summaryrefslogtreecommitdiff
path: root/zdoom.cfg
blob: 8aeb27af06ac29ced97318bd39c9c0f78ab9b1de (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
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 <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