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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
|