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+# viDOOM - level editor for DOOM
+#
+# Copyright (C) 2000 Ian Cowburn (ianc@noddybox.demon.co.uk)
+#
+# This program is free software; you can redistribute it and/or modify
+# it under the terms of the GNU General Public License as published by
+# the Free Software Foundation; either version 2 of the License, or
+# (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software
+# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+#
+# -------------------------------------------------------------------------
+#
+# $Id: zdoom.cfg,v 1.8 2000/11/13 16:16:38 dosuser Exp dosuser $
+#
+# ZDoom config file. See the heading of doom.cfg for details
+#
+
+%INCLUDE_FILES
+@DOOM_2_LEVEL_STYLE
+doom2.cfg
+@END DOOM_2_LEVEL_STYLE
+
+@DOOM_LEVEL_STYLE
+doom.cfg
+@END DOOM_LEVEL_STYLE
+
+# THING_CLASSES section
+#
+%THING_CLASSES
+Sound|0x808080
+Stealth Monster|0xd01010
+Special ZDOOM/BOOM|0xff0000
+
+# THING_TYPES section
+#
+%THING_TYPES
+Stealth Monster|Stealth Former Human|9061|20|POSSA1
+Stealth Monster|Stealth Former Sergeant|9060|20|SPOSA1
+Stealth Monster|Stealth Imp|9057|20|TROOA1
+Stealth Monster|Stealth Demon|3002|30|SARGA1
+Stealth Monster|Stealth Cacodemon|9053|31|HEADA1
+Stealth Monster|Stealth Baron of Hell|9052|24|BOSSA1
+@DOOM_2_LEVEL_STYLE
+Stealth Monster|Stealth Chaingunner|9060|20|CPOSA1
+Stealth Monster|Stealth Hell Knight|9056|24|BOS2A1C1
+Stealth Monster|Stealth Arachnotron|9050|64|BSPIA1D1
+Stealth Monster|Stealth Revenant|9059|20|SKELA1D1
+Stealth Monster|Stealth Mancubus|9058|48|FATTA1
+Stealth Monster|Stealth Arch Vile|9051|20|VILEA1D1
+@END DOOM_2_LEVEL_STYLE
+
+Scenery|Spark|9206|16|-
+Scenery|Red fountain|9027|16|-
+Scenery|Green fountain|9028|16|-
+Scenery|Blue fountain|9029|16|-
+Scenery|Yellow fountain|9030|16|-
+Scenery|Purple fountain|9031|16|-
+Scenery|Black fountain|9032|16|-
+Scenery|White fountain|9033|16|-
+
+Player Start|Player 4 start|4001|16|PLAYA1
+Player Start|Player 5 start|4002|16|PLAYA1
+Player Start|Player 6 start|4003|16|PLAYA1
+Player Start|Player 7 start|4004|16|PLAYA1
+
+Sound|Sector plays seq 0|1400|16|-
+Sound|Sector plays seq 1|1401|16|-
+Sound|Sector plays seq 2|1402|16|-
+Sound|Sector plays seq 3|1403|16|-
+Sound|Sector plays seq 4|1404|16|-
+Sound|Sector plays seq 5|1405|16|-
+Sound|Sector plays seq 6|1406|16|-
+Sound|Sector plays seq 7|1407|16|-
+Sound|Sector plays seq 8|1408|16|-
+Sound|Sector plays seq 9|1409|16|-
+Sound|Sector plays param|1411|16|-
+Sound|Ambient sound 1|14001|16|-
+Sound|Ambient sound 2|14002|16|-
+Sound|Ambient sound 3|14003|16|-
+Sound|Ambient sound 4|14004|16|-
+Sound|Ambient sound 5|14005|16|-
+Sound|Ambient sound 6|14006|16|-
+Sound|Ambient sound 7|14007|16|-
+Sound|Ambient sound 8|14008|16|-
+Sound|Ambient sound 9|14009|16|-
+Sound|Ambient sound 10|14010|16|-
+Sound|Ambient sound 11|14011|16|-
+Sound|Ambient sound 12|14012|16|-
+Sound|Ambient sound 13|14013|16|-
+Sound|Ambient sound 14|14014|16|-
+Sound|Ambient sound 15|14015|16|-
+Sound|Ambient sound 16|14016|16|-
+Sound|Ambient sound 17|14017|16|-
+Sound|Ambient sound 18|14018|16|-
+Sound|Ambient sound 19|14019|16|-
+Sound|Ambient sound 20|14020|16|-
+Sound|Ambient sound 21|14021|16|-
+Sound|Ambient sound 22|14022|16|-
+Sound|Ambient sound 23|14023|16|-
+Sound|Ambient sound 24|14024|16|-
+Sound|Ambient sound 25|14025|16|-
+Sound|Ambient sound 26|14026|16|-
+Sound|Ambient sound 27|14027|16|-
+Sound|Ambient sound 28|14028|16|-
+Sound|Ambient sound 29|14029|16|-
+Sound|Ambient sound 30|14030|16|-
+Sound|Ambient sound 31|14031|16|-
+Sound|Ambient sound 32|14032|16|-
+Sound|Ambient sound 33|14033|16|-
+Sound|Ambient sound 34|14034|16|-
+Sound|Ambient sound 35|14035|16|-
+Sound|Ambient sound 36|14036|16|-
+Sound|Ambient sound 37|14037|16|-
+Sound|Ambient sound 38|14038|16|-
+Sound|Ambient sound 39|14039|16|-
+Sound|Ambient sound 40|14040|16|-
+Sound|Ambient sound 41|14041|16|-
+Sound|Ambient sound 42|14042|16|-
+Sound|Ambient sound 43|14043|16|-
+Sound|Ambient sound 44|14044|16|-
+Sound|Ambient sound 45|14045|16|-
+Sound|Ambient sound 46|14046|16|-
+Sound|Ambient sound 47|14047|16|-
+Sound|Ambient sound 48|14048|16|-
+Sound|Ambient sound 49|14049|16|-
+Sound|Ambient sound 50|14050|16|-
+Sound|Ambient sound 51|14051|16|-
+Sound|Ambient sound 52|14052|16|-
+Sound|Ambient sound 53|14053|16|-
+Sound|Ambient sound 54|14054|16|-
+Sound|Ambient sound 55|14055|16|-
+Sound|Ambient sound 56|14056|16|-
+Sound|Ambient sound 57|14057|16|-
+Sound|Ambient sound 58|14058|16|-
+Sound|Ambient sound 59|14059|16|-
+Sound|Ambient sound 60|14060|16|-
+Sound|Ambient sound 61|14061|16|-
+Sound|Ambient sound 62|14062|16|-
+Sound|Ambient sound 63|14063|16|-
+Sound|Ambient sound 64|14064|16|-
+Sound|Ambient sound 0-255 (Hexen)|14065|16|-
+
+Teleport|Teleport landing (remembers height)|9044|16|TFOGA0
+
+Special ZDOOM/BOOM|BOOM Point pusher|5001|16|-
+Special ZDOOM/BOOM|BOOM Point puller|5002|16|-
+Special ZDOOM/BOOM|Map spot|9001|16|-
+Special ZDOOM/BOOM|Map spot (with gravity)|9002|16|-
+Special ZDOOM/BOOM|Path node|9024|16|-
+Special ZDOOM/BOOM|Camera|9025|16|-
+Special ZDOOM/BOOM|Water filled sector|9045|16|-
+Special ZDOOM/BOOM|Secret|9046|16|-
+Special ZDOOM/BOOM|Polyobject anchor|9300|16|-
+Special ZDOOM/BOOM|Polyobject spawn spot|9301|16|-
+Special ZDOOM/BOOM|Crushing polyobject spawn spot|9302|16|-
+
+
+# LINEDEF_CLASSES
+#
+%LINEDEF_CLASSES
+BOOM/ZDoom
+
+# LINEDEF_TYPES
+#
+%LINEDEF_TYPES
+BOOM/ZDoom|333|Tagged sector gravity
+BOOM/ZDoom|334|Tagged sector fog/light colour
+BOOM/ZDoom|335|Tagged Sector damage
+
+
+# SECTOR_CLASSES
+#
+%SECTOR_CLASSES
+Doom|Hexen Lighting
+Hexen|Normal
+Hexen|Lights
+Hexen|Stairs
+Hexen|Damage
+Hexen|Door
+Hexen|Scroll Slow
+Hexen|Scroll Medium
+Hexen|Scroll Fast
+
+# SECTOR_TYPES
+#
+%SECTOR_TYPES
+Doom|Hexen Lighting|21|Light Phased|Phase
+Doom|Hexen Lighting|22|Light Seq Start|LSeq Start
+Doom|Hexen Lighting|23|Light Seq Special 1|LSeq Spec1
+Doom|Hexen Lighting|24|Light Seq Special 2|LSeq Spec2
+
+Hexen|Normal|0|Normal|Normal
+
+Hexen|Lights|1|Light Phased|Phase
+Hexen|Lights|2|Light Seq Start|LSeq Start
+Hexen|Lights|3|Light Seq Special 1|LSeq Spec1
+Hexen|Lights|4|Light Seq Special 2|LSeq Spec2
+
+Hexen|Stairs|26|Stairs Special 1|StairSpec1
+Hexen|Stairs|27|Stairs Special 2|StairSpecb
+
+Hexen|Scroll Slow|201|Scroll North Slow|ScrollNorthSlow
+Hexen|Scroll Medium|202|Scroll North Medium|ScrollNorthMedium
+Hexen|Scroll Fast|203|Scroll North Fast|ScrollNorthFast
+Hexen|Scroll Slow|204|Scroll East Slow|ScrollEastSlow
+Hexen|Scroll Medium|205|Scroll East Medium|ScrollEastMedium
+Hexen|Scroll Fast|206|Scroll East Fast|ScrollEastFast
+Hexen|Scroll Slow|207|Scroll South Slow|ScrollSouthSlow
+Hexen|Scroll Medium|208|Scroll South Medium|ScrollSouthMedium
+Hexen|Scroll Fast|209|Scroll South Fast|ScrollSouthFast
+Hexen|Scroll Slow|210|Scroll West Slow|ScrollWestSlow
+Hexen|Scroll Medium|211|Scroll West Medium|ScrollWestMedium
+Hexen|Scroll Fast|212|Scroll West Fast|ScrollWestFast
+Hexen|Scroll Slow|213|Scroll NorthWest Slow|ScrollNorthWestSlow
+Hexen|Scroll Medium|214|Scroll NorthWest Medium|ScrollNorthWestMedium
+Hexen|Scroll Fast|215|Scroll NorthWest Fast|ScrollNorthWestFast
+Hexen|Scroll Slow|216|Scroll NorthEast Slow|ScrollNorthEastSlow
+Hexen|Scroll Medium|217|Scroll NorthEast Medium|ScrollNorthEastMedium
+Hexen|Scroll Fast|218|Scroll NorthEast Fast|ScrollNorthEastFast
+Hexen|Scroll Slow|219|Scroll SouthEast Slow|ScrollSouthEastSlow
+Hexen|Scroll Medium|220|Scroll SouthEast Medium|ScrollSouthEastMedium
+Hexen|Scroll Fast|221|Scroll SouthEast Fast|ScrollSouthEastFast
+Hexen|Scroll Slow|222|Scroll SouthWest Slow|ScrollSouthWestSlow
+Hexen|Scroll Medium|223|Scroll SouthWest Medium|ScrollSouthWestMedium
+Hexen|Scroll Fast|224|Scroll SouthWest Fast|ScrollSouthWestFast
+
+# Doom sector types in their hexen numbers
+#
+Hexen|Lights|65|Light random off (Doom)|dLight_Flicker
+Hexen|Lights|66|Blink lights 0.5 second (Doom)|dLight_StrobeFast
+Hexen|Lights|67|Blink lights 1.0 second (Doom)|dLight_StrobeSlow
+Hexen|Lights|68|Lose -10/20% health & blink lights 0.5 sec (Doom)|dLightStrobeHurt
+Hexen|Damage|69|Lose -5/10% health (Doom)|dDamage_Hellslime
+Hexen|Damage|71|Lose -2/5% health (Doom)|dDamage_Nukage
+Hexen|Lights|72|Oscillating light (Doom)|dLightGlow
+Hexen|Door|74|Door closes after 30 seconds (Doom)|dSector_DoorClose
+Hexen|Damage|75|-10/20% health - end level if < 11% (Doom)|dDamageEnd
+Hexen|Lights|76|Blink lights synchronised 0.5 second (Doom)|dLight_StrobeSlowSync
+Hexen|Lights|77|Blink lights synchronised 1.0 second (Doom)|dLight_StrobeFastSync
+Hexen|Door|78|Door opens after 300 seconds (Doom)|dSector_DoorRaiseIn5Min
+Hexen|Damage|80|Lose -10/20% health (Doom)|dDamage_SuperHellslime
+Hexen|Lights|81|Light random on/off (Doom)|dLight_FireFlicker
+
+
+# THING_FLAGS section
+#
+%THING_FLAGS
+Hexen|0|0x001|0x001|Skill 1 and 2|E
+Hexen|0|0x002|0x002|Skill 3|M
+Hexen|0|0x004|0x004|Skill 4 and 5|H
+Hexen|0|0x008|0x008|Deaf|D
+Hexen|0|0x010|0x010|Dormant|A
+Hexen|0|0x100|0x100|Appears in 1 player|S
+Hexen|0|0x200|0x200|Appears in Co-op|C
+Hexen|0|0x400|0x400|Appears in Deathmatch|X
+
+
+# LINEDEF_FLAGS section
+#
+%LINEDEF_FLAGS
+Hexen|0|0x0001|0x0001|Impassible|I
+Hexen|0|0x0002|0x0002|Block monsters|M
+Hexen|0|0x0004|0x0004|Two-sided|2
+Hexen|0|0x0008|0x0008|Upper unpegged|U
+Hexen|0|0x0010|0x0010|Lower unpegged|L
+Hexen|0|0x0020|0x0020|Secret|S
+Hexen|0|0x0040|0x0040|Blocks sound|B
+Hexen|0|0x0080|0x0080|Not on map|N
+Hexen|0|0x0100|0x0100|Already on map|A
+Hexen|0|0x0200|0x0200|Repeatable|R
+Hexen|1|0x1c00|0x0000|Activated by player crossing|C
+Hexen|1|0x1c00|0x0400|Activated by player using|u
+Hexen|1|0x1c00|0x0800|Activated by monster crossing|c
+Hexen|1|0x1c00|0x0c00|Activated by projectile hitting|P
+Hexen|1|0x1c00|0x1000|Activated by player bumping|B
+Hexen|1|0x1c00|0x1400|Activated by projectile crossing|p
+Hexen|1|0x1c00|0x1800|Activated by player crossing (passthru)|T
+Hexen|0|0x2000|0x2000|Can be activated by monsters|a
+Hexen|0|0x8000|0x8000|Blocks everything|!
+
+
+# SECTOR_STYLES and LINEDEF_DEFAULT we will automatically inherit from the
+# DOOM config or the DOOM 2 config
+#
+
+
+# LINEDEF_GEN_BITMASKS section. This defines the bitmasks that are used to
+# build up generalised linedef types.
+#
+# This section is a bit more complex than most of the others as the format of
+# the data is not fixed from line to line.
+#
+# Each set starts with the class name for the bitmask. Format for this line is:
+#
+# "class name|no of fields"
+#
+# After this follows <no of fields> repititions of the following:
+#
+# "field name|shorthand name|value"
+#
+# Remember that value will be shifted left a specified amount when used in the
+# LINEDEF_GEN_TYPES section and so they should be defined relative to bit 0.
+#
+# Also note that inside the editor all the values associated with a bitmask
+# are ORed together to create a mask that can extract that information from a
+# generalised linedef to be displayed in the editor.
+#
+# Following all this can follow another class, and so on. Also remember that
+# blank lines and comments are OK, so that sections can be readably split using
+# white space.
+#
+%LINEDEF_GEN_BITMASKS
+Trigger|8
+Walk over (once)|W1|0
+Walk over (multi)|WR|1
+Push (once)|P1|2
+Push (multi)|PR|3
+Switch (once)|S1|4
+Switch (multi)|SR|5
+Shoot (once)|G1|6
+Shoot (multi)|GR|7
+
+Opens with|8
+Any|NK|0
+Red keycard|RC|1
+Blue keycard|BC|2
+Yellow keycard|YC|3
+Red skull|RS|4
+Blue skull|BS|5
+Yellow skull|YS|6
+All keys|AK|7
+
+Speed|4
+Slow|Slow|0
+Normal|Norm|1
+Fast|Fast|2
+Turbo|Turb|3
+
+Delay|4
+1s|1s|0
+4s|4s|1
+9s|9s|2
+30s|30s|3
+
+Kind|4
+Open, Wait, Then Close|OWC|0
+Open and Stay Open|OSO|1
+Close and Stay Closed|CSC|2
+Close, Wait, Then Open|CWO|3
+
+Locked door kind|2
+Open, close|OC|0
+Open|O|1
+
+Number of Keys|2
+All 6 used|6|0
+3 used (skulls/cards same)|3|1
+
+Floor Target|8
+Lowest Neighbor Floor|LnF|0
+Next Neighbor Floor|NnF|1
+Lowest Neighbor Ceiling|LnC|2
+Highest Neighbor Floor|HnF|3
+Ceiling|C|4
+24 Units|24u|5
+32 Units|32u|6
+Shortest Lower Texture|SLT|7
+
+Monsters Can Use|2
+No|MoY|0
+Yes|MoN|1
+
+Direction|2
+Down|Dn|0
+Up|Up|1
+
+Crush|2
+No|CrN|0
+Yes|CrY|1
+
+Floor Model|2
+Trigger|Trg|0
+Numeric|Num|1
+
+Floor Change|4
+None|N|0
+Texture only|Tx|1
+Type zeroed|Tx0|2
+Texture and type changed|TxTy|3
+
+
+# LINEDEF_GEN_TYPES section. This defines the combinations of
+# LINEDEF_GEN_BITMASKS that go to make up a generalised linedef type.
+#
+# This section is a bit more complex than most of the others as the format of
+# the data is not fixed from line to line.
+#
+# Each set starts with the class name describing the type of generalised
+# linedef, the edit mode this is for, the number of different bit patterns
+# defined in the class and the low and high values that the type occupies.
+# The edit mode is described in doom.cfg. Format for this line is:
+#
+# "edit mode|class name|low value|high value|mask|no of bit-field classes"
+#
+# After this follows <no of fields> repititions of the following:
+#
+# "bit-field name|shift"
+#
+# Note that different sets of bitmasks can have overlapping low/high values.
+# When deciding which one to show in the editor display the first one defined
+# will be used.
+#
+# The shift defines how much the bitmask is shifted to the left to generate
+# the actual values stored in the linedef type field.
+#
+# If the mask is not -1 then in the editor it is ORed with the selected bit
+# mask values to generate the linedef type value.
+#
+# If the mask is -1 then the original value of the linedef has the bits that
+# would be occupied by the bitmasks cleared. The select bit mask values are
+# then ORed with the ORIGINAL linedef value.
+#
+# Following all this can follow another class, and so on. Also remember that
+# blank lines and comments are OK, so that sections can be readably split using
+# white space.
+#
+# NB: HEXEN mode does not support generic linedef types anyhow... So, err,
+# don't ask why the edit mode was added. Just seemed easy at the time as
+# I was edit modeing generic sectors.
+#
+%LINEDEF_GEN_TYPES
+Doom|Locked Door|0x3800|0x3bff|0x3800|5
+Trigger|0
+Speed|3
+Locked door kind|5
+Opens with|6
+Number of keys|9
+
+Doom|Floor|0x6000|0x7fff|0x6000|7
+Trigger|0
+Speed|3
+Floor Model|5
+Direction|6
+Floor Target|7
+Floor Change|10
+Crush|12
+
+
+# SECTOR_GEN_BITMASKS section. This defines the bitmasks that are used to
+# build up generalised sector types. This section works identically to the
+# LINEDEF_GEN_BITMASKS section.
+#
+#
+%SECTOR_GEN_BITMASKS
+Lighting|9
+Normal|NL|0
+Random off|RO|1
+Blink 0.5 seconds|0.5|2
+Blink 1.0 seconds|1.0|3
+-10/20% health and blink 0.5 seconds|DmgL|4
+Oscillates|Osc|8
+Blink 0.5 seconds, synchronised|0.5s|12
+Blink 1.0 seconds, synchronised|1.0s|13
+Flickers on/off randomly|Rand|17
+
+Damage|4
+None|D0|0
+5 units|D5|1
+10 units|D10|2
+20 units|D20|3
+
+Secret|2
+No|NSec|0
+Yes|Sec|1
+
+Friction|2
+Disabled|NFri|0
+Enabled|Fri|1
+
+Wind|2
+Disabled|NWin|0
+Enabled|Win|1
+
+
+# SECTOR_GEN_TYPES section. This defines the combinations of
+# SECTOR_GEN_BITMASKS that go to make up a generalised sector type. See
+# LINEDEF_GEN_BITMASKS for details.
+#
+#
+%SECTOR_GEN_TYPES
+Doom|Generalised sector|0x20|0xffff|0|5
+Lighting|0
+Damage|5
+Secret|7
+Friction|8
+Wind|9
+
+Hexen|Generalised Sector|0x100|0xffff|-1|4
+Damage|8
+Secret|10
+Friction|11
+Wind|12
+
+
+# HEXEN configuration
+#
+# ZDoom supports DOOM maps using the extended WAD format introduced by Raven
+# for Hexen. As with ZDoom, viDOOM recognises HEXEN format maps by their
+# inclusion of a BEHAVIOR lump.
+#
+# In the editor, these following definitions will be used only when a HEXEN
+# format map is being edited, and can be left unset otherwise.
+#
+
+# HEXEN_ACTION_SPECIAL_CLASSES
+#
+# Action special classes in HEXEN. Format is:
+# "class name"
+#
+%HEXEN_ACTION_SPECIAL_CLASSES
+Normal
+Polyobject
+Door
+Floor
+Ceiling
+Floor and ceiling
+Stairs
+Platform
+Teleport/exit
+Lighting
+Sector property
+Things
+ACS
+Misc
+
+
+# HEXEN_ACTION_SPECIALS
+#
+# The action specials themselves. Format is:
+# "class name|id|name|[arg0[,arg1[,arg2[,arg3[,arg4]]]]]"
+#
+%HEXEN_ACTION_SPECIALS
+Normal|0|No action|
+
+Polyobject|1|Polyobj_StartLine|po,mirror,sound
+Polyobject|2|Polyobj_RotateLeft|po,speed,angle
+Polyobject|3|Polyobj_RotateRight|po,speed,angle
+Polyobject|4|Polyobj_Move|po|speed,angle,dist
+Polyobject|5|Polyobj_ExplicitLine|po,order,mirror,sound
+Polyobject|6|Polyobj_MoveTimes8|po,speed,angle,dist
+Polyobject|7|Polyobj_DoorSwing|po,speed,angle,delay
+Polyobject|8|Polyobj_DoorSlide|po,speed,angle,dist,delay
+Polyobject|90|Polyobj_OR_RotateLeft|po,speed
+Polyobject|91|Polyobj_OR_RotateRight|po,speed,angle
+Polyobject|92|Polyobj_OR_Move|po|speed,angle,distance
+Polyobject|93|Polyobj_OR_MoveTimes8|po,speed,angle,distance
+
+Door|10|Door_Close|tag,speed
+Door|11|Door_Open|tag,speed
+Door|12|Door_Raise|tag,speed,delay
+Door|13|Door_LockedRaise|tag,speed,delay,lock
+Door|249|Door_CloseWaitOpen|tag,speed,delay
+Door|202|Generic_Door|tag,speed,kind,delay,lock
+
+Floor|20|Floor_LowerByValue|tag,speed,height
+Floor|36|Floor_LowerByValueTimes8|tag,speed,height
+Floor|66|Floor_LowerInstant|tag,arg1,height
+Floor|21|Floor_LowerToLowest|tag,speed
+Floor|241|Floor_LowerToLowestTxTy|tag,speed
+Floor|242|Floor_LowerToHighest|tag,speed,adjust
+Floor|22|Floor_LowerToNearest|tag,speed
+Floor|23|Floor_RaiseByValue|tag,speed,height
+Floor|35|Floor_RaiseByValueTimes8|tag,speed,height
+Floor|67|Floor_RaiseInstant|tag,arg1,height
+Floor|24|Floor_RaiseToHighest|tag,speed
+Floor|25|Floor_RaiseToNearest|tag,speed
+Floor|238|Floor_RaiseToLowestCeiling|tag,speed
+Floor|239|Floor_RaiseByValueTxTy|tag,speed,height
+Floor|240|Floor_RaiseByTexture|tag,speed
+Floor|28|Floor_RaiseAndCrush|tag,speed,crush
+Floor|46|Floor_CrushStop|tag
+Floor|68|Floor_MoveToValueTimes8|tag,speed,height,neg
+Floor|138|Floor_Waggle|tag,amp,freq,offset,time
+Floor|250|Floor_Donut|ptag,pspeed,sspeed
+Floor|235|Floor_TransferTrigger|tag
+Floor|236|Floor_TransferNumeric|tag
+Floor|200|Generic_Floor|tag,speed,height,target,flags
+
+Ceiling|40|Ceiling_LowerByValue|tag,speed,height
+Ceiling|41|Ceiling_RaiseByValue|tag,speed,height
+Ceiling|199|Ceiling_LowerByValueTimes8|tag,speed,height
+Ceiling|198|Ceiling_RaiseByValueTimes8|tag,speed,height
+Ceiling|193|Ceiling_LowerInstant|tag,arg1,height
+Ceiling|194|Ceiling_RaiseInstant|tag,arg1,height
+Ceiling|252|Ceiling_RaiseToNearest|tag,speed
+Ceiling|192|Ceiling_LowerToHighestFloor|tag,speed
+Ceiling|253|Ceiling_LowerToLowest|tag,speed
+Ceiling|254|Ceiling_LowerToFloor|tag,speed
+Ceiling|69|Ceiling_MoveToValueTimes8|tag,speed,height,neg
+Ceiling|42|Ceiling_CrushAndRaise|tag,speed,crush
+Ceiling|45|Ceiling_CrushRaiseAndStay|tag,speed,crush
+Ceiling|43|Ceiling_LowerAndCrush|tag,speed,crush
+Ceiling|195|Ceiling_CrushRaiseAndStayA|tag,dspeed,uspeed,crush
+Ceiling|196|Ceiling_CrushAndRaiseA|tag,dspeed,uspeed,crush
+Ceiling|197|Ceiling_CrushAndRaiseSilentA|tag,dspeed,uspeed,crush
+Ceiling|255|Ceiling_CrushRaiseAndStaySilA|tag,dspeed,uspeed,crush
+Ceiling|44|Ceiling_CrushStop|tag
+Ceiling|201|Generic_Ceiling|tag,speed,height,target,flag
+Ceiling|205|Generic_Crusher|tag,dspeed,uspeed,silent,crush
+
+Floor and ceiling|95|FloorAndCeiling_LowerByValue|tag,speed,height
+Floor and ceiling|96|FloorAndCeiling_RaiseByValue|tag,speed,height
+Floor and ceiling|251|FloorAndCeiling_LowerRaise|tag,fspeed,cspeed
+Floor and ceiling|245|Elevator_RaiseToNearest|tag,speed
+Floor and ceiling|246|Elevator_MoveToFloor|tag,speed
+Floor and ceiling|247|Elevator_LowerToNearest|tag,speed
+Floor and ceiling|29|Pillar_Build|tag,speed,height
+Floor and ceiling|94|Pillar_BuildAndCrush|tag,speed,height,crush
+Floor and ceiling|30|Pillar_Open|tag,speed,fdist,cdist
+
+Stairs|26|Stairs_BuildDown|tag,speed,height,delay,reset
+Stairs|27|Stairs_BuildUp|tag,speed,height,delay,reset
+Stairs|31|Stairs_BuildDownSync|tag,speed,height,reset
+Stairs|32|Stairs_BuildUpSync|tag,speed,height,reset
+Stairs|217|Stairs_BuildUpDoom|tag,speed,height,delay,reset
+Stairs|204|Generic_Stairs|tag,speed,height,flags,reset
+
+Platform|60|Plat_PerpetualRaise|tag,speed,delay
+Platform|207|Plat_PerpetualRaiseLip|tag,speed,delay,lip
+Platform|61|Plat_Stop|tag
+Platform|62|Plat_DownWaitUpStay|tag,speed,delay
+Platform|206|Plat_DownWaitUpStayLip|tag,speed,delay,lip
+Platform|63|Plat_DownByValue|tag,speed,delay,height
+Platform|65|Plat_UpByValue|tag,speed,delay,height
+Platform|64|Plat_UpWaitDownStay|tag,speed,delay
+Platform|228|Plat_RaiseAndStayTx0|tag,speed
+Platform|230|Plat_UpByValueStayTx|tag,speed,height
+Platform|231|Plat_ToggleCeiling|tag
+Platform|203|Generic_Lift|tag,speed,delay,type,height
+
+Teleport/exit|70|Teleport|tid
+Teleport/exit|71|Teleport_NoFog|tid
+Teleport/exit|215|Teleport_Line|thisid,destid,flip
+Teleport/exit|74|Teleport_NewMap|map,pos
+Teleport/exit|75|Teleport_EndGame
+Teleport/exit|243|Exit_Normal|pos
+Teleport/exit|244|Exit_Secret|pos
+
+Lighting|110|Light_RaiseByValue|tag,value
+Lighting|111|Light_LowerByValue|tag,value
+Lighting|112|Light_ChangeToValue|tag,value
+Lighting|113|Light_Fade|tag,value,tics
+Lighting|114|Light_Glow|tag,upper,lower,tics
+Lighting|115|Light_Flicker|tag,upper,lower
+Lighting|116|Light_Strobe|tag,upper,lower,u-tics,l-tics
+Lighting|232|Light_StrobeDoom|tag,u-tics,l-tics
+Lighting|233|Light_MinNeighbor|tag
+Lighting|234|Light_MaxNeighbor|tag
+
+Sector property|212|Sector_SetColor|tag,r,g,b
+Sector property|213|Sector_SetFade|tag,r,g,b
+Sector property|214|Sector_SetDamage|tag,amount,mod
+Sector property|216|Sector_SetGravity|tag,ipart,fpart
+Sector property|219|Sector_SetFriction|tag,amount
+Sector property|218|Sector_SetWind|tag,amount,angle,useline
+Sector property|220|Sector_SetCurrent|tag,amount,angle,useline
+Sector property|183|Line_AlignFloor|lineid,side
+Sector property|184|Line_AlignCeiling|lineid,side
+Sector property|185|Sector_SetRotation|tag,floor-angle,ceiling-angle
+Sector property|186|Sector_SetCeilingPanning|tag,u-int,u-frac,v-int,v-frac
+Sector property|187|Sector_SetFloorPanning|tag,u-int,u-frac,v-int,v-frac
+Sector property|188|Sector_SetCeilingScale|tag,u-int,u-frac,v-int,v-frac
+Sector property|189|Sector_SetFloorScale|tag,u-int,u-frac,v-int,v-frac
+
+Things|72|ThrustThing|angle,force
+Things|73|DamageThing|amount
+Things|248|HealThing|amount
+Things|130|Thing_Activate|tid
+Things|131|Thing_Deactivate|tid
+Things|132|Thing_Remove|tid
+Things|133|Thing_Destroy|tid
+Things|134|Thing_Projectile|tid,type,angle,speed,vspeed
+Things|136|Thing_ProjectileGravity|tid,type,angle,speed,vspeed
+Things|135|Thing_Spawn|tid,type,angle
+Things|137|Thing_SpawnNoFog|tid,type,angle
+Things|229|Thing_SetGoal|tid,goal,delay
+
+ACS|80|ACS_Execute|script,map,s_arg1,s_arg2,s_arg3
+ACS|226|ACS_ExecuteAlways|script,map,s_arg1,s_arg2,s_arg3
+ACS|83|ACS_LockedExecute|script,map,s_arg1,s_arg2,lock
+ACS|81|ACS_Suspend|script,map
+ACS|82|ACS_Terminate|script,map
+
+Misc|121|Line_SetIdentification|lineid
+Misc|208|TranslucentLine|lineid,amount
+Misc|100|Scroll_Texture_Left|speed
+Misc|101|Scroll_Texture_Right|speed
+Misc|102|Scroll_Texture_Up|speed
+Misc|103|Scroll_Texture_Down|speed
+Misc|221|Scroll_Texture_Both|lineid,left,right,down,up
+Misc|225|Scroll_Texture_Offsets
+Misc|222|Scroll_Texture_Model|lineid,scrollbits
+Misc|223|Scroll_Floor|tag,scrollbits,0=scroll:1=carry:2=both,x-move,y-move
+Misc|224|Scroll_Ceiling|tag,scrollbits,0,x-move,y-move
+Misc|209|Transfer_Heights|tag,when
+Misc|210|Transfer_FloorLight|tag
+Misc|211|Transfer_CeilingLight|tag
+Misc|120|Radius_Quake|intensity,duration,damrad,tremrad,tid
+Misc|227|PointPush_SetForce|tag,tid,amount,useline
+Misc|237|ChangeCamera|tid,who,revert
+Misc|191|SetPlayerProperty|who,set,which