# 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