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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: doom.cfg,v 1.26 2000/07/19 16:36:12 dosuser Exp dosuser $
#
# Doom config file.  The following sections may be present:
#
#	%INCLUDE_FILES		- include other config files
#	%THING_CLASSES		- classes of things (ammo, monsters, etc)
#	%LINEDEF_CLASSES	- classes of linedefs
#	%SECTOR_CLASSES		- classes of sectors
#	%THING_TYPES		- details types and IDs of things
#	%THING_FLAGS		- details flags and meaning for things
#	%LINEDEF_FLAGS		- details flags and meaning for linedefs
#	%LINEDEF_FLAGS_EXTRA	- details which flags indicate certain features
#	%LINEDEF_TYPES		- details types and IDs for linedefs
#	%LINEDEF_DEFAULTS	- default types for linedefs
#	%SECTOR_STYLES		- define texturing styles for linedefs
#	%SECTOR_TYPES		- details types and IDs of sectors
#	%EMPTY_TEXTURE_NAME	- name used for the empty texture
#	%NORMAL_TYPES		- values for normal sectors and linedefs
#	%LINEDEF_CHECK_DEFAULT	- optional textuire to use filling in missing
#				  textures when performing check linedefs
#


# THING_CLASSES
#
# Classes of things.  Format is "class name|colour"
#
# Colour is defined as a hex number, each byte either R, G or B - 0xRRGGBB
#
#
%THING_CLASSES
Ammo|0x808000
Dead Things|0x800000
Health Items|0x00a000
Other Items|0xa0a000
Keys|0x00a0a0
Monster|0xd01010
Player Start|0xa000a0
Scenery|0xa22a2a
Teleport|0x00a000
Weapon|0xa0a000


# LINEDEF_CLASSES
#
# Classes of linedefs.  Format is "class name"
#
#
%LINEDEF_CLASSES
Normal
Local door
Remote door
Ceiling
Lift
Floor
Stair
Moving floor
Crushing ceiling
Exit level
Teleport
Light effect
Special


# SECTOR_CLASSES
#
# Classes of sectors.  Format is "class name"
#
#
%SECTOR_CLASSES
Normal
Lights
Damage
Damage/Lights
Damage/Exit
Door
Secret


# THING_TYPES section.  Each lines is "class|name|id|radius|sprite_name"
#
# Where class is a class from the %THING_CLASSES section
#
# sprite_name can be "-" to incidate no graphics
#
%THING_TYPES
Ammo|Ammo clip|2007|20|CLIPA0
Ammo|Shotgun shells|2008|20|SHELA0
Ammo|A rocket|2010|20|ROCKA0
Ammo|Cell charge|2047|20|CELLA0
Ammo|Box of ammo|2048|20|AMMOA0
Ammo|Box of shells|2049|20|SBOXA0
Ammo|Box of rockets|2046|20|BROKA0
Ammo|Big cell charge|17|20|CELPA0
Ammo|Backpack|8|20|BPAKA0

Dead Things|Exploded player|10|20|PLAYW0
Dead Things|Bloody mess|12|20|PLAYW0
Dead Things|Pool of blood and flesh|24|20|POL5A0
Dead Things|Dead player|15|20|PLAYW0
Dead Things|Dead former human|18|20|POSSU0
Dead Things|Dead sergeant|19|20|SPOSU0
Dead Things|Dead imp|20|20|TROOU0
Dead Things|Dead demon|21|20|SARGN0
Dead Things|Dead cacodemon|22|20|HEADL0
Dead Things|Dead lost soul|23|20|SKULJ0

Health Items|Stimpak|2011|20|STIMA0
Health Items|Medikit|2012|20|MEDIA0
Health Items|Health potion|2014|20|BON1A0
Health Items|Spirt armour|2015|20|BON2A0
Health Items|Green armour|2018|20|ARM1A0
Health Items|Blue armour|2019|20|ARM2A0
Health Items|Soulsphere|2013|20|SOULA0
Health Items|Berserk|2023|20|PSTRA0

Other Items|Invulnerable|2022|20|PINVA0
Other Items|Invisibility|2024|20|PINSA0
Other Items|Radiation suit|2025|20|SUITA0
Other Items|Map|2026|20|PMAPA0
Other Items|Light amplification goggles|2045|20|PVISA0

Keys|Blue keycard|5|20|BKEYA0
Keys|Blue skullkey|40|20|BSKUA0
Keys|Red keycard|13|20|RKEYA0
Keys|Red skullkey|38|20|RSKUA0
Keys|Yellow keycard|6|20|YKEYA0
Keys|Yellow skullkey|39|20|YSKUA0

Monster|Former Human|3004|20|POSSA1
Monster|Former Sergeant|9|20|SPOSA1
Monster|Imp|3001|20|TROOA1
Monster|Demon|3002|30|SARGA1
Monster|Spectre|58|30|SARGA1
Monster|Lost soul|3006|16|SKULA1
Monster|Cacodemon|3005|31|HEADA1
Monster|Baron of Hell|3003|24|BOSSA1
Monster|Spider Mastermind|7|128|SPIDA1D1
Monster|Cyberdemon|16|40|CYBRA1
Monster|Barrel|2035|16|BAR1A0

Player Start|Player 1 start|1|16|PLAYA1
Player Start|Player 2 start|2|16|PLAYA1
Player Start|Player 3 start|3|16|PLAYA1
Player Start|Player 4 start|4|16|PLAYA1
Player Start|Deatchmatch start|11|16|PLAYA1

Scenery|Tall techno pillar|48|16|ELECA0
Scenery|Tall green pillar|30|16|COL1A0
Scenery|Tall red pillar|32|16|COL3A0
Scenery|Short green pillar|31|16|COL2A0
Scenery|Short green pillar with beating heart|36|16|COL5A0
Scenery|Short red pillar|33|16|COL4A0
Scenery|Short red pillar with skull|37|16|COL6A0
Scenery|Small brown pointy stump|47|16|SMITA0
Scenery|Gray tree|43|16|TRE1A0
Scenery|Large brown tree|54|32|TRE2A0
Scenery|Floor lamp|2028|16|COLUA0
Scenery|Candle|34|16|CANDA0
Scenery|Candelabra|35|16|CBRAA0
Scenery|Tall blue firestick|44|16|TBLUA0
Scenery|Tall green firestick|45|16|TGRNA0
Scenery|Tall red firestick|46|16|TREDA0
Scenery|Short blue firestick|55|16|SMBTA0
Scenery|Short green firestick|56|16|SMGTA0
Scenery|Short red firestick|57|16|SMRTA0
Scenery|Evil Eye|41|16|CEYEA0
Scenery|Flaming skull rock|42|16|FSKUA0

Scenery|Hanging victim, twitching|49|16|GOR1A0
Scenery|Hanging victim, twitching (let thru)|63|16|GOR1A0
Scenery|Hanging victim, arms out|50|16|GOR2A0
Scenery|Hanging victim, arms out (let thru)|59|16|GOR2A0
Scenery|Hanging pair of legs|52|16|GOR4A0
Scenery|Hanging pair of legs (let thru)|60|16|GOR4A0
Scenery|Hanging victim, 1-legged|51|16|GOR3A0
Scenery|Hanging victim, 1-legged (let thru)|61|16|GOR3A0
Scenery|Hanging leg|53|16|GOR5A0
Scenery|Hanging leg (let thru)|62|16|GOR5A0

Scenery|Impaled human|25|16|POL1A0
Scenery|Twitching impaled human|26|16|POL6A0
Scenery|Skull on a pole|27|16|POL4A0
Scenery|Skewerd skulls|28|16|POL2A0
Scenery|Pile of skulls and candles|29|16|POL3A0

Teleport|Teleport landing|14|16|TFOGA0

Weapon|Chainsaw|2005|20|CSAWA0
Weapon|Shotgun|2001|20|SHOTA0
Weapon|Chaingun|2002|20|MGUNA0
Weapon|Rocket launcher|2003|20|LAUNA0
Weapon|Plasma gun|2004|20|PLASA0
Weapon|BFG 9000|2006|20|BFUGA0


# THING_FLAGS section.  Each line is "bit number|name|short hand name"
#
# Note there can be no gaps in the bit numbers.  If there are bits that
# don't matter they must still defined, eg.
#	0|Bit 0
#	1|Unused
#	2|Bit 2
#
%THING_FLAGS
0|Skill 1 and 2|Sk 1/2
1|Skill 3|Sk 3
2|Skill 4 and 5|Sk 4/5
3|Deaf|Deaf
4|Deathmatch only|Deathmatch


# LINEDEF_TYPES section.  Each line is "class|id|name"
#
# Class is one of the classes from %LINEDEF_CLASSES
#
%LINEDEF_TYPES
Normal|0|Normal

Special|48|Scrolling wall 

Local door|1|SRm door  med   4  -   open/close
Local door|26|SR  door  med   4  -   open/close BLUE KEY
Local door|28|SR  door  med   4  -   open/close RED KEY
Local door|27|SR  door  med   4  -   open/close YELLOW KEY
Local door|31|S1  door  med   -  -   open
Local door|32|S1  door  med   -  -   open BLUE KEY
Local door|33|S1  door  med   -  -   open RED KEY
Local door|34|S1  door  med   -  -   open YELLOW KEY
Local door|46|GR  door  med   -  -   open
Local door|117|SR  blaze turbo 4  -   open/close
Local door|118|S1  blaze turbo -  -   open

Remote door|4|W1  door  med   4  -   open,close
Remote door|29|S1  door  med   4  -   open,close
Remote door|90|WR  door  med   4  -   open,close
Remote door|63|SR  door  med   4  -   open,close
Remote door|2|W1  door  med   -  -   open
Remote door|103|S1  door  med   -  -   open
Remote door|86|WR  door  med   -  -   open
Remote door|61|SR  door  med   -  -   open
Remote door|3|W1  door  med   -  -   close
Remote door|50|S1  door  med   -  -   close
Remote door|75|WR  door  med   -  -   close
Remote door|42|SR  door  med   -  -   close
Remote door|16|W1  door  med   30 -   close, then opens
Remote door|76|WR  door  med   30 -   close, then opens
Remote door|108|W1  blaze turbo 4  -   open,close
Remote door|111|WR  blaze turbo 4  -   open,close
Remote door|105|S1  blaze turbo 4  -   open,close
Remote door|114|SR  blaze turbo 4  -   open,close
Remote door|109|W1  blaze turbo -  -   open
Remote door|112|S1  blaze turbo -  -   open
Remote door|106|WR  blaze turbo -  -   open
Remote door|115|SR  blaze turbo -  -   open
Remote door|110|W1  blaze turbo -  -   close
Remote door|113|S1  blaze turbo -  -   close
Remote door|107|WR  blaze turbo -  -   close
Remote door|116|SR  blaze turbo -  -   close
Remote door|133|S1  blaze turbo -  -   open BLUE KEY
Remote door|99|SR  blaze turbo -  -   open BLUE KEY
Remote door|135|S1  blaze turbo -  -   open RED KEY
Remote door|134|SR  blaze turbo -  -   open RED KEY
Remote door|137|S1  blaze turbo -  -   open YELLOW KEY
Remote door|136|SR  blaze turbo -  -   open YELLOW KEY

Ceiling|40|W1  mover slow  -  -   up to HEC
Ceiling|41|S1  mover slow  -  -   down to floor
Ceiling|43|SR  mover slow  -  -   down to floor
Ceiling|44|W1  mover slow  -  -   down to floor + 8
Ceiling|49|S1  mover slow  -  -   down to floor + 8
Ceiling|72|WR  mover slow  -  -   down to floor + 8

Lift|10|W1  lift  fast  3  -   lift
Lift|21|S1  lift  fast  3  -   lift
Lift|88|WRm lift  fast  3  -   lift
Lift|62|SR  lift  fast  3  -   lift
Lift|121|W1  lift  turbo 3  -   lift
Lift|122|S1  lift  turbo 3  -   lift
Lift|120|WR  lift  turbo 3  -   lift
Lift|123|SR  lift  turbo 3  -   lift

Floor|119|W1  mover slow  -  -   up to nhEF
Floor|128|WR  mover slow  -  -   up to nhEF
Floor|18|S1  mover slow  -  -   up to nhEF
Floor|69|SR  mover slow  -  -   up to nhEF
Floor|22|W1& mover slow  -  TX  up to nhEF
Floor|95|WR& mover slow  -  TX  up to nhEF
Floor|20|S1& mover slow  -  TX  up to nhEF
Floor|68|SR& mover slow  -  TX  up to nhEF
Floor|47|G1& mover slow  -  TX  up to nhEF
Floor|5|W1  mover slow  -  -   up to LIC
Floor|91|WR  mover slow  -  -   up to LIC
Floor|101|S1  mover slow  -  -   up to LIC
Floor|64|SR  mover slow  -  -   up to LIC
Floor|24|G1  mover slow  -  -   up to LIC
Floor|130|W1  mover turbo -  -   up to nhEF
Floor|131|S1  mover turbo -  -   up to nhEF
Floor|129|WR  mover turbo -  -   up to nhEF
Floor|132|SR  mover turbo -  -   up to nhEF
Floor|56|W1& mover slow  -  -   up to LIC - 8, CRUSH
Floor|94|WR& mover slow  -  -   up to LIC - 8, CRUSH
Floor|55|S1  mover slow  -  -   up to LIC - 8, CRUSH
Floor|65|SR  mover slow  -  -   up to LIC - 8, CRUSH
Floor|58|W1  mover slow  -  -   up 24
Floor|92|WR  mover slow  -  -   up 24
Floor|15|S1& mover slow  -  TX  up 24
Floor|66|SR& mover slow  -  TX  up 24
Floor|59|W1& mover slow  -  TXP up 24
Floor|93|WR& mover slow  -  TXP up 24
Floor|14|S1& mover slow  -  TX  up 32
Floor|67|SR& mover slow  -  TX  up 32
Floor|140|S1  mover med   -  -   up 512
Floor|30|W1  mover slow  -  -   up ShortestLowerTexture
Floor|96|WR  mover slow  -  -   up ShortestLowerTexture
Floor|38|W1  mover slow  -  -   down to LEF
Floor|23|S1  mover slow  -  -   down to LEF
Floor|82|WR  mover slow  -  -   down to LEF
Floor|60|SR  mover slow  -  -   down to LEF
Floor|37|W1  mover slow  -  NXP down to LEF
Floor|84|WR  mover slow  -  NXP down to LEF
Floor|19|W1  mover slow  -  -   down to HEF
Floor|102|S1  mover slow  -  -   down to HEF
Floor|83|WR  mover slow  -  -   down to HEF
Floor|45|SR  mover slow  -  -   down to HEF
Floor|36|W1  mover fast  -  -   down to HEF + 8
Floor|71|S1  mover fast  -  -   down to HEF + 8
Floor|98|WR  mover fast  -  -   down to HEF + 8
Floor|70|SR  mover fast  -  -   down to HEF + 8
Floor|9|S1  mover slow  -  NXP donut (see note 12 above)

Stair|8|W1  mover slow  -  -   stairs
Stair|7|S1  mover slow  -  -   stairs
Stair|100|W1  mover turbo -  -   stairs (each up 16 not 8) + crush
Stair|127|S1  mover turbo -  -   stairs (each up 16 not 8) + crush

Moving floor|53|W1& lift  slow  3  -   start moving floor
Moving floor|54|W1& -     -     -  -   stop moving floor
Moving floor|87|WR& lift  slow  3  -   start moving floor
Moving floor|89|WR& -     -     -  -   stop moving floor

Crushing ceiling|6|W1& crush med   0  -   start crushing, fast hurt
Crushing ceiling|25|W1& crush med   0  -   start crushing, slow hurt
Crushing ceiling|73|WR& crush slow  0  -   start crushing, slow hurt
Crushing ceiling|77|WR& crush med   0  -   start crushing, fast hurt
Crushing ceiling|57|W1& -     -     -  -   stop crush
Crushing ceiling|74|WR& -     -     -  -   stop crush
Crushing ceiling|141|W1& none? slow  0  -   start crushing, slow hurt "Silent"

Exit level|11|S-  clunk -     -  -   End level, go to next level
Exit level|51|S-  clunk -     -  -   End level, go to secret level
Exit level|52|W-  clunk -     -  -   End level, go to next level
Exit level|124|W-  clunk -     -  -   End level, go to secret level

Teleport|39|W1m tport -     -  -   Teleport
Teleport|97|WRm tport -     -  -   Teleport
Teleport|125|W1m tport -     -  -   Teleport monsters only
Teleport|126|WRm tport -     -  -   Teleport monsters only

Light effect|35|W1  -     -     -  -   0
Light effect|104|W1  -     -     -  -   LE (light level)
Light effect|12|W1  -     -     -  -   HE (light level)
Light effect|13|W1  -     -     -  -   255
Light effect|79|WR  -     -     -  -   0
Light effect|80|WR  -     -     -  -   HE (light level)
Light effect|81|WR  -     -     -  -   255
Light effect|17|W1  -     -     -  -   Light blinks (see [4-9-1] type 3)
Light effect|138|SR  clunk -     -  -   255
Light effect|139|SR  clunk -     -  -   0



# LINEDEF_FLAGS section.  Each line is "bit number|name|short hand char"
#
# Note there can be no gaps in the bit numbers.  If there are bits that
# don't matter they must still defined, eg.
#	0|Bit 0|1
#	1|Unused|-
#	2|Bit 2|1
#
%LINEDEF_FLAGS
0|Impassible|I
1|Block monsters|M
2|Two-sided|2
3|Upper unpegged|U
4|Lower unpegged|L
5|Secret|S
6|Blocks sound|B
7|Not on map|N
8|Already on map|A


# LINEDEF_FLAGS_EXTRA
#
# Simply defines which of the LINEDEF flag bits are the ones that indicates
# certain eatures.  This will probably never change anyhow, but is configurable
# in case.  The format is:
#
#	<bit for 2-sided-ness>|<bit for impassible>|
#		<bit for upper unpegged>|<bit for lower unpegged>
#
# This section MUST appear before LINEDEF_DEFAULTS
#
%LINEDEF_FLAGS_EXTRA
2|0|3|4


# LINEDEF_DEFAULTS
#
# Defaults to use for linedefs.  Should appear after LINEDEF_FLAGS.  Format:
#	Name|Flags values
#
%LINEDEF_DEFAULTS
Empty|0x00
Wall|0x01
2-sided wall|0x47
2-sided passable|0x04
2-sided blocks monsters|0x46


# SECTOR_TYPES
#
# Defines values and descriptions for the SECTOR special value
#
# Format:
#	Class|Id|Long Name|Short Name
#
# Long name should be no longer than 60 characters, Short no longer than 30
# Class is one of the classes from %SECTOR_CLASSES
#
%SECTOR_TYPES
Normal|0|Normal|Normal
Lights|1|Light random off|Random off
Lights|2|Blink lights 0.5 second|0.5 blink
Lights|3|Blink lights 1.0 second|1.5 blink
Damage/Lights|4|Lose -10/20% health & blink lights 0.5 sec|-10/20% & 0.5 blink
Damage|5|Lose -5/10% health|-5/10%
Damage|7|Lose -2/5% health|-2/5%
Lights|8|Oscillating light|Oscillating light
Secret|9|Secret|Secret
Door|10|Door closes after 30 seconds|30 sec door
Damage/Exit|11|-10/20% health - end level if < 11%|Damage/end level
Lights|12|Blink lights synchronised 0.5 second|0.5 blink sync
Lights|13|Blink lights synchronised 1.0 second|1.5 blink sync
Door|14|Door opens after 300 seconds|300 sec door
Damage|16|Lose -10/20% health|-10/20%
Lights|17|Light random on/off|Random on/off



# SECTOR_STYLES
#
# Sector textureing styles.  Note this section is not additive like the
# other sections (as different DOOMs can have different texture names).
#
# Format :
#
#       Mode|Name|Upper|Middle|Lower|Floor|Ceiling
#
# Mode is made up of the following bit fields:
#
#	Bit 0	- Paint textures on the sidedefs facing into this sector
#	Bit 1	- Paint textures on the sidedefs facing out of this sector
#	Bit 2	- Leave current lower/upper settings
#	Bit 3	- Set upper unpegged if an upper texture is painted
#	Bit 4	- Set lower unpegged if a lower texture is painted
#
# If none of bits 2,3 or 4 are set it is assumed that lower/upper unpegged will
# be cleared on painting those textures.
#
%SECTOR_STYLES
0x19|Quarry|ASHWALL|ASHWALL|ASHWALL|MFLR8_2|F_SKY1
0x19|Fire Quarry|ROCKRED1|ROCKRED1|ROCKRED1|MFLR8_2|F_SKY1
0x19|Computer Room|COMPTALL|COMPTALL|COMPTALL|CRATOP1|FLAT2
0x19|Demon Room|MARBFACE|MARBFACE|MARBFACE|DEM1_6|DEM1_5


# EMPTY_TEXTURE_NAME
#
# The empty texture name.  For DOOM this is '-'.
#
%EMPTY_TEXTURE_NAME
-


# NORMAL_TYPES
#
# The type values used to represent normal sectors and linedefs
#
# Format:
#	Value for sectors|Value for linedefs
#
%NORMAL_TYPES
0|0


# LINEDEF_CHECK_DEFAULT
#
# This controls the linedef F12 checking.  Where it finds missing textures
# it will replace them with this one, rather than asking, unless this section
# is not defined or is defined to the same value as EMPTY_TEXTURE_NAME.
#
# Format:
#	texture_name
#
%LINEDEF_CHECK_DEFAULT
ASHWALL2