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DB2 Hacx config

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Jun 17th, 2014
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  1. /*************************************************************\
  2. Doom Builder Game Configuration for HacX
  3. \*************************************************************/
  4.  
  5. // This is required to prevent accedential use of a different configuration
  6. type = "Doom Builder 2 Game Configuration";
  7.  
  8. // This is the title to show for this game
  9. game = "HacX";
  10.  
  11. // This is the simplified game engine/sourceport name
  12. engine = "doom2";
  13.  
  14. // The format interface handles the map data format
  15. formatinterface = "DoomMapSetIO";
  16.  
  17. // Default lump name for new map
  18. defaultlumpname = "MAP01";
  19.  
  20. // Default testing parameters
  21. testparameters = "-basewad \"%WP\" -skill \"%S\" -file \"%AP\" \"%F\" -warp %L1 %L2 %NM";
  22.  
  23. // Skill levels
  24. skills
  25. {
  26. 1 = "Please don't shoot";
  27. 2 = "Arrgh, I need health";
  28. 3 = "Let's rip them apart";
  29. 4 = "I am immortal";
  30. 5 = "Insanity!";
  31. }
  32.  
  33. // Special linedefs
  34. soundlinedefflag = 64; // See linedefflags
  35. singlesidedflag = 1; // See linedefflags
  36. doublesidedflag = 4; // See linedefflags
  37. impassableflag = 1;
  38. upperunpeggedflag = 8;
  39. lowerunpeggedflag = 16;
  40.  
  41. // Door making
  42. makedoortrack = "DOORTRAK";
  43. makedooraction = 1; // See linedeftypes
  44.  
  45. // Generalized actions
  46. generalizedlinedefs = false;
  47. generalizedsectors = false;
  48.  
  49. // Texture loading options
  50. mixtexturesflats = true;
  51. defaulttexturescale = 1.0f;
  52. defaultflatscale = 1.0f;
  53.  
  54. // Thing number for start position in 3D Mode
  55. start3dmode = 32000;
  56.  
  57. // Default flags for first new thing
  58. defaultthingflags
  59. {
  60. 1;
  61. 2;
  62. 4;
  63. }
  64.  
  65.  
  66. /*
  67. TEXTURES AND FLAT SOURCES
  68. This tells Doom Builder where to find the information for textures
  69. and flats in the IWAD file, Addition WAD file and Map WAD file.
  70.  
  71. Start and end lumps must be given in a structure (of which the
  72. key name doesnt matter) and any textures or flats in between them
  73. are loaded in either the textures category or flats category.
  74.  
  75. For textures: PNAMES, TEXTURE1 and TEXTURE2 are loaded by default.
  76. */
  77.  
  78. // Texture sources
  79. textures
  80. {
  81. }
  82.  
  83. // Flat sources
  84. flats
  85. {
  86. standard1
  87. {
  88. start = "F_START";
  89. end = "F_END";
  90. }
  91.  
  92. standard2
  93. {
  94. start = "FF_START";
  95. end = "FF_END";
  96. }
  97.  
  98. standard3
  99. {
  100. start = "FF_START";
  101. end = "F_END";
  102. }
  103.  
  104. standard4
  105. {
  106. start = "F_START";
  107. end = "FF_END";
  108. }
  109. }
  110.  
  111.  
  112. /*
  113. TEXTURES AND FLATS FILTERING
  114. This allows you to filter textures and flats so that you only see the
  115. textures/flats listed that you prefer to use.
  116.  
  117. The key name doesnt matter here, only the values. You can use
  118. the following wildcards in values to specify ranges:
  119.  
  120. ? = Any character
  121. * = Zero or more characters
  122. # = Any numeric digit
  123. [abc...] = Any of these characters that are between brackets
  124. [!abc..] = Not any of these characters that are between brackets
  125. */
  126.  
  127. // List these textures...
  128. texturesfilter
  129. {
  130. all_textures = "*";
  131. }
  132.  
  133. // But do not list these textures...
  134. notexturesfilter
  135. {
  136. none = "";
  137. }
  138.  
  139. // List these flats...
  140. flatsfilter
  141. {
  142. all_flats = "*";
  143. }
  144.  
  145. // But do not list these flats...
  146. noflatsfilter
  147. {
  148. none = "";
  149. }
  150.  
  151.  
  152. /*
  153. GAME DETECT PATTERN
  154. Used to guess the game for which a WAD file is made.
  155.  
  156. 1 = One of these lumps must exist
  157. 2 = None of these lumps must exist
  158. 3 = All of these lumps must exist
  159. */
  160.  
  161. gamedetect
  162. {
  163. EXTENDED = 2;
  164. BEHAVIOR = 2;
  165. E1M1 = 2; E1M2 = 2; E1M3 = 2; E1M4 = 2; E1M5 = 2; E1M6 = 2; E1M7 = 2; E1M8 = 2; E1M9 = 2;
  166. E2M1 = 2; E2M2 = 2; E2M3 = 2; E2M4 = 2; E2M5 = 2; E2M6 = 2; E2M7 = 2; E2M8 = 2; E2M9 = 2;
  167. E3M1 = 2; E3M2 = 2; E3M3 = 2; E3M4 = 2; E3M5 = 2; E3M6 = 2; E3M7 = 2; E3M8 = 2; E3M9 = 2;
  168. E4M1 = 2; E4M2 = 2; E4M3 = 2; E4M4 = 2; E4M5 = 2; E4M6 = 2; E4M7 = 2; E4M8 = 2; E4M9 = 2;
  169. MAP01 = 1; MAP02 = 1; MAP03 = 1; MAP04 = 1; MAP05 = 1; MAP06 = 1; MAP07 = 1; MAP08 = 1; MAP09 = 1; MAP10 = 1;
  170. MAP11 = 1; MAP12 = 1; MAP13 = 1; MAP14 = 1; MAP15 = 1; MAP16 = 1; MAP17 = 1; MAP18 = 1; MAP19 = 1; MAP20 = 1;
  171. MAP21 = 1; MAP22 = 1; MAP23 = 1; MAP24 = 1; MAP25 = 1; MAP26 = 1; MAP27 = 1; MAP28 = 1; MAP29 = 1; MAP30 = 1;
  172. MAP31 = 1; MAP32 = 1; MAP33 = 2; MAP34 = 2; MAP35 = 2; MAP36 = 2; MAP37 = 2; MAP38 = 2; MAP39 = 2; MAP40 = 2;
  173. MAP41 = 2;
  174. }
  175.  
  176.  
  177. /*
  178. MAP LUMP NAMES
  179. Map lumps are loaded with the map as long as they are right after each other. When the editor
  180. meets a lump which is not defined in this list it will ignore the map if not satisfied.
  181. The order of items defines the order in which lumps will be written to WAD file on save.
  182. To indicate the map header lump, use ~MAP
  183.  
  184. Legenda:
  185. required = Lump is required to exist.
  186. blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
  187. nodebuild = The nodebuilder generates this lump.
  188. allowempty = The nodebuilder is allowed to leave this lump empty.
  189. script = This lump is a text-based script. Specify the filename of the script configuration to use.
  190. */
  191.  
  192. maplumpnames
  193. {
  194. ~MAP
  195. {
  196. required = true;
  197. blindcopy = true;
  198. nodebuild = false;
  199. }
  200.  
  201. THINGS
  202. {
  203. required = true;
  204. nodebuild = true;
  205. allowempty = true;
  206. }
  207.  
  208. LINEDEFS
  209. {
  210. required = true;
  211. nodebuild = true;
  212. allowempty = false;
  213. }
  214.  
  215. SIDEDEFS
  216. {
  217. required = true;
  218. nodebuild = true;
  219. allowempty = false;
  220. }
  221.  
  222. VERTEXES
  223. {
  224. required = true;
  225. nodebuild = true;
  226. allowempty = false;
  227. }
  228.  
  229. SEGS
  230. {
  231. required = false;
  232. nodebuild = true;
  233. allowempty = false;
  234. }
  235.  
  236. SSECTORS
  237. {
  238. required = false;
  239. nodebuild = true;
  240. allowempty = false;
  241. }
  242.  
  243. NODES
  244. {
  245. required = false;
  246. nodebuild = true;
  247. allowempty = false;
  248. }
  249.  
  250. SECTORS
  251. {
  252. required = true;
  253. nodebuild = true;
  254. allowempty = false;
  255. }
  256.  
  257. REJECT
  258. {
  259. required = false;
  260. nodebuild = true;
  261. allowempty = false;
  262. }
  263.  
  264. BLOCKMAP
  265. {
  266. required = false;
  267. nodebuild = true;
  268. allowempty = false;
  269. }
  270. }
  271.  
  272.  
  273. // DEFAULT SECTOR BRIGHTNESS LEVELS
  274. sectorbrightness
  275. {
  276. 255;
  277. 240;
  278. 224;
  279. 208;
  280. 192;
  281. 176;
  282. 160;
  283. 144;
  284. 128;
  285. 112;
  286. 96;
  287. 80;
  288. 64;
  289. 48;
  290. 32;
  291. 16;
  292. 0;
  293. }
  294.  
  295. // SECTOR TYPES
  296. sectortypes
  297. {
  298. 0 = "Normal";
  299. 1 = "Light Blinks (randomly)";
  300. 2 = "Light Blinks (0.5 sec)";
  301. 3 = "Light Blinks (1 sec)";
  302. 4 = "Damage -10 or 20% health and Light Blinks (0.5 sec)";
  303. 5 = "Damage -5 or 10% health";
  304. 7 = "Damage -2 or 5% health";
  305. 8 = "Light Glows (1+ sec)";
  306. 9 = "Secret";
  307. 10 = "Door Close Stay (after 30 sec)";
  308. 11 = "Damage -10 or 20% health and End level";
  309. 12 = "Light Blinks (0.5 sec sync)";
  310. 13 = "Light Blinks (1 sec sync)";
  311. 14 = "Door Open Stay (after 300 sec)";
  312. 16 = "Damage -10 or 20% health";
  313. 17 = "Light Flickers (randomly)";
  314. }
  315.  
  316. // LINEDEF FLAGS
  317. linedefflags
  318. {
  319. 1 = "Impassible";
  320. 2 = "Block Monster";
  321. 4 = "Double Sided";
  322. 8 = "Upper Unpegged";
  323. 16 = "Lower Unpegged";
  324. 32 = "Secret";
  325. 64 = "Block Sound";
  326. 128 = "Hidden";
  327. 256 = "Shown";
  328. }
  329.  
  330. // Linedef flags UDMF translation table
  331. // This is needed for copy/paste and prefabs to work properly
  332. // When the UDMF field name is prefixed with ! it is inverted
  333. linedefflagstranslation
  334. {
  335. 1 = "blocking";
  336. 2 = "blockmonsters";
  337. 4 = "twosided";
  338. 8 = "dontpegtop";
  339. 16 = "dontpegbottom";
  340. 32 = "secret";
  341. 64 = "blocksound";
  342. 128 = "dontdraw";
  343. 256 = "mapped";
  344. }
  345.  
  346. // LINEDEF ACTIVATIONS
  347. linedefactivations
  348. {
  349. }
  350.  
  351.  
  352. // LINEDEF TYPES
  353. linedeftypes
  354. {
  355.  
  356. misc
  357. {
  358.  
  359. 0
  360. {
  361. title = "None";
  362. prefix = "";
  363. }
  364. }
  365.  
  366.  
  367. door
  368. {
  369. title = "Door";
  370.  
  371. 1
  372. {
  373. title = "Door Open Wait Close (also monsters)";
  374. prefix = "DR";
  375. }
  376.  
  377. 2
  378. {
  379. title = "Door Open Stay";
  380. prefix = "W1";
  381. }
  382.  
  383. 3
  384. {
  385. title = "Door Close Stay";
  386. prefix = "W1";
  387. }
  388.  
  389. 4
  390. {
  391. title = "Door Open Wait Close";
  392. prefix = "W1";
  393. }
  394.  
  395. 16
  396. {
  397. title = "Door Close Wait Open";
  398. prefix = "W1";
  399. }
  400.  
  401. 26
  402. {
  403. title = "Door (Blue) Open Wait Close";
  404. prefix = "DR";
  405. }
  406.  
  407. 27
  408. {
  409. title = "Door (Yellow) Open Wait Close";
  410. prefix = "DR";
  411. }
  412.  
  413. 28
  414. {
  415. title = "Door (Red) Open Wait Close";
  416. prefix = "DR";
  417. }
  418.  
  419. 29
  420. {
  421. title = "Door Open Wait Close";
  422. prefix = "S1";
  423. }
  424.  
  425. 31
  426. {
  427. title = "Door Open Stay";
  428. prefix = "D1";
  429. }
  430.  
  431. 32
  432. {
  433. title = "Door (Blue) Open Stay";
  434. prefix = "D1";
  435. }
  436.  
  437. 33
  438. {
  439. title = "Door (Red) Open Stay";
  440. prefix = "D1";
  441. }
  442.  
  443. 34
  444. {
  445. title = "Door (Yellow) Open Stay";
  446. prefix = "D1";
  447. }
  448.  
  449. 42
  450. {
  451. title = "Door Close Stay";
  452. prefix = "SR";
  453. }
  454.  
  455. 46
  456. {
  457. title = "Door Open Stay";
  458. prefix = "GR";
  459. }
  460.  
  461. 50
  462. {
  463. title = "Door Close Stay";
  464. prefix = "S1";
  465. }
  466.  
  467. 61
  468. {
  469. title = "Door Open Stay";
  470. prefix = "SR";
  471. }
  472.  
  473. 63
  474. {
  475. title = "Door Open Wait Close";
  476. prefix = "SR";
  477. }
  478.  
  479. 75
  480. {
  481. title = "Door Close Stay";
  482. prefix = "WR";
  483. }
  484.  
  485. 76
  486. {
  487. title = "Door Close Stay Open";
  488. prefix = "WR";
  489. }
  490.  
  491. 86
  492. {
  493. title = "Door Open Stay";
  494. prefix = "WR";
  495. }
  496.  
  497. 90
  498. {
  499. title = "Door Open Wait Close";
  500. prefix = "WR";
  501. }
  502.  
  503. 99
  504. {
  505. title = "Door (Blue) Open Stay (fast)";
  506. prefix = "SR";
  507. }
  508.  
  509. 103
  510. {
  511. title = "Door Open Stay";
  512. prefix = "S1";
  513. }
  514.  
  515. 105
  516. {
  517. title = "Door Open Wait Close (fast)";
  518. prefix = "WR";
  519. }
  520.  
  521. 106
  522. {
  523. title = "Door Open Stay (fast)";
  524. prefix = "WR";
  525. }
  526.  
  527. 107
  528. {
  529. title = "Door Close Stay (fast)";
  530. prefix = "WR";
  531. }
  532.  
  533. 108
  534. {
  535. title = "Door Open Wait Close (fast)";
  536. prefix = "W1";
  537. }
  538.  
  539. 109
  540. {
  541. title = "Door Open Stay (fast)";
  542. prefix = "W1";
  543. }
  544.  
  545. 110
  546. {
  547. title = "Door Close (fast)";
  548. prefix = "W1";
  549. }
  550.  
  551. 111
  552. {
  553. title = "Door Open Wait Close (fast)";
  554. prefix = "S1";
  555. }
  556.  
  557. 112
  558. {
  559. title = "Door Open Stay (fast)";
  560. prefix = "S1";
  561. }
  562.  
  563. 113
  564. {
  565. title = "Door Close Stay (fast)";
  566. prefix = "S1";
  567. }
  568.  
  569. 114
  570. {
  571. title = "Door Open Wait Close (fast)";
  572. prefix = "SR";
  573. }
  574.  
  575. 115
  576. {
  577. title = "Door Open Stay (fast)";
  578. prefix = "SR";
  579. }
  580.  
  581. 116
  582. {
  583. title = "Door Close Stay (fast)";
  584. prefix = "SR";
  585. }
  586.  
  587. 117
  588. {
  589. title = "Door Open Wait Close (fast)";
  590. prefix = "DR";
  591. }
  592.  
  593. 118
  594. {
  595. title = "Door Open Stay (fast)";
  596. prefix = "D1";
  597. }
  598.  
  599. 133
  600. {
  601. title = "Door (Blue) Open Stay (fast)";
  602. prefix = "S1";
  603. }
  604.  
  605. 134
  606. {
  607. title = "Door (Red) Open Stay (fast)";
  608. prefix = "SR";
  609. }
  610.  
  611. 135
  612. {
  613. title = "Door (Red) Open Stay (fast)";
  614. prefix = "S1";
  615. }
  616.  
  617. 136
  618. {
  619. title = "Door (Yellow) Open Stay (fast)";
  620. prefix = "SR";
  621. }
  622.  
  623. 137
  624. {
  625. title = "Door (Yellow) Open Stay (fast)";
  626. prefix = "S1";
  627. }
  628. }
  629.  
  630.  
  631. floor
  632. {
  633. title = "Floor";
  634.  
  635. 5
  636. {
  637. title = "Floor Raise to Lowest Ceiling";
  638. prefix = "W1";
  639. }
  640.  
  641. 9
  642. {
  643. title = "Floor Raise Donut (changes texture)";
  644. prefix = "S1";
  645. }
  646.  
  647. 14
  648. {
  649. title = "Floor Raise by 32 (changes texture)";
  650. prefix = "S1";
  651. }
  652.  
  653. 15
  654. {
  655. title = "Floor Raise by 24 (changes texture)";
  656. prefix = "S1";
  657. }
  658.  
  659. 18
  660. {
  661. title = "Floor Raise to Next Higher Floor";
  662. prefix = "S1";
  663. }
  664.  
  665. 19
  666. {
  667. title = "Floor Lower to Highest Floor";
  668. prefix = "W1";
  669. }
  670.  
  671. 20
  672. {
  673. title = "Floor Raise to Next Higher Floor (changes texture)";
  674. prefix = "S1";
  675. }
  676.  
  677. 22
  678. {
  679. title = "Floor Raise to Next Higher Floor (changes texture)";
  680. prefix = "W1";
  681. }
  682.  
  683. 23
  684. {
  685. title = "Floor Lower to Lowest Floor";
  686. prefix = "S1";
  687. }
  688.  
  689. 24
  690. {
  691. title = "Floor Raise to Lowest Ceiling";
  692. prefix = "G1";
  693. }
  694.  
  695. 30
  696. {
  697. title = "Floor Raise by Shortest Lower Texture";
  698. prefix = "W1";
  699. }
  700.  
  701. 36
  702. {
  703. title = "Floor Lower to 8 above Highest Floor";
  704. prefix = "W1";
  705. }
  706.  
  707. 37
  708. {
  709. title = "Floor Lower to Lowest Floor (changes texture)";
  710. prefix = "W1";
  711. }
  712.  
  713. 38
  714. {
  715. title = "Floor Lower to Lowest Floor";
  716. prefix = "W1";
  717. }
  718.  
  719. 45
  720. {
  721. title = "Floor Lower to Highest Floor";
  722. prefix = "SR";
  723. }
  724.  
  725. 47
  726. {
  727. title = "Floor Raise to Next Higher Floor (changes texture)";
  728. prefix = "G1";
  729. }
  730.  
  731. 53
  732. {
  733. title = "Floor Start Moving Up and Down";
  734. prefix = "W1";
  735. }
  736.  
  737. 54
  738. {
  739. title = "Floor Stop Moving";
  740. prefix = "W1";
  741. }
  742.  
  743. 55
  744. {
  745. title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
  746. prefix = "S1";
  747. }
  748.  
  749. 56
  750. {
  751. title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
  752. prefix = "W1";
  753. }
  754.  
  755. 58
  756. {
  757. title = "Floor Raise by 24";
  758. prefix = "W1";
  759. }
  760.  
  761. 59
  762. {
  763. title = "Floor Raise by 24 (changes texture)";
  764. prefix = "W1";
  765. }
  766.  
  767. 60
  768. {
  769. title = "Floor Lower to Lowest Floor";
  770. prefix = "SR";
  771. }
  772.  
  773. 64
  774. {
  775. title = "Floor Raise to Lowest Ceiling";
  776. prefix = "SR";
  777. }
  778.  
  779. 65
  780. {
  781. title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
  782. prefix = "SR";
  783. }
  784.  
  785. 66
  786. {
  787. title = "Floor Raise by 24 (changes texture)";
  788. prefix = "SR";
  789. }
  790.  
  791. 67
  792. {
  793. title = "Floor Raise by 32 (changes texture)";
  794. prefix = "SR";
  795. }
  796.  
  797. 68
  798. {
  799. title = "Floor Raise to Next Higher Floor (changes texture)";
  800. prefix = "SR";
  801. }
  802.  
  803. 69
  804. {
  805. title = "Floor Raise to Next Higher Floor";
  806. prefix = "SR";
  807. }
  808.  
  809. 70
  810. {
  811. title = "Floor Lower to 8 above Highest Floor";
  812. prefix = "SR";
  813. }
  814.  
  815. 71
  816. {
  817. title = "Floor Lower to 8 above Highest Floor";
  818. prefix = "S1";
  819. }
  820.  
  821. 82
  822. {
  823. title = "Floor Lower to Lowest Floor";
  824. prefix = "WR";
  825. }
  826.  
  827. 83
  828. {
  829. title = "Floor Lower to Highest Floor";
  830. prefix = "WR";
  831. }
  832.  
  833. 84
  834. {
  835. title = "Floor Lower to Lowest Floor (changes texture)";
  836. prefix = "WR";
  837. }
  838.  
  839. 87
  840. {
  841. title = "Floor Start Moving Up and Down";
  842. prefix = "WR";
  843. }
  844.  
  845. 89
  846. {
  847. title = "Floor Stop Moving";
  848. prefix = "WR";
  849. }
  850.  
  851. 91
  852. {
  853. title = "Floor Raise to Lowest Ceiling";
  854. prefix = "WR";
  855. }
  856.  
  857. 92
  858. {
  859. title = "Floor Raise by 24";
  860. prefix = "WR";
  861. }
  862.  
  863. 93
  864. {
  865. title = "Floor Raise by 24 (changes texture)";
  866. prefix = "WR";
  867. }
  868.  
  869. 94
  870. {
  871. title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
  872. prefix = "WR";
  873. }
  874.  
  875. 95
  876. {
  877. title = "Floor Raise to Next Higher Floor (changes texture)";
  878. prefix = "WR";
  879. }
  880.  
  881. 96
  882. {
  883. title = "Floor Raise by Shortest Lower Texture";
  884. prefix = "WR";
  885. }
  886.  
  887. 98
  888. {
  889. title = "Floor Lower to 8 above Highest Floor";
  890. prefix = "WR";
  891. }
  892.  
  893. 101
  894. {
  895. title = "Floor Raise to Lowest Ceiling";
  896. prefix = "S1";
  897. }
  898.  
  899. 102
  900. {
  901. title = "Floor Lower to Highest Floor";
  902. prefix = "S1";
  903. }
  904.  
  905. 119
  906. {
  907. title = "Floor Raise to Next Higher Floor";
  908. prefix = "W1";
  909. }
  910.  
  911. 128
  912. {
  913. title = "Floor Raise to Next Higher Floor";
  914. prefix = "WR";
  915. }
  916.  
  917. 129
  918. {
  919. title = "Floor Raise to Next Higher Floor (fast)";
  920. prefix = "WR";
  921. }
  922.  
  923. 130
  924. {
  925. title = "Floor Raise to Next Higher Floor (fast)";
  926. prefix = "W1";
  927. }
  928.  
  929. 131
  930. {
  931. title = "Floor Raise to Next Higher Floor (fast)";
  932. prefix = "S1";
  933. }
  934.  
  935. 132
  936. {
  937. title = "Floor Raise to Next Higher Floor (fast)";
  938. prefix = "SR";
  939. }
  940.  
  941. 140
  942. {
  943. title = "Floor Raise by 512";
  944. prefix = "S1";
  945. }
  946. }
  947.  
  948.  
  949. crusher
  950. {
  951. title = "Crusher";
  952.  
  953. 6
  954. {
  955. title = "Crusher Start with Fast Damage";
  956. prefix = "W1";
  957. }
  958.  
  959. 25
  960. {
  961. title = "Crusher Start with Slow Damage";
  962. prefix = "W1";
  963. }
  964.  
  965. 57
  966. {
  967. title = "Crusher Stop";
  968. prefix = "W1";
  969. }
  970.  
  971. 73
  972. {
  973. title = "Crusher Start with Slow Damage";
  974. prefix = "WR";
  975. }
  976.  
  977. 74
  978. {
  979. title = "Crusher Stop";
  980. prefix = "WR";
  981. }
  982.  
  983. 77
  984. {
  985. title = "Crusher Start with Fast Damage";
  986. prefix = "WR";
  987. }
  988.  
  989. 141
  990. {
  991. title = "Crusher Start with Slow Damage (silent)";
  992. prefix = "W1";
  993. }
  994. }
  995.  
  996.  
  997. stairs
  998. {
  999. title = "Stairs";
  1000.  
  1001. 7
  1002. {
  1003. title = "Stairs Raise by 8";
  1004. prefix = "S1";
  1005. }
  1006.  
  1007. 8
  1008. {
  1009. title = "Stairs Raise by 8";
  1010. prefix = "W1";
  1011. }
  1012.  
  1013. 100
  1014. {
  1015. title = "Stairs Raise by 16 (fast)";
  1016. prefix = "W1";
  1017. }
  1018.  
  1019. 127
  1020. {
  1021. title = "Stairs Raise by 16 (fast)";
  1022. prefix = "S1";
  1023. }
  1024. }
  1025.  
  1026.  
  1027. lift
  1028. {
  1029. title = "Lift";
  1030.  
  1031. 10
  1032. {
  1033. title = "Lift Lower Wait Raise";
  1034. prefix = "W1";
  1035. }
  1036.  
  1037. 21
  1038. {
  1039. title = "Lift Lower Wait Raise";
  1040. prefix = "S1";
  1041. }
  1042.  
  1043. 62
  1044. {
  1045. title = "Lift Lower Wait Raise";
  1046. prefix = "SR";
  1047. }
  1048.  
  1049. 88
  1050. {
  1051. title = "Lift Lower Wait Raise";
  1052. prefix = "WR";
  1053. }
  1054.  
  1055. 120
  1056. {
  1057. title = "Lift Lower Wait Raise (fast)";
  1058. prefix = "WR";
  1059. }
  1060.  
  1061. 121
  1062. {
  1063. title = "Lift Lower Wait Raise (fast)";
  1064. prefix = "W1";
  1065. }
  1066.  
  1067. 122
  1068. {
  1069. title = "Lift Lower Wait Raise (fast)";
  1070. prefix = "S1";
  1071. }
  1072.  
  1073. 123
  1074. {
  1075. title = "Lift Lower Wait Raise (fast)";
  1076. prefix = "SR";
  1077. }
  1078. }
  1079.  
  1080.  
  1081. exit
  1082. {
  1083. title = "Exit";
  1084.  
  1085. 11
  1086. {
  1087. title = "Exit Level";
  1088. prefix = "S1";
  1089. }
  1090.  
  1091. 51
  1092. {
  1093. title = "Exit Level (goes to secret level)";
  1094. prefix = "S1";
  1095. }
  1096.  
  1097. 52
  1098. {
  1099. title = "Exit Level";
  1100. prefix = "W1";
  1101. }
  1102.  
  1103. 124
  1104. {
  1105. title = "Exit Level (goes to secret level)";
  1106. prefix = "W1";
  1107. }
  1108. }
  1109.  
  1110.  
  1111. light
  1112. {
  1113. title = "Light";
  1114.  
  1115. 12
  1116. {
  1117. title = "Light Change to Brightest Adjacent";
  1118. prefix = "W1";
  1119. }
  1120.  
  1121. 13
  1122. {
  1123. title = "Light Change to 255";
  1124. prefix = "W1";
  1125. }
  1126.  
  1127. 17
  1128. {
  1129. title = "Light Start Blinking";
  1130. prefix = "W1";
  1131. }
  1132.  
  1133. 35
  1134. {
  1135. title = "Light Change to 35";
  1136. prefix = "W1";
  1137. }
  1138.  
  1139. 79
  1140. {
  1141. title = "Light Change to 35";
  1142. prefix = "WR";
  1143. }
  1144.  
  1145. 80
  1146. {
  1147. title = "Light Change to Brightest Adjacent";
  1148. prefix = "WR";
  1149. }
  1150.  
  1151. 81
  1152. {
  1153. title = "Light Change to 255";
  1154. prefix = "WR";
  1155. }
  1156.  
  1157. 104
  1158. {
  1159. title = "Light Change to Darkest Adjacent";
  1160. prefix = "W1";
  1161. }
  1162.  
  1163. 138
  1164. {
  1165. title = "Light Change to 255";
  1166. prefix = "SR";
  1167. }
  1168.  
  1169. 139
  1170. {
  1171. title = "Light Change to 35";
  1172. prefix = "SR";
  1173. }
  1174. }
  1175.  
  1176.  
  1177. ceiling
  1178. {
  1179. title = "Ceiling";
  1180.  
  1181. 40
  1182. {
  1183. title = "Ceiling Raise to Highest Ceiling";
  1184. prefix = "W1";
  1185. }
  1186.  
  1187. 41
  1188. {
  1189. title = "Ceiling Lower to Floor";
  1190. prefix = "S1";
  1191. }
  1192.  
  1193. 43
  1194. {
  1195. title = "Ceiling Lower to Floor";
  1196. prefix = "SR";
  1197. }
  1198.  
  1199. 44
  1200. {
  1201. title = "Ceiling Lower to 8 above Floor";
  1202. prefix = "W1";
  1203. }
  1204.  
  1205. 49
  1206. {
  1207. title = "Ceiling Lower to 8 above Floor (perpetual slow crusher damage)";
  1208. prefix = "S1";
  1209. }
  1210.  
  1211. 72
  1212. {
  1213. title = "Ceiling Lower to 8 above Floor";
  1214. prefix = "WR";
  1215. }
  1216. }
  1217.  
  1218.  
  1219. scroll
  1220. {
  1221. title = "Scroll";
  1222.  
  1223. 48
  1224. {
  1225. title = "Scroll Texture Left";
  1226. prefix = "";
  1227. }
  1228. }
  1229.  
  1230.  
  1231. teleport
  1232. {
  1233. title = "Teleport";
  1234.  
  1235. 125
  1236. {
  1237. title = "Teleport (monsters only)";
  1238. prefix = "W1";
  1239. }
  1240.  
  1241. 126
  1242. {
  1243. title = "Teleport (monsters only)";
  1244. prefix = "WR";
  1245. }
  1246.  
  1247. 97
  1248. {
  1249. title = "Teleport";
  1250. prefix = "WR";
  1251. }
  1252.  
  1253. 39
  1254. {
  1255. title = "Teleport";
  1256. prefix = "W1";
  1257. }
  1258. }
  1259. }
  1260.  
  1261. // THING FLAGS
  1262. thingflags
  1263. {
  1264. 1 = "Easy";
  1265. 2 = "Medium";
  1266. 4 = "Hard";
  1267. 8 = "Deaf";
  1268. 16 = "Multiplayer";
  1269. }
  1270.  
  1271. // Thing flags UDMF translation table
  1272. // This is needed for copy/paste and prefabs to work properly
  1273. // When the UDMF field name is prefixed with ! it is inverted
  1274. thingflagstranslation
  1275. {
  1276. 1 = "skill1";
  1277. 2 = "skill2";
  1278. 4 = "skill3";
  1279. 8 = "ambush";
  1280. 16 = "!single";
  1281. }
  1282.  
  1283. // THING FLAGS ERROR MASK
  1284. // Mask for the thing flags which indicates the options
  1285. // that make the same thing appear in the same modes
  1286. thingflagsmask1 = 7; // 1 + 2 + 4
  1287. thingflagsmask2 = 0;
  1288.  
  1289.  
  1290. // THING TYPES
  1291. thingtypes
  1292. {
  1293. editor
  1294. {
  1295. color = 15; // White
  1296. arrow = 1;
  1297. title = "Editor Things";
  1298. width = 16;
  1299. sort = 1;
  1300. height = 0;
  1301. hangs = 0;
  1302. blocking = 0;
  1303. error = 0;
  1304.  
  1305. 32000 = "Visual Mode camera";
  1306. }
  1307.  
  1308. players
  1309. {
  1310. color = 10; // Light Green
  1311. arrow = 1;
  1312. title = "Player Starts";
  1313. width = 16;
  1314. sort = 1;
  1315. height = 56;
  1316. hangs = 0;
  1317. blocking = 1;
  1318. error = 2;
  1319.  
  1320. 1
  1321. {
  1322. title = "Player 1 start";
  1323. sprite = "PLAYA2A8";
  1324. }
  1325. 2
  1326. {
  1327. title = "Player 2 start";
  1328. sprite = "PLAYB2B8";
  1329. }
  1330. 3
  1331. {
  1332. title = "Player 3 start";
  1333. sprite = "PLAYC2C8";
  1334. }
  1335. 4
  1336. {
  1337. title = "Player 4 start";
  1338. sprite = "PLAYD2D8";
  1339. }
  1340. 11
  1341. {
  1342. title = "Player Deathmatch start";
  1343. sprite = "PLAYF1";
  1344. }
  1345. }
  1346.  
  1347. teleports
  1348. {
  1349. color = 2; // Green
  1350. arrow = 1;
  1351. title = "Teleports";
  1352. width = 16;
  1353. sort = 1;
  1354. height = 56;
  1355. hangs = 0;
  1356. blocking = 0;
  1357. error = 0;
  1358.  
  1359. 14
  1360. {
  1361. title = "Teleport Destination";
  1362. sprite = "TFOGB0";
  1363. }
  1364. }
  1365.  
  1366. monsters
  1367. {
  1368. color = 12; // Light Red
  1369. arrow = 1;
  1370. title = "Monsters";
  1371. width = 20;
  1372. sort = 1;
  1373. height = 56;
  1374. hangs = 0;
  1375. blocking = 1;
  1376. error = 2;
  1377.  
  1378. 3004
  1379. {
  1380. title = "Thug";
  1381. sprite = "POSSE2E8";
  1382. height = 64;
  1383. }
  1384. 9
  1385. {
  1386. title = "Android";
  1387. sprite = "SPOSA2A8";
  1388. height = 72;
  1389. }
  1390. 3001
  1391. {
  1392. title = "ICE";
  1393. sprite = "TROOA2A8";
  1394. height = 80;
  1395. }
  1396. 65
  1397. {
  1398. title = "Monstruct";
  1399. sprite = "CPOSA2";
  1400. height = 96;
  1401. }
  1402. 3002
  1403. {
  1404. title = "Buzzer";
  1405. sprite = "SARGA2A8";
  1406. height = 64;
  1407. width = 30;
  1408. }
  1409. 58
  1410. {
  1411. title = "Stealth";
  1412. sprite = "SARGG6";
  1413. height = 64;
  1414. width = 30;
  1415. }
  1416. 3006
  1417. {
  1418. title = "D-Man";
  1419. sprite = "SKULA8A2";
  1420. height = 64;
  1421. }
  1422. 69
  1423. {
  1424. title = "Mechamaniac";
  1425. sprite = "BOS2B2D8";
  1426. height = 72;
  1427. width = 32;
  1428. }
  1429. 3003
  1430. {
  1431. title = "Terminatrix";
  1432. sprite = "BOSSA2A8";
  1433. height = 64;
  1434. width = 32;
  1435. }
  1436. 68
  1437. {
  1438. title = "Thorn Thing";
  1439. sprite = "BSPIA2A8";
  1440. height = 80;
  1441. width = 64;
  1442. }
  1443. 23
  1444. {
  1445. title = "Thorn Thing (stationary)";
  1446. sprite = "BSPIG1";
  1447. height = 80;
  1448. width = 64;
  1449. }
  1450. 71
  1451. {
  1452. title = "Majong 7";
  1453. sprite = "PAINA2A8";
  1454. height = 72;
  1455. width = 31;
  1456. }
  1457. 67
  1458. {
  1459. title = "Phage";
  1460. sprite = "FATTA2A8";
  1461. height = 72;
  1462. }
  1463. 81
  1464. {
  1465. title = "Phage (mummy)";
  1466. sprite = "BRS1A0";
  1467. }
  1468. 80
  1469. {
  1470. title = "Phage (skeleton)";
  1471. sprite = "POB2A0";
  1472. }
  1473. 84
  1474. {
  1475. title = "Roaming Mine";
  1476. sprite = "SSWVA2";
  1477. }
  1478. 66
  1479. {
  1480. title = "Repliant";
  1481. sprite = "SKELA2D8";
  1482. }
  1483. 64
  1484. {
  1485. title = "Security Turret";
  1486. sprite = "VILEA2D8";
  1487. }
  1488. 16
  1489. {
  1490. title = "GENIE (Final)";
  1491. width = 40;
  1492. sprite = "CYBRA2";
  1493. height = 110;
  1494. }
  1495. 7
  1496. {
  1497. title = "Grax";
  1498. width = 128;
  1499. sprite = "SPIDA2A8";
  1500. height = 100;
  1501. }
  1502. }
  1503.  
  1504. weapons
  1505. {
  1506. color = 14; // Yellow
  1507. arrow = 0;
  1508. title = "Weapons";
  1509. width = 20;
  1510. height = 25;
  1511. hangs = 0;
  1512. blocking = 0;
  1513. sort = 1;
  1514.  
  1515. 2005
  1516. {
  1517. title = "Reznator";
  1518. sprite = "CSAWA0";
  1519. }
  1520. 2001
  1521. {
  1522. title = "Tazer";
  1523. sprite = "SHOTA0";
  1524. }
  1525. 82
  1526. {
  1527. title = "Cryogun";
  1528. sprite = "SGN2A0";
  1529. }
  1530. 2002
  1531. {
  1532. title = "Uzi";
  1533. sprite = "MGUNA0";
  1534. }
  1535. 2003
  1536. {
  1537. title = "Photon 'Zooka";
  1538. sprite = "LAUNA0";
  1539. }
  1540. 2004
  1541. {
  1542. title = "Anti-Gun";
  1543. sprite = "PLASA0";
  1544. }
  1545. 2006
  1546. {
  1547. title = "Nuker";
  1548. sprite = "BFUGA0";
  1549. height = 30;
  1550. }
  1551. }
  1552.  
  1553. ammunition
  1554. {
  1555. color = 6; // Brown
  1556. arrow = 0;
  1557. title = "Ammunition";
  1558. width = 16;
  1559. sort = 1;
  1560. height = 20;
  1561. blocking = 0;
  1562. hangs = 0;
  1563.  
  1564. 2007
  1565. {
  1566. title = "Bullet Clip";
  1567. sprite = "CLIPA0";
  1568. }
  1569. 2008
  1570. {
  1571. title = "Cartridges";
  1572. sprite = "SHELA0";
  1573. }
  1574. 2010
  1575. {
  1576. title = "Torpedo";
  1577. sprite = "ROCKA0";
  1578. height = 25;
  1579. }
  1580. 2047
  1581. {
  1582. title = "Molecule Module";
  1583. sprite = "CELLA0";
  1584. }
  1585. 2048
  1586. {
  1587. title = "Bullet Box";
  1588. sprite = "AMMOA0";
  1589. }
  1590. 2049
  1591. {
  1592. title = "Cartridge Box";
  1593. sprite = "SBOXA0";
  1594. }
  1595. 2046
  1596. {
  1597. title = "Torpedo Pack";
  1598. sprite = "BROKA0";
  1599. width = 30;
  1600. height = 25;
  1601. }
  1602. 17
  1603. {
  1604. title = "Molecule Tank";
  1605. sprite = "CELPA0";
  1606. height = 25;
  1607. }
  1608. 8
  1609. {
  1610. title = "Valise";
  1611. sprite = "BPAKA0";
  1612. }
  1613. }
  1614.  
  1615. health
  1616. {
  1617. color = 1; // Blue
  1618. arrow = 0;
  1619. title = "Health and Armor";
  1620. width = 16;
  1621. height = 20;
  1622. hangs = 0;
  1623. blocking = 0;
  1624. sort = 1;
  1625.  
  1626. 2011
  1627. {
  1628. title = "Inhaler";
  1629. sprite = "STIMA0";
  1630. }
  1631. 2012
  1632. {
  1633. title = "Hypo";
  1634. sprite = "MEDIA0";
  1635. height = 25;
  1636. }
  1637. 2014
  1638. {
  1639. title = "Bonus Microkit";
  1640. sprite = "BON1A0";
  1641. }
  1642. 2015
  1643. {
  1644. title = "Bonus Dampener";
  1645. sprite = "BON2A0";
  1646. }
  1647. 2018
  1648. {
  1649. title = "Kevlar Regular";
  1650. sprite = "ARM1A0";
  1651. }
  1652. 2019
  1653. {
  1654. title = "Kevlar Super";
  1655. sprite = "ARM2A0";
  1656. }
  1657. }
  1658.  
  1659. powerups
  1660. {
  1661. color = 9; // Light Blue
  1662. arrow = 0;
  1663. title = "Powerups";
  1664. width = 20;
  1665. height = 20;
  1666. hangs = 0;
  1667. blocking = 0;
  1668. sort = 1;
  1669.  
  1670. 83
  1671. {
  1672. title = "Full-Body Armor";
  1673. sprite = "MEGAA0";
  1674. height = 40;
  1675. }
  1676. 2013
  1677. {
  1678. title = "Smart Drug";
  1679. sprite = "SOULA0";
  1680. height = 45;
  1681. }
  1682. 2022
  1683. {
  1684. title = "Force Field";
  1685. sprite = "PINVA0";
  1686. height = 30;
  1687. }
  1688. 2023
  1689. {
  1690. title = "007 Microtel";
  1691. sprite = "PSTRA0";
  1692. }
  1693. 2024
  1694. {
  1695. title = "EnK Blind";
  1696. sprite = "PINSA0";
  1697. height = 45;
  1698. }
  1699. 2025
  1700. {
  1701. title = "Vulkan Boots";
  1702. sprite = "SUITA0";
  1703. height = 60;
  1704. }
  1705. 2026
  1706. {
  1707. title = "SI Array";
  1708. sprite = "PMAPA0";
  1709. height = 35;
  1710. }
  1711. 2045
  1712. {
  1713. title = "Infrared Visor";
  1714. sprite = "PVISA0";
  1715. }
  1716. }
  1717.  
  1718. keys
  1719. {
  1720. color = 13; // Light Magenta
  1721. arrow = 0;
  1722. title = "Keys";
  1723. width = 16;
  1724. height = 20;
  1725. hangs = 0;
  1726. blocking = 0;
  1727. sort = 1;
  1728.  
  1729. 5
  1730. {
  1731. title = "Keycard";
  1732. sprite = "BKEYA0";
  1733. }
  1734. 13
  1735. {
  1736. title = "Password File";
  1737. sprite = "RKEYA0";
  1738. }
  1739. 6
  1740. {
  1741. title = "C-Key";
  1742. sprite = "YKEYA1";
  1743. arrow = 1;
  1744. }
  1745. 40
  1746. {
  1747. title = "Z-Key Blue";
  1748. sprite = "BSKUB0";
  1749. }
  1750. 38
  1751. {
  1752. title = "Z-Key Red";
  1753. sprite = "RSKUB0";
  1754. }
  1755. 39
  1756. {
  1757. title = "Z-Key Yellow";
  1758. sprite = "YSKUB0";
  1759. }
  1760. }
  1761.  
  1762. obstacles
  1763. {
  1764. color = 3; // Cyan
  1765. arrow = 0;
  1766. title = "Blocking Objects";
  1767. width = 20;
  1768. sort = 1;
  1769. height = 20;
  1770. blocking = 1;
  1771. hangs = 0;
  1772.  
  1773. 48
  1774. {
  1775. title = "Spikes";
  1776. sprite = "ELECA0";
  1777. }
  1778. 30
  1779. {
  1780. title = "Broken Android - Lower";
  1781. sprite = "COL1A0";
  1782. }
  1783. 31
  1784. {
  1785. title = "Broken Android - Upper";
  1786. sprite = "COL2A0";
  1787. }
  1788. 54
  1789. {
  1790. title = "Oak Tree";
  1791. width = 32;
  1792. sprite = "TRE2A0";
  1793. }
  1794. 43
  1795. {
  1796. title = "Alpine tree";
  1797. sprite = "TRE1A0";
  1798. }
  1799. 47
  1800. {
  1801. title = "Bush";
  1802. sprite = "SMITA0";
  1803. }
  1804. 34
  1805. {
  1806. title = "Samurai Statue";
  1807. sprite = "CANDA0";
  1808. height = 96;
  1809. }
  1810. 75
  1811. {
  1812. title = "Stalagmite (small)";
  1813. sprite = "HDB3A0";
  1814. height = 32;
  1815. }
  1816. 76
  1817. {
  1818. title = "Stalagmite (large)";
  1819. sprite = "HDB4A0";
  1820. height = 32;
  1821. }
  1822. 77
  1823. {
  1824. title = "Stalactite (small)";
  1825. sprite = "HDB5A0";
  1826. height = 32;
  1827. hangs = 1;
  1828. blocking = 0;
  1829. }
  1830. 78
  1831. {
  1832. title = "Stalactite (large)";
  1833. sprite = "HDB6A0";
  1834. height = 32;
  1835. hangs = 1;
  1836. blocking = 0;
  1837. }
  1838. 25
  1839. {
  1840. title = "Sentry Lamp";
  1841. sprite = "POL1A0";
  1842. blocking = 1;
  1843. }
  1844. 27
  1845. {
  1846. title = "Bonzai Tree";
  1847. sprite = "POL4A0";
  1848. blocking = 1;
  1849. }
  1850. 28
  1851. {
  1852. title = "Raft";
  1853. sprite = "POL2A0";
  1854. blocking = 1;
  1855. }
  1856. 29
  1857. {
  1858. title = "Rickshaw";
  1859. sprite = "POL3A0";
  1860. blocking = 1;
  1861. }
  1862. }
  1863.  
  1864. breakables
  1865. {
  1866. color = 11; // Light Cyan
  1867. arrow = 0;
  1868. title = "Destructive Objects";
  1869. width = 16;
  1870. sort = 1;
  1871. height = 16;
  1872. blocking = 1;
  1873. hangs = 0;
  1874.  
  1875. 2035
  1876. {
  1877. title = "Nitro Barrel";
  1878. width = 10;
  1879. sprite = "BAR1A0";
  1880. height = 32;
  1881. }
  1882. 3005
  1883. {
  1884. title = "Breaking Glass";
  1885. width = 32;
  1886. sprite = "HEADD2D8";
  1887. height = 64;
  1888. }
  1889. 41
  1890. {
  1891. title = "Pulsar";
  1892. sprite = "CEYEA0";
  1893. }
  1894. 45
  1895. {
  1896. title = "Electron";
  1897. sprite = "TGRNA0";
  1898. }
  1899. 42
  1900. {
  1901. title = "C-Eye";
  1902. sprite = "FSKUA0";
  1903. }
  1904. 35
  1905. {
  1906. title = "Office Chair";
  1907. sprite = "CBRAA0";
  1908. }
  1909. 55
  1910. {
  1911. title = "Desk Lamp";
  1912. sprite = "SMBTA0";
  1913. }
  1914. 57
  1915. {
  1916. title = "Floor Lamp";
  1917. sprite = "SMRTA0";
  1918. }
  1919. 2028
  1920. {
  1921. title = "Computer Monitor";
  1922. sprite = "COLUA0";
  1923. }
  1924. 26
  1925. {
  1926. title = "Vase";
  1927. sprite = "POL6A0";
  1928. }
  1929. 72
  1930. {
  1931. title = "Exploding Object (shootable)";
  1932. width = 16;
  1933. sprite = "BFE1B0";
  1934. height = 32;
  1935. hangs = 1;
  1936. }
  1937. 70
  1938. {
  1939. title = "Exploding Object (on-sight)";
  1940. width = 10;
  1941. sprite = "FCANA0";
  1942. height = 32;
  1943. }
  1944. }
  1945.  
  1946. decoration
  1947. {
  1948. color = 4; // Red
  1949. arrow = 0;
  1950. title = "Decorative Objects";
  1951. width = 16;
  1952. sort = 1;
  1953. height = 16;
  1954. hangs = 0;
  1955. blocking = 0;
  1956.  
  1957. 32
  1958. {
  1959. title = "Flowers";
  1960. sprite = "COL3A0";
  1961. }
  1962. 33
  1963. {
  1964. title = "Lava Ball (slow)";
  1965. sprite = "FIREG0";
  1966. }
  1967. 37
  1968. {
  1969. title = "Lava Ball (fast)";
  1970. sprite = "FIREG0";
  1971. }
  1972. 85
  1973. {
  1974. title = "Water Drip 1";
  1975. sprite = "TLMPA0";
  1976. }
  1977. 86
  1978. {
  1979. title = "Water Drip 2";
  1980. sprite = "TLP2A0";
  1981. }
  1982. 44
  1983. {
  1984. title = "Hanging Light (short)";
  1985. sprite = "TBLUA0";
  1986. }
  1987. 46
  1988. {
  1989. title = "Hanging Light (tall)";
  1990. sprite = "TREDA0";
  1991. }
  1992. 56
  1993. {
  1994. title = "Wall Torch";
  1995. sprite = "SMGTA0";
  1996. }
  1997. 79
  1998. {
  1999. title = "Rock";
  2000. sprite = "POB1A0";
  2001. }
  2002. 49
  2003. {
  2004. title = "Hanging body, near dead";
  2005. sprite = "GOR1A0";
  2006. height = 64;
  2007. hangs = 1;
  2008. blocking = 1;
  2009. }
  2010. 50
  2011. {
  2012. title = "Dead Lab Tech. 1";
  2013. sprite = "GOR2A0";
  2014. }
  2015. 51
  2016. {
  2017. title = "Dead Lab Tech. 2";
  2018. sprite = "GOR3A0";
  2019. }
  2020. 52
  2021. {
  2022. title = "Dead Lab Tech. 3";
  2023. sprite = "GOR4A0";
  2024. }
  2025. 73
  2026. {
  2027. title = "Moss (large)";
  2028. sprite = "HDB1A0";
  2029. hangs = 1;
  2030. }
  2031. 74
  2032. {
  2033. title = "Moss (small)";
  2034. sprite = "HDB2A0";
  2035. hangs = 1;
  2036. }
  2037. 24
  2038. {
  2039. title = "Smashed Gore";
  2040. sprite = "POL5A0";
  2041. }
  2042. 19
  2043. {
  2044. title = "Dead Android";
  2045. sprite = "SPOSL0";
  2046. width = 20;
  2047. }
  2048. 18
  2049. {
  2050. title = "Dead Thug";
  2051. sprite = "POSSL0";
  2052. width = 20;
  2053. }
  2054. 15
  2055. {
  2056. title = "Dead Player";
  2057. sprite = "PLAYL0";
  2058. }
  2059. 10
  2060. {
  2061. title = "Dead Player (gib)";
  2062. sprite = "PLAYW0";
  2063. }
  2064. 21
  2065. {
  2066. title = "Dead Buzzer";
  2067. sprite = "SARGN0";
  2068. width = 30;
  2069. }
  2070. }
  2071.  
  2072. unused
  2073. {
  2074. color = 8; // Grey
  2075. arrow = 1;
  2076. title = "Unused Things";
  2077. width = 16;
  2078. sort = 1;
  2079. height = 0;
  2080. hangs = 0;
  2081. blocking = 0;
  2082. error = 0;
  2083.  
  2084. 88
  2085. {
  2086. title = "Icon of Sin";
  2087. width = 16;
  2088. sprite = "BBRNA0";
  2089. height = 16;
  2090. }
  2091. 89
  2092. {
  2093. title = "Monsters Spawner";
  2094. sprite = "BOSFB0";
  2095. height = 32;
  2096. }
  2097. 87
  2098. {
  2099. title = "Monsters Target";
  2100. height = 32;
  2101. }
  2102. 36
  2103. {
  2104. title = "Short green pillar (beating heart)";
  2105. sprite = "COL5A0";
  2106. }
  2107. 63
  2108. {
  2109. title = "Hanging victim, twitching";
  2110. sprite = "GOR1A0";
  2111. height = 68;
  2112. hangs = 1;
  2113. }
  2114. 59
  2115. {
  2116. title = "Hanging victim, arms out";
  2117. sprite = "GOR2A0";
  2118. height = 84;
  2119. hangs = 1;
  2120. }
  2121. 60
  2122. {
  2123. title = "Hanging pair of legs";
  2124. sprite = "GOR4A0";
  2125. height = 68;
  2126. hangs = 1;
  2127. }
  2128. 61
  2129. {
  2130. title = "Hanging victim, 1-legged";
  2131. sprite = "GOR3A0";
  2132. height = 52;
  2133. hangs = 1;
  2134. }
  2135. 53
  2136. {
  2137. title = "Hanging leg (blocking)";
  2138. sprite = "GOR5A0";
  2139. height = 52;
  2140. hangs = 1;
  2141. blocking = 1;
  2142. }
  2143. 62
  2144. {
  2145. title = "Hanging leg";
  2146. sprite = "GOR5A0";
  2147. height = 52;
  2148. hangs = 1;
  2149. }
  2150. 12
  2151. {
  2152. title = "Bloody mess 2";
  2153. sprite = "PLAYW0";
  2154. }
  2155. 22
  2156. {
  2157. title = "Dead cacodemon";
  2158. sprite = "HEADL0";
  2159. width = 31;
  2160. }
  2161. 20
  2162. {
  2163. title = "Dead imp";
  2164. sprite = "TROOM0";
  2165. width = 20;
  2166. }
  2167. }
  2168. }
RAW Paste Data

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