - The back sector of a wall ; f(#)sprite - A sprite that will be inserted into front sector if accessed ; b(#)sprite - A sprite that will be inserted into back sector if accessed ; For sprites, the # option allows you to choose which of 8 possible ; sprites in each sector the field will be put into. Only touched ; sprites will be inserted into the final map. ;field Can be any field inside the structure you chose ;op Can be any of these standard C operators: = += -= ^= |= &= ;val Can be a number, a define, or the keyword "tag" ;smoosh all walls on map 0-4095,fwall.xrepeat=8,fwall.yrepeat=8, 0-4095,bwall.xrepeat=8,bwall.yrepeat=8, ;SPECIAL (Continuous effect, no triggereing) 48, ;n--,Scrolling wall ;LOCAL DOORS ("MANUAL" DOORS) 1,fsector.lotag=20,f0sprite.picnum=SECTOREFFECTOR,f0sprite.lotag=10,f0sprite.hitag=128, ;nSRmopen/close(4sec) 26,fsector.lotag=20,f0sprite.picnum=SECTOREFFECTOR,f0sprite.lotag=10,f0sprite.hitag=128, ;nSR,open/close BLUE KEY (4 sec) 28,fsector.lotag=20,f0sprite.picnum=SECTOREFFECTOR,f0sprite.lotag=10,f0sprite.hitag=128, ;nSR,open/close RED KEY (4 sec) 27,fsector.lotag=20,f0sprite.picnum=SECTOREFFECTOR,f0sprite.lotag=10,f0sprite.hitag=128, ;nSR,open/close YELLOW KEY (4 sec) 31,fsector.lotag=20, ;nS1,open 32,fsector.lotag=20, ;nS1,open BLUE KEY 33,fsector.lotag=20, ;nS1,open RED KEY 34,fsector.lotag=20, ;nS1,open YELLOW KEY 46,fsector.lotag=20, ;nGR,open 117,fsector.lotag=20,f0sprite.picnum=SECTOREFFECTOR,f0sprite.lotag=10,f0sprite.hitag=128, ;nSR,fast open/close (4 sec) 117,f1sprite.picnum=GPSPEED,f1sprite.lotag=512, 118,fsector.lotag=20,f1sprite.picnum=GPSPEED,f1sprite.lotag=512, ;nS1,fast open ;REMOTE DOORS 4,0 ;W1,open/close (4 sec) 29,0 ;S1,open/close (4 sec) 90,0 ;WR,open/close (4 sec) 63,0 ;SR,open/close (4 sec) 2,0 ;W1,open 103,0 ;S1,open 86,0 ;WR,open 61,0 ;SR,open 3,0 ;W1,close 50,0 ;S1,close 75,0 ;WR,close 42,0 ;SR,close 16,0 ;W1,close/opens (30 sec) 76,0 ;WR,close/opens (30 sec) 108,0 ;W1,fast open/close (4 sec) 111,0 ;WR,fast open/close (4 sec) 105,0 ;S1,fast open/close (4 sec) 114,0 ;SR,fast open/close (4 sec) 109,0 ;W1,fast open 112,0 ;S1,fast open 106,0 ;WR,fast open 115,0 ;SR,fast open 110,0 ;W1,fast close 113,0 ;S1,fast close 107,0 ;WR,fast close 116,0 ;SR,fast close 133,0 ;S1,fast open BLUE KEY 99,0 ;SR,fast open BLUE KEY 135,0 ;S1,fast open RED KEY 134,0 ;SR,fast open RED KEY 137,0 ;S1,fast open YELLOW KEY 136,0 ;SR,fast open YELLOW KEY ;CEILINGS 40,0 ;W1,up to HEC 41,0 ;S1,down to floor 43,0 ;SR,down to floor 44,0 ;W1,down to floor + 8 49,0 ;S1,down to floor + 8 72,0 ;WR,down to floor + 8 ;LIFTS 10,fsector.lotag=16, ;W1,lift (3 sec) 21,fsector.lotag=16, ;S1,lift (3 sec) 88,fsector.lotag=16, ;WRm,lift (3 sec) 62,fsector.lotag=16, ;SR,lift (3 sec) 121,fsector.lotag=16, ;W1,fast lift (3 sec) 122,fsector.lotag=16, ;S1,fast lift (3 sec) 120,fsector.lotag=16, ;WR,fast lift (3 sec) 123,fsector.lotag=16, ;SR,fast lift (3 sec) ;FLOORS 119,0 ;W1,up to nhEF 128,0 ;WR,up to nhEF 18,0 ;S1,up to nhEF 69,0 ;SR,up to nhEF 22,0 ;W1&,up to nhEF (floor texture change) 95,0 ;WR&,up to nhEF (floor texture change) 20,0 ;S1&,up to nhEF (floor texture change) 68,0 ;SR&,up to nhEF (floor texture change) 47,0 ;G1&,up to nhEF (floor texture change) 5,0 ;W1,up to LIC 91,0 ;WR,up to LIC 101,0 ;S1,up to LIC 64,0 ;SR,up to LIC 24,0 ;G1,up to LIC 130,0 ;W1,fast up to nhEF 131,0 ;S1,fast up to nhEF 129,0 ;WR,fast up to nhEF 132,0 ;SR,fast up to nhEF 56,0 ;W1&,up to LIC-8/CRUSH 94,0 ;WR&,up to LIC-8/CRUSH 55,0 ;S1,up to LIC-8/CRUSH 65,0 ;SR,up to LIC-8/CRUSH 58,0 ;W1,up 24 92,0 ;WR,up 24 15,0 ;S1&,up 24 (floor texture change) 66,0 ;SR&,up 24 (floor texture change) 59,0 ;W1&,up 24 (special floor texture change) 93,0 ;WR&,up 24 (special floor texture change) 14,0 ;S1&,up 32 (floor texture changed) 67,0 ;SR&,up 32 (floor texture changed) 140,0 ;S1,fast up 512 30,0 ;W1,up ShortestLowerTexture 96,0 ;WR,up ShortestLowerTexture 38,0 ;W1,down to LEF 23,0 ;S1,down to LEF 82,0 ;WR,down to LEF 60,0 ;SR,down to LEF 37,0 ;W1,down to LEF ((numeric) floor texture changed) 84,0 ;WR,down to LEF ((numeric) floor texture changed) 19,0 ;W1,down to HEF 102,0 ;S1,down to HEF 83,0 ;WR,down to HEF 45,0 ;SR,down to HEF 36,0 ;W1,fast down to HEF + 8 71,0 ;S1,fast down to HEF + 8 98,0 ;WR,fast down to HEF + 8 70,0 ;SR,fast down to HEF + 8 9,0 ;S1,donut (see note 12) ((numeric) floor texture changed) ;STAIRS 8,0 ;W1,stairs 7,0 ;S1,stairs 100,0 ;W1,fast stairs (each up 16 not 8) + crush 127,0 ;S1,fast stairs (each up 16 not 8) + crush ;MOVING FLOORS 53,0 ;W1&,start moving floor (3 sec) 54,0 ;W1&,stop moving floor 87,0 ;WR&,start moving floor (3 sec) 89,0 ;WR&,stop moving floor ;CRUSHING CEILINGS 6,0 ;W1&,start crush/fast hurt (0 sec) 25,0 ;W1&,start crush/slow hurt (0 sec) 73,0 ;WR&,start crush/slow hurt (0 sec) 77,0 ;WR&,start crush/fast hurt (0 sec) 57,0 ;W1&,stop crush 74,0 ;WR&,stop crush 141,0 ;W1&,start crush/slow hurt "Silent" (0 sec) ;EXIT LEVEL 11,0 ;nS-,End level/go to next level 51,0 ;nS-,End level/go to secret level 52,0 ;nW-,End level/go to next level 124,0 ;nW-,End level/go to secret level ;TELEPORT 39,f0sprite.picnum=SECTOREFFECTOR,f0sprite.lotag=7,f0sprite.hitag=tag ;W1m,Teleport 97,f0sprite.picnum=SECTOREFFECTOR,f0sprite.lotag=7,f0sprite.hitag=tag ;WRm,Teleport 125,f0sprite.picnum=SECTOREFFECTOR,f0sprite.lotag=7,f0sprite.hitag=tag ;W1m,Teleport monsters only 126,f0sprite.picnum=SECTOREFFECTOR,f0sprite.lotag=7,f0sprite.hitag=tag ;WRm,Teleport monsters only ;LIGHT 35,0 ;W1,0 104,0 ;W1,LE (light level) 12,0 ;W1,HE (light level) 13,0 ;W1,255 79,0 ;WR,0 80,0 ;WR,HE (light level) 81,0 ;WR,255 17,0 ;W1,Light blinks (see [4-9-1] type 3) 138,0 ;SR,255 (clunk) 139,0 ;SR,0 (clunk) [SECTORCONVERSIONS] ;Instructions on sector conversions: ;[dtype(-dtype)],[structname.field,op,val]... ; ;dtype Can be any number found in linedef[].type of a doom map. ;structname Can be any of these: ; sector - The front side of a wall ; (#)sprite - A sprite that will be inserted into front sector if accessed ; For sprites, the # option allows you to choose which of 8 possible ; sprites in each sector the field will be put into. Only touched ; sprites will be inserted into the final map. ;field Can be any field inside the structure you chose ;op Can be any of these standard C operators: = += -= ^= |= &= ;val Can be a number, a define, or the keyword "tag" 0-4095,sector.ceilingstat|=8,sector.floorstat|=8, ;LIGHT EFFECTS 1,sector.floorshade+=16,0sprite.picnum=SECTOREFFECTOR,0sprite.lotag=4, ;random off 2,sector.floorshade+=16,0sprite.picnum=SECTOREFFECTOR,0sprite.lotag=4, ;blink 0.5 second 3,sector.floorshade+=16,0sprite.picnum=SECTOREFFECTOR,0sprite.lotag=4, ;blink 1.0 second 8,sector.floorshade+=16,0sprite.picnum=CYCLER,0sprite.ang=1536, ;oscillates 12,sector.floorshade+=16,0sprite.picnum=SECTOREFFECTOR,0sprite.lotag=4, ;blink 0.5 second, synchronized 13,sector.floorshade+=16,0sprite.picnum=SECTOREFFECTOR,0sprite.lotag=4, ;blink 1.0 second, synchronized 17,sector.floorshade+=16,0sprite.picnum=SECTOREFFECTOR,0sprite.lotag=4, ;flickers on and off randomly (1.666+) ;DAMAGE 7,sector.tag=1 ;hurt 2-5% 5,sector.tag=1 ;hurt 5-10% 16,sector.tag=1 ;hurt 10-20% 4,sector.tag=1 ;hurt 10-20% & light blink 0.5 second 4,sector.floorshade+=16,0sprite.picnum=SECTOREFFECTOR,0sprite.lotag=4, ;DOORS/SECRETS 10,sector.tag=20,0sprite.picnum=SECTOREFFECTOR,0sprite.lotag=10,0sprite.hitag=1024 ;after 30 sec, ceiling closes like door 14, ;after 300 sec, ceiling opens like door 9,sector.tag=32767 ;(Secret) If in this sector, you get credit at end 11, ;(End) -10/20% health. When < 11%, level ends 6,0sprite.picnum=SECTOREFFECTOR,0sprite.lotag=25 ;crushing ceiling (Doom 2 only) 15, ;ammo creator (Doom 2 only)