; Defines general parameters of the game for which wadfiles are intended. ; ; Name textual name for internal use ; IWAD standard 8.3 base name and extension of main wadfile ; NewMap default name for new map -- dictates format for all maps ; Directory directory in which main wadfile (and game files) reside ; Run command to execute (from the directory) for running a map [WadGame] Name=Hexen IWAD=hexen.wad NewMap=MAP01 Directory=d:\Vavoom Run=vavoom.exe -hexen -file $_Wadfile +map MAP$_Wadmap ; Defines parameters of the default sector motif created when no motif ; file can be located at startup. [Default.Sector] Above=FOREST01 Main=FOREST01 Below=FOREST01 Ceiling=F_022 Floor=F_022 CeilingHeight=128 FloorHeight=0 Lighting=128 ; Defines parameters of the default door motif created when no motif ; file can be located at startup. [Default.Door] Base=F_024 Door=D_WD07 Track=FOREST01 Type=12 ; Defines parameters of the default stair motif created when no motif ; file can be located at startup. [Default.Stair] FloorRunner=WINN01 CeilingRunner=WINN01 Stairwell=WINN01 FloorInc=8 CeilingInc=0 LightingInc=0 ; ID used to classify things ; Flags supplies some additional information: ; 0x0001 - indicate thing facing angle ; Red red value for drawing things of said class ; Green green value for drawing things of said class ; Blue blue value for drawing things of said class ; Name textual description of class [Things.Classes] 0x001 0x0001 255 255 255 Start 0x002 0x0001 255 0 0 Enemy 0x003 0x0000 255 255 0 Key 0x004 0x0000 0 192 0 Armor 0x005 0x0000 128 128 0 Weapon 0x006 0x0000 128 128 000 Ammo 0x007 0x0000 0 255 255 Powerup 0x008 0x0000 192 192 192 Scenery 0x009 0x0000 96 96 96 Sounds 0x00a 0x0001 255 0 255 Teleport 0x00b 0x0000 0 0 255 Healing 0x00c 0x0000 192 0 0 Hazard 0x00d 0x0000 0 128 128 Special 0x00e 0x0000 128 0 128 Puzzle piece ; ID used to uniquely identify things in a map ; Class classification (defined above) ; Size approximate thing size (in map units) ; Sprite name of the sprite to use for display purposes ; Name textual description of thing [Things.Types] 0x001 1 32 playa1 Player 1 *( number, -, -, -, - ) 0x002 1 32 playa1 Player 2 *( number, -, -, -, - ) 0x003 1 32 playa1 Player 3 *( number, -, -, -, - ) 0x004 1 32 playa1 Player 4 *( number, -, -, -, - ) 0x005 8 20 sttwa0 Gargoyle statue w/skull 0x006 8 20 rck1a0 Rock w/moss (tiny) 0x007 8 20 rck2a0 Rock w/moss (small) 0x009 8 20 rck3a0 Rock w/moss (medium) 0x00a 5 20 wcssa0 Serpent staff 0x00b 1 32 playf1 Deathmatch *( number, -, -, -, - ) 0x00c 5 20 wfr1a0 Quietus blade 0x00d 5 20 wfr2a0 Quietus guard 0x00e 10 20 teleg0 Destination 0x00f 8 20 rck4a0 Rock w/moss (large) 0x010 5 20 wfr3a0 Quietus hilt 0x011 8 20 cdlra0 Chandelier w/flame 0x012 5 20 wch1a0 Wraithverge head 0x013 5 20 wch2a0 Wraithverge centerpiece 0x014 5 20 wch3a0 Wraithverge grip 0x015 5 20 wms1a0 Bloodscourge head 0x016 5 20 wms2a0 Bloodscourge centerpiece 0x017 5 20 wms3a0 Bloodscourge grip 0x018 8 20 tre1a0 Tree trunk (brown) 0x019 8 20 tre1a0 Tree trunk (brown, destructable) 0x01a 8 20 tre2a0 Tree (tall) 0x01b 8 20 tre3a0 Tree (cypress) 0x01c 8 20 stm1a0 Tree stump (splintered) 0x01d 8 20 stm2a0 Tree stump 0x01e 7 20 artipork Porkalator 0x01f 2 64 demna1 Chaos serpent (fire) 0x020 7 20 artisphl Mystic urn 0x021 7 20 artitrch Torch 0x022 2 40 wrtha1 Reiver 0x024 7 20 artiatlp Chaos device 0x025 8 20 stm3a0 Stump w/moss (short) 0x026 8 20 stm4a0 Stump w/moss (tall) 0x027 8 20 msh1a0 Mushroom (large, left) 0x028 8 20 msh2a0 Mushroom (large, right) 0x029 8 20 msh3a0 Mushroom (medium, left) 0x02a 8 20 msh4a0 Mushroom (small, right) 0x02c 8 20 msh5a0 Mushroom (small, light) 0x02d 8 20 msh6a0 Mushroom (small, forward) 0x02e 8 20 msh7a0 Mushroom (small, backward) 0x02f 8 20 msh8a0 Mushroom (small, morel) 0x030 8 20 sgmpa0 Stalagmite/stalactite combo 0x031 8 20 sgm1a0 Stalagmite (large) 0x032 8 20 sgm2a0 Stalagmite (medium) 0x033 8 20 sgm3a0 Stalagmite (small) 0x034 8 20 slc1a0 Stalactite (large) 0x035 5 20 wmcsa0 Frost shards 0x036 8 20 wltra0 Wall torch w/flame *( radius, -, -, -, - ) 0x037 8 20 wltri0 Wall torch 0x038 8 20 slc2a0 Stalactite (medium) 0x039 8 20 slc3a0 Stalactite (small) 0x03a 8 20 mss1a0 Moss (three strands) 0x03b 8 20 mss2a0 Moss (one strand) 0x03c 8 20 tre3a0 Vine 0x03d 8 20 cps1a0 Corpse (impaled) 0x03e 8 20 cps2a0 Corpse (sleeping) 0x03f 8 20 tms1a0 Tombstone (R.I.P.) 0x040 8 20 tms2a0 Tombstone (Shane) 0x041 8 20 tms3a0 Tombstone (large cross) 0x042 8 20 tms4a0 Tombstone (Brian R.) 0x043 8 20 tms5a0 Tombstone (circular cross) 0x044 8 20 tms6a0 Tombstone (small cross on pedestal) 0x045 8 20 tms7a0 Tombstone (Brian P.) 0x047 8 20 cps3a0 Corpse (hung upside-down) 0x048 8 20 stt2a0 Stone gargoyle (tall) 0x049 8 20 stt3a0 Stone gargoyle (tall, frozen) 0x04a 8 20 stt4a0 Stone gargoyle (short) 0x04c 8 20 stt5a0 Stone gargoyle (short, frozen) 0x04d 8 20 bnr1a0 Banner 0x04e 8 20 tre4a0 Tree w/leaves (brown, right) 0x04f 8 20 tre5a0 Tree w/leaves (brown, left) 0x050 8 20 tre6a0 Tree (gnarled) 0x051 11 20 ptn1a0 Crystal vial (10) 0x052 11 20 ptn2a0 Quartz flask (25) 0x053 7 20 soara0 Wings of wrath 0x054 7 20 invua0 Icon of the defender 0x056 7 15 artisumn Dark servant 0x057 8 20 tre7a0 Tree (gnarled, w/vine) 0x058 8 20 logga0 Log 0x059 8 20 ict1a0 Ice stalactite (large) 0x05a 8 20 ict2a0 Ice stalactite (medium) 0x05b 8 20 ict3a0 Ice stalactite (small) 0x05c 8 20 ict4a0 Ice stalactite (tiny) 0x05d 8 20 icm1a0 Ice stalagmite (large) 0x05e 8 20 icm2a0 Ice stalagmite (medium) 0x05f 8 20 icm3a0 Ice stalagmite (small) 0x060 8 20 icm4a0 Ice stalagmite (tiny) 0x061 8 20 rkbla0 Rock formation (large, brown) 0x062 8 20 rkbsa0 Rock formation (small, brown) 0x063 8 20 rkbka0 Rock formation (small, gray) 0x064 8 20 rbl1a0 Rubble (large) 0x065 8 20 rbl2a0 Rubble (small) 0x066 8 20 rbl3a0 Rubble (medium) 0x067 8 20 vasea0 Vase on pedestal 0x068 8 20 pot1a0 Pot (tall, skinny) *( spawntype, -, -, -, - ) 0x069 8 20 pot2a0 Pot (medium, skinny) *( spawntype, -, -, -, - ) 0x06a 8 20 pot3a0 Pot (short, chipped) *( spawntype, -, -, -, - ) 0x06b 2 40 centc1 Centaur 0x06c 8 20 cps4a0 Corpse (hung by neck) 0x06d 8 20 cps5a0 Corpse (bleeding, hung by neck) 0x06e 8 20 cps6a0 Corpse (chained to floor) 0x06f 8 10 bdpla0 Pool of blood 0x071 8 10 lef1a0 Blowing leaves 0x072 2 44 bisha1 Dark bishop 0x073 2 40 centf1 Centaur leader 0x074 8 10 twtra0 Brazier w/flame 0x075 8 10 twtri0 Brazier 0x076 13 10 tlgla0 Magic step (sparkling) 0x077 8 20 cndla0 Candles 0x078 2 64 ssptd0 Stalker leader 0x079 2 64 ssdva0 Stalker 0x07a 6 20 man1a0 Blue mana 0x07b 5 10 wfhma0 Hammer of retribution 0x07c 6 20 man2a0 Green mana 0x08c 8 20 tsmka0 Sparkling red smoke 0x0fe 2 40 draga1 Death wyvern *( tag, tag, tag, tag, tag ) 0x578 9 20 telea0 Stone 0x579 9 20 telea0 Heavy 0x57a 9 20 telea0 Metal 0x57b 9 20 telea0 Creak 0x57c 9 20 telea0 Silent 0x57d 9 20 telea0 Lava 0x57e 9 20 telea0 Water 0x57f 9 20 telea0 Ice 0x580 9 20 telea0 Earth crack 0x581 9 20 telea0 Metal2 0x582 9 20 telea0 Wind blowing 0x5dc 13 20 icprd0 Floor slope 0x5dd 13 20 icprd0 Ceiling slope 0x5de 13 20 icprd0 Static light *( radius, -, -, -, - ) 0x5df 13 20 icprd0 Static colored light *( radius, r, g, b, - ) 0x5e0 13 20 icprd0 Vertex floor height 0x5e1 13 20 icprd0 Vertex ceiling height 0xbb8 13 20 icprd0 Polyobject anchor 0xbb9 13 20 sbfxh0 Start spot 0xbba 13 20 sbfxc0 Start spot w/crush 0x1f40 7 20 artipsbg Flechette 0x1f42 7 20 artisped Boots of speed 0x1f43 7 20 artibman Krater of might 0x1f44 6 20 man3a0 Combined mana 0x1f45 4 10 arm1a0 Mesh armor 0x1f46 4 20 arm2a0 Falcon shield 0x1f47 4 20 arm3a0 Platinum helmet 0x1f48 4 20 arm4a0 Amulet of warding 0x1f49 5 10 wcfma0 Firestorm 0x1f4a 5 20 wfaxa0 Timon's axe 0x1f54 2 44 iceya1 Wendigo 0x1f5e 3 10 key1a0 Steel key 0x1f5f 3 10 key2a0 Cave key 0x1f60 3 10 key3a0 Axe key 0x1f61 3 10 key4a0 Fire key 0x1f62 3 10 key5a0 Emerald key 0x1f63 3 10 key6a0 Dungeon key 0x1f64 3 10 key7a0 Silver key 0x1f65 3 10 key8a0 Rusted key 0x1f66 3 10 key9a0 Horn key 0x1f67 3 10 keyaa0 Swamp key 0x1f68 5 20 wmlgf0 Arc of death 0x1f69 7 20 artibrac Dragonskin bracers 0x1f6a 8 20 fbula0 Minotaur statue w/flame 0x1f6b 8 20 fbulh0 Minotaur statue 0x1f6c 8 20 gar1a0 Wooden gargoyle on rocks (tall) 0x1f6d 8 20 gar2a0 Black/red gargoyle on rocks (tall) 0x1f6e 8 20 gar3a0 Red gargoyle on rocks (tall) 0x1f6f 8 20 gar4a0 Wooden gargoyle on pedestal (tall) 0x1f70 8 20 gar5a0 Metal gargoyle on pedestal (tall) 0x1f71 8 20 gar6a0 Black/red gargoyle (short) 0x1f72 8 20 gar7a0 Red gargoyle (short) 0x1f73 8 20 gar8a0 Wooden gargoyle (short) 0x1f74 8 20 gar9a0 Metal gargoyle (short) 0x1f7c 8 20 fskla0 Fire skull 0x1f7d 8 10 brtra0 Brazier w/flame (small) 0x1f7e 8 20 tre1a0 Tree (gray, destructable) 0x1f7f 8 20 cdlrd0 Chandelier 0x1f80 8 20 suita0 Suit of armor (destructable) *( spawntype, -, -, -, - ) 0x1f81 8 40 bblla0 Bell 0x1f82 8 20 canda0 Candle (blue) 0x1f83 8 20 irona0 Iron maiden 0x1f84 8 20 xmasa0 Tree (fir) 0x1f85 8 20 cdrnb0 Cauldron (w/flame) 0x1f86 8 20 cdrna0 Cauldron 0x1f87 8 20 chnsa0 Chain (short) 0x1f88 8 20 chnsb0 Chain (long) 0x1f89 8 20 chnsc0 Chain w/heart on hook 0x1f8a 8 20 chnsd0 Chain w/large hook 0x1f8b 8 20 chnse0 Chain w/small hook 0x1f8c 8 20 chnsf0 Chain w/spiked ball 0x1f8d 8 20 chnsg0 Chain w/skull on hook 0x1f90 2 64 dem2a1 Chaos serpent (gas) 0x1fa4 8 20 barla0 Barrel 0x1fa5 8 20 shb1a0 Shrub (small) 0x1fa6 8 20 shb2a0 Shrub (large) 0x1fa7 8 20 bckta0 Bucket (hanging) 0x1fa8 12 20 shrma0 Mushroom (exploding) 0x2008 3 10 keyba0 Castle key 0x2134 8 20 tst1a0 Stein (tall) 0x2135 8 20 tst2a0 Stein (short) 0x2136 8 20 tst3a0 Candle w/spider's web 0x2137 8 20 tst4a0 Candle (short) 0x2138 8 20 tst5a0 Candle (tall) 0x2139 8 20 tst6a0 Goblet (spilled) 0x213a 8 20 tst7a0 Goblet (tall) 0x213b 8 20 tst8a0 Goblet (short) 0x213c 8 20 tst9a0 Goblet w/silver bands 0x213d 8 20 tst0a0 Meat cleaver 0x2329 13 10 telec0 Map spot *( tag, tag, tag, tag, tag ) 0x232a 14 20 artiskll Yorick's skull 0x232b 14 20 artibgem Heart of D'Sparil 0x232c 14 20 artigemr Ruby planet 0x232d 14 20 artigemg Emerald planet 1 0x232e 14 20 artigemb Sapphire planet 1 0x232f 14 20 abk1a0 Daemon codex 0x2330 14 20 abk2a0 Liber oscura 0x2331 14 20 artigmg2 Emerald planet 2 0x2332 14 20 artigmb2 Sapphire planet 2 0x2333 8 20 stwna0 Gargoyle statue 0x2334 8 20 gmpda0 Pedestal 0x2335 13 10 teled0 Map spot w/gravity 0x2336 14 20 artiskl2 Flame mask 0x2337 14 20 artifwep Glaive seal 0x2338 14 20 articwep Holy relic 0x2339 14 20 artimwep Sigil of the Magus 0x233a 14 20 artigear Clock gear 0x233b 14 20 artiger2 Clock gear (bronze) 0x233c 14 20 artiger3 Clock gear (bronze hub) 0x233d 14 20 artiger4 Clock gear (bronze ring) 0x2454 13 20 icprd0 Polyobject anchor 0x2455 13 20 sbfxh0 Start spot 0x2456 13 20 sbfxc0 Start spot w/crush 0x2710 13 20 spirk0 Spawn fog *( speed, angle, freq., duration, - ) 0x2711 8 20 fogsa0 Fog (small) *( speed, -, -, duration, move ) 0x2712 8 20 fogma0 Fog (medium) *( speed, -, -, duration, move ) 0x2713 8 20 fogla0 Fog (large) *( speed, -, -, duration, move ) 0x271b 2 40 wrthe1 Reiver leader 0x272e 2 40 ettna1 Ettin 0x2738 7 20 artitelo Banishment device 0x274c 2 20 fdmna1 Fire gargoyle 0x2760 2 80 sorca1 Heresiarch 0x276a 8 20 tspkc0 Spike (down) 0x276b 8 20 tspka0 Spike (up) 0x2774 2 32 playa8 Zedek (fighter boss) 0x2775 2 32 clera8 Traductus (cleric boss) 0x2776 2 32 magea8 Menelkir (mage boss) 0x277e 7 20 artiblst Disc of repulsion 0x2788 7 20 artihrad Mystic ambient incant 0x27d8 2 20 korxa1 Korax 0x27f1 13 20 abatc3c7 Spawn bat *( freq., angle, -, duration, turn ) 0x2904 8 20 ffsma0 Flame (small, timed) *( duration, -, -, -, - ) 0x2905 8 20 ffsmc0 Flame (small, continuous) 0x2906 8 20 fflga0 Flame (large, timed) *( duration, -, -, -, - ) 0x2907 8 20 fflgf0 Flame (large, continuous) 0x36f2 9 20 telea0 Sound sequence *( number, mode, -, -, - ) ; ID used to classify specials ; Name textual description of class ; ; Note: When converting a sector to a door, the special types ; available are those in class number two. [Specials.Classes] 0x001 Special 0x002 Door 0x003 Ceiling 0x004 Lift 0x005 Floor 0x006 Pillar 0x007 Stairs 0x008 ACS 0x009 Scroll 0x00a Thing 0x00b Teleport 0x00c Lighting 0x00d Polyobject 0x00e Exit 0x00f Elevator ; ID ; class ; Name( arg0, arg1, arg2, arg3, arg4 ) [Specials.Types] ; Special 0x021 1 ForceField( -, -, -, -, - ) 0x022 1 ClearForceField( tag, -, -, -, - ) 0x078 1 Earthquake( intensity, duration, damrad, tremrad, tag ) 0x079 1 Line_SetIdentification( line, -, -, -, - ) 0x081 1 UsePuzzleItem( item, script, sArg0, sArg1, sArg2 ) 0x08c 1 Sector_ChangeSound( tag, sound, -, -, - ) 0x0a0 1 3d floor( tag, -, -, -, - ) 0x0a1 1 Contents( type, trans, flags, -, - ) 0x0ad 1 NoiseAlert( source, target, -, -, - ) 0x0b5 1 Plane_Align( floor, ceiling, line_id, -, - ) 0x0d0 1 TranslucentLine( line, amount, -, -, - ) 0x0d1 1 Transfer_Heights( tag, flags, -, -, - ) 0x0d2 1 Transfer_FloorLight( tag, -, -, -, - ) 0x0d3 1 Transfer_CeilingLight( tag, -, -, -, - ) 0x0d5 1 Sector_SetFade( tag, red, green, blue, - ) 0x0d6 1 Sector_SetDamage( tag, damage, mod, -, - ) 0x0d8 1 Sector_SetGravity( tag, int, frac, -, - ) 0x0dc 1 Sector_SetWind( tag, strength, angle, line_vector, - ) 0x0db 1 Sector_SetFriction( tag, amount, -, -, - ) 0x0de 1 Sector_SetCurrent( tag, strength, angle, line_vector, - ) 0x0de 1 PointPush_SetForce( tag, tid, strength, line_vector, - ) ; Door 0x00a 2 Door_Close( tag, speed, light_tag, -, - ) 0x00b 2 Door_Open( tag, speed, light_tag, -, - ) 0x00c 2 Door_Raise( tag, speed, delay, light_tag, - ) 0x00d 2 Door_LockedRaise( tag, speed, delay, lock, light_tag ) 0x0f9 2 Door_CloseWaitOpen( tag, speed, delay, light_tag, - ) 0x0ca 2 Generic_Door( tag, speed, kind, delay, lock ) ; Ceiling 0x026 3 Ceiling_Waggle( tag, height, freq, offset, duration ) 0x028 3 Ceiling_LowerByValue( tag, speed, height, -, - ) 0x029 3 Ceiling_RaiseByValue( tag, speed, height, -, - ) 0x02a 3 Ceiling_CrushAndRaise( tag, speed, crush, -, - ) 0x02b 3 Ceiling_LowerAndCrush( tag, speed, crush, -, - ) 0x02c 3 Ceiling_CrushStop( tag, -, -, -, - ) 0x02d 3 Ceiling_CrushRaiseAndStay( tag, speed, crush, -, - ) 0x045 3 Ceiling_MoveToValueTimes8( tag, speed, height, negative, - ) 0x0c0 3 Ceiling_LowerToHighestFloor( tag, speed, -, -, - ) 0x0c1 3 Ceiling_LowerInstant( tag, -, height, -, - ) 0x0c2 3 Ceiling_RaiseInstant( tag, -, height, -, - ) 0x0c3 3 Ceiling_CrushRaiseAndStayA( tag, dnspeed, upspeed, damage, - ) 0x0c4 3 Ceiling_CrushAndRaiseA( tag, dnspeed, upspeed, damage, - ) 0x0c5 3 Ceiling_CrushAndRaiseSilentA( tag, dnspeed, upspeed, damage, - ) 0x0c6 3 Ceiling_RaiseByValueTimes8( tag, speed, height, -, - ) 0x0c7 3 Ceiling_LowerByValueTimes8( tag, speed, height, -, - ) 0x0c9 3 Generic_Ceiling( tag, speed, height, target, chg/mdl/dir/crsh ) 0x0cd 3 Generic_Crusher( tag, dnspeed, upspeed, silent, damage ) 0x0fc 3 Ceiling_RaiseToNearest( tag, speed, -, -, - ) 0x0fd 3 Ceiling_LowerToLowest( tag, speed, -, -, - ) 0x0fe 3 Ceiling_LowerToFloor( tag, speed, -, -, - ) 0x0ff 3 Ceiling_CrushRaiseAndStaySilentA( tag, dnspeed, upspeed, damage, - ) ; Lift 0x03c 4 Plat_PerpetualRaise( tag, speed, delay, -, - ) 0x03d 4 Plat_Stop( tag, -, -, -, - ) 0x03e 4 Plat_DownWaitUpStay( tag, speed, delay, -, - ) 0x03f 4 Plat_DownByValue( tag, speed, delay, height, - ) 0x040 4 Plat_UpWaitDownStay( tag, speed, delay, -, - ) 0x041 4 Plat_UpByValue( tag, speed, delay, height, - ) 0x0ac 4 Plat_UpNearestWaitDownStay( tag, speed, delay, -, - ) 0x0cb 4 Generic_Lift( tag, speed, delay, target, height ) 0x0ce 4 Plat_DownWaitUpStayLip( tag, speed, delay, lip, floor_sound ) 0x0cf 4 Plat_PerpetualRaiseLip( tag, speed, delay, lip, - ) 0x0e4 4 Plat_RaiseAndStayTx0( tag, speed, -, -, - ) 0x0e6 4 Plat_UpByValueStayTx( tag, speed, height, -, - ) 0x0e7 4 Plat_ToggleCeiling( tag, -, -, -, - ) ; Floor 0x014 5 Floor_LowerByValue( tag, speed, height, -, - ) 0x015 5 Floor_LowerToLowest( tag, speed, -, -, - ) 0x016 5 Floor_LowerToNearest( tag, speed, -, -, - ) 0x017 5 Floor_RaiseByValue( tag, speed, height, -, - ) 0x018 5 Floor_RaiseToHighest( tag, speed, -, -, - ) 0x019 5 Floor_RaiseToNearest( tag, speed, -, -, - ) 0x01c 5 Floor_RaiseAndCrush( tag, speed, crush, -, - ) 0x023 5 Floor_RaiseByValueTimes8( tag, speed, height, -, - ) 0x024 5 Floor_LowerByValueTimes8( tag, speed, height, -, - ) 0x02e 5 Floor_CrushStop( tag, -, -, -, - ) 0x042 5 Floor_LowerInstant( tag, -, height, -, - ) 0x043 5 Floor_RaiseInstant( tag, -, height, -, - ) 0x044 5 Floor_MoveToValueTimes8( tag, speed, height, negative, - ) 0x08a 5 Floor_Waggle( tag, height, freq, offset, duration ) 0x0c8 5 Generic_Floor( tag, speed, height, target, chg/mdl/dir/crsh ) 0x0ee 5 Floor_RaiseToLowestCeiling( tag, speed, -, -, - ) 0x0ef 5 Floor_RaiseByValueTxTy( tag, speed, height, -, - ) 0x0f0 5 Floor_RaiseByTexture( tag, speed, -, -, - ) 0x0f1 5 Floor_LowerToLowestTxTy( tag, speed, -, -, - ) 0x0f2 5 Floor_LowerToHighest( tag, speed, adjust, -, - ) 0x0fa 5 Floor_Donut( tag, pillarspeed, slimespeed, -, - ) 0x0eb 5 Floor_TransferTrigger( tag, -, -, -, - ) 0x0ec 5 Floor_TransferNumeric( tag, -, -, -, - ) ; Pillar 0x01d 6 Pillar_Build( tag, speed, height, -, - ) 0x01e 6 Pillar_Open( tag, speed, f_height, c_height, - ) 0x05e 6 Pillar_BuildAndCrush( tag, speed, height, crush, - ) ; Stair 0x01a 7 Stairs_BuildDown( tag, speed, height, delay, reset ) 0x01b 7 Stairs_BuildUp( tag, speed, height, delay, reset ) 0x01f 7 Stairs_BuildDownSync( tag, speed, height, reset, - ) 0x020 7 Stairs_BuildUpSync( tag, speed, height, reset, - ) 0x0cc 7 Generic_Stairs (tag, speed, step, dir/idntext, reset ) 0x0d9 7 Stairs_BuildUpDoom( tag, speed, height, delay, reset ) ; ACS 0x050 8 ACS_Execute( script, map, sArg0, sArg1, sArg2 ) 0x051 8 ACS_Suspend( script, map, -, -, - ) 0x052 8 ACS_Terminate( script, map, -, -, - ) 0x053 8 ACS_LockedExecute( script, map, sArg0, sArg1, lock ) 0x054 8 ACS_ExecuteWithResult( script, map, sArg0, sArg1, sArg2 ) 0x0e2 8 ACS_ExecuteAlways( script, map, sArg0, sArg1, sArg2 ) ; Scroll 0x064 9 Scroll_Texture_Left( speed, -, -, -, - ) 0x065 9 Scroll_Texture_Right( speed, -, -, -, - ) 0x066 9 Scroll_Texture_Up( speed, -, -, -, - ) 0x067 9 Scroll_Texture_Down( speed, -, -, -, - ) 0x0dd 9 Scroll_Texture_Both( tag, leftSpd, rightSpd, upSpd, downSpd ) 0x0de 9 Scroll_Texture_Model( tag, bits, -, -, - ) 0x0df 9 Scroll_Floor( tag, bits, method, xspeed, yspeed ) 0x0e0 9 Scroll_Ceiling( tag, bits, method, xspeed, yspeed ) 0x0e1 9 Scroll_Texture_Offsets( -, -, -, -, - ) ; Thing 0x048 10 ThrustThing( angle, distance, -, -, - ) 0x049 10 DamageThing( damage, -, -, -, - ) 0x082 10 Thing_Activate( tag, -, -, -, - ) 0x083 10 Thing_Deactivate( tag, -, -, -, - ) 0x084 10 Thing_Remove( tag, -, -, -, - ) 0x085 10 Thing_Destroy( tag, -, -, -, - ) 0x086 10 Thing_Projectile( tag, type, angle, speed, vspeed ) 0x087 10 Thing_Spawn( tag, spawntype, angle, -, - ) 0x088 10 Thing_ProjectileGravity( tag, type, angle, speed, vspeed ) 0x089 10 Thing_SpawnNoFog( tag, spawntype, angle, -, - ) ;0x0e5 10 Thing_SetGoal( tag, goal, delay, -, - ) ;0x0f8 10 HealThing( amount, -, -, -, - ) ; Teleport 0x027 11 Teleport_ZombieChanger( tag, sector_tag, no_src_fog, -, - ) 0x046 11 Teleport( tag, sector_tag, no_src_fog, -, - ) 0x047 11 Teleport_NoFog( tag, use_angle, sector_tag, -, - ) 0x04a 11 Teleport_NewMap( map, position, save_angle, -, - ) 0x04b 11 Teleport_EndGame( -, -, -, -, - ) 0x04c 11 TeleportOther( other_tid, dest_tid, fog, -, - ) 0x04d 11 TeleportGroup( group_tid, source_tid, dest_tid, moveSource, fog ) 0x04e 11 TeleportInSector( tag, source_tid, dest_tid, fog, group_tid ) 0x0d7 11 Teleport_Line( thisline, destline, reverse, -, - ) ; Lighting 0x06d 12 Light_ForceLightning( tag, -, -, -, - ) 0x06e 12 Light_RaiseByValue( tag, value, -, -, - ) 0x06f 12 Light_LowerByValue( tag, value, -, -, - ) 0x070 12 Light_ChangeToValue( tag, value, -, -, - ) 0x071 12 Light_Fade( tag, value, tics, -, - ) 0x072 12 Light_Glow( tag, upper, lower, tics, - ) 0x073 12 Light_Flicker( tag, upper, lower, -, - ) 0x074 12 Light_Strobe( tag, upper, lower, u-tics, l-tics ) 0x075 12 Light_Stop( tag, -, -, -, -, ) 0x0e8 12 Light_StrobeDoom( tag, u-tics, l-tics, sync, - ) 0x0e9 12 Light_MinNeighbor( tag, -, -, -, - ) 0x0ea 12 Light_MaxNeighbor( tag, -, -, -, - ) ; Polyobject 0x001 13 Polyobj_StartLine( po, mirror, sound, -, - ) 0x002 13 Polyobj_RotateLeft( po, speed, angle, -, - ) 0x003 13 Polyobj_RotateRight( po, speed, angle, -, - ) 0x004 13 Polyobj_Move( po, speed, angle, distance, - ) 0x005 13 Polyobj_ExplicitLine( po, order, mirror, sound, - ) 0x006 13 Polyobj_MoveTimes8( po, speed, angle, distance, - ) 0x007 13 Polyobj_DoorSwing( po, speed, angle, delay, - ) 0x008 13 Polyobj_DoorSlide( po, speed, angle, distance, delay ) 0x05a 13 Polyobj_OR_RotateLeft( po, speed, angle, -, - ) 0x05b 13 Polyobj_OR_RotateRight( po, speed, angle, -, - ) 0x05c 13 Polyobj_OR_Move( po, speed, angle, distance, - ) 0x05d 13 Polyobj_OR_MoveTimes8( po, speed, angle, distance, - ) ; Exit 0x0f3 14 Exit_Normal( position, -, -, -, - ) 0x0f4 14 Exit_Secret( position, -, -, -, - ) ; Floor and ceiling 0x05f 15 FloorAndCeiling_LowerByValue( tag, speed, height, -, - ) 0x060 15 FloorAndCeiling_RaiseByValue( tag, speed, height, -, - ) 0x0f5 15 Elevator_RaiseToNearest( tag, speed, -, -, - ) 0x0f6 15 Elevator_MoveToFloor( tag, speed, -, -, - ) 0x0f7 15 Elevator_LowerToNearest( tag, speed, -, -, - ) 0x0fb 15 FloorAndCeiling_LowerRaise( tag, fspeed, cspeed, -, - ) [Sectors.Types] 0x0001 Phased light (manual) 0x0002 Phased light sequence start 0x0003 Phased light sequence 1 0x0004 Phased light sequence 2 0x001a Stairs 1 0x001b Stairs 2 0x0028 Wind east (weak) 0x0029 Wind east (normal) 0x002a Wind east (strong) 0x002b Wind north (weak) 0x002c Wind north (normal) 0x002d Wind north (strong) 0x002e Wind south (weak) 0x002f Wind south (normal) 0x0030 Wind south (strong) 0x0031 Wind west (weak) 0x0032 Wind west (normal) 0x0033 Wind west (strong) 0x0041 Blink (random) 0x0042 Blink (1/2 second) 0x0043 Blink (1 second) 0x0044 -10/20% health, blink (1/2 second) 0x0045 -5/10% health 0x0046 -2/4% health 0x0047 -2/5% health 0x0048 Light oscillates 0x004a Ceiling drops (after 30 seconds) 0x004b -10/20% health, end level/game 0x004c Blink (1 second sync.) 0x004d Blink (1/2 second sync.) 0x004e Ceiling rises (after 300 seconds) 0x004f Reduced floor friction 0x0050 -10/20% health 0x0051 Light flickers randomly 0x0052 -5/10% health, lava 0x0053 -10/20% health, lava 0x0054 -10/20% health, lava, scroll east 0x0069 Hazardous area 0x0073 Instant death 0x0074 Double hazardous area 0x0076 Scroll to current orientation 0x00c7 Outdoor lightning 0x00c7 Indoor lightning (bright) 0x00c6 Indoor lightning (dim) 0x00c8 Use second sky image 0x00c9 Scroll north (slow) 0x00ca Scroll north (normal) 0x00cb Scroll north (fast) 0x00cc Scroll east (slow) 0x00cd Scroll east (normal) 0x00ce Scroll east (fast) 0x00cf Scroll south (slow) 0x00d0 Scroll south (normal) 0x00d1 Scroll south (fast) 0x00d2 Scroll west (slow) 0x00d3 Scroll west (normal) 0x00d4 Scroll west (fast) 0x00d5 Scroll northwest (slow) 0x00d6 Scroll northwest (normal) 0x00d7 Scroll northwest (fast) 0x00d8 Scroll northeast (slow) 0x00d9 Scroll northeast (normal) 0x00da Scroll northeast (fast) 0x00db Scroll southeast (slow) 0x00dc Scroll southeast (normal) 0x00dd Scroll southeast (fast) 0x00de Scroll southwest (slow) 0x00df Scroll southwest (normal) 0x00e0 Scroll southwest (fast) 0x00e1 Scroll east (very slow) 0x00e2 Scroll east (slow) 0x00e3 Scroll east (normal) 0x00e4 Scroll east (fast) 0x00e5 Scroll east (very fast) 0x00e6 Scroll north (very slow) 0x00e7 Scroll north (slow) 0x00e8 Scroll north (normal) 0x00e9 Scroll north (fast) 0x00ea Scroll north (very fast) 0x00eb Scroll south (very slow) 0x00ec Scroll south (slow) 0x00ed Scroll south (normal) 0x00ee Scroll south (fast) 0x00ef Scroll south (very fast) 0x00f0 Scroll west (very slow) 0x00f1 Scroll west (slow) 0x00f2 Scroll west (normal) 0x00f3 Scroll west (fast) 0x00f4 Scroll west (very fast) 0x0400 Secret