From a9022b5972dc49d86f617a27940fafe9c4d0e7e7 Mon Sep 17 00:00:00 2001 From: Ian C Date: Thu, 9 Jun 2011 13:46:28 +0000 Subject: Initial import of (very old) vidoom sources. --- zdoom.cfg | 719 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 719 insertions(+) create mode 100644 zdoom.cfg (limited to 'zdoom.cfg') diff --git a/zdoom.cfg b/zdoom.cfg new file mode 100644 index 0000000..8aeb27a --- /dev/null +++ b/zdoom.cfg @@ -0,0 +1,719 @@ +# 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 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 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 -- cgit v1.2.3