// // EDGE LINES.DDF -redefine or add new line triggers. // For documentation, see http://edge.sourceforge.net/ // DDF Version 6.1 // #VERSION 1.35 [1] // Open Door (closes) TYPE=MANUAL; ACTIVATORS=PLAYER, MONSTER; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=2; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; [2] // Walk Once - Open the Door TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_UP=2; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=DOROPN; [3] // Walk Once - Close the door TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=FLOOR; CEILING.SFX_DOWN=DORCLS; [4] // Walk Once - Raise the door (with close) TYPE=WALK; ACTIVATORS=PLAYER, MONSTER; COUNT=1; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=2; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; CEILING.PAUSE_TIME=150T; // Walk Once - Raise the floor to the next highest neighbour floor height [5] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=LOSURROUNDINGCEILING; FLOOR.DEST_OFFSET=-8; FLOOR.SFX_UP=STNMOV; // Walk Once - Fast ceiling crush [6] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=CONTINUOUS; CEILING.SPEED_UP=2; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=FLOOR; CEILING.DEST_OFFSET=8; CEILING.SFX_UP=STNMOV; CEILING.SFX_DOWN=STNMOV; CEILING.CRUSH_DAMAGE=10; // BUILD STAIRS S1 [7] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=BUILDSTAIRS; FLOOR.SPEED_UP=0.25; FLOOR.SPEED_DOWN=0; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=8; FLOOR.SFX_UP=STNMOV; // Walk once - Build stairs [8] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=BUILDSTAIRS; FLOOR.SPEED_UP=0.25; FLOOR.SPEED_DOWN=0; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=8; FLOOR.SFX_STOP=PSTOP; FLOOR.SFX_UP=STNMOV; // DONUT S1 [9] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; DONUT=TRUE; DONUT_IN_SFX=STNMOV; DONUT_OUT_SFX=STNMOV; // Walk once - Platform down, wait, and then back up [10] TYPE=WALK; ACTIVATORS=PLAYER, MONSTER; COUNT=1; FLOOR.TYPE=MOVEWAITRETURN; FLOOR.SPEED_UP=4; FLOOR.SPEED_DOWN=4; FLOOR.DEST_REF=LOSURROUNDINGFLOOR; FLOOR.PAUSE_TIME=105T; FLOOR.SFX_START=PSTART; FLOOR.SFX_STOP=PSTOP; // EXIT LEVEL S1 [11] TYPE=PUSH; ACTIVATORS=PLAYER,NOBOT; ACTIVATE_SOUND="SWTCHX"; COUNT=1; EXIT=NORMAL; // Walk once - Lights to the level of brightest neighbour [12] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; LIGHT_TYPE=SET; LIGHT_LEVEL=0; // Walk once - Lights to brightest (255) [13] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; LIGHT_TYPE=SET; LIGHT_LEVEL=255; // RAISE FLOOR 32 AND CHANGE S1 [14] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=0.5; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=32; FLOOR.TEXTURE="+"; FLOOR.SFX_UP=STNMOV; // RAISE FLOOR 24 AND CHANGE S1 [15] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=0.5; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=24; FLOOR.TEXTURE="+"; FLOOR.SFX_UP=STNMOV; // Walk once - CLOSE DOOR 30 W1 [16] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=2; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=FLOOR; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; CEILING.PAUSE_TIME=30; // Walk once - Start light strobing [17] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; LIGHT_TYPE=STROBE; LIGHT_BRIGHT_TIME=5T; LIGHT_DARK_TIME=35T; // RAISE FLOOR TO NEXT S1 [18] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=NEXTHIGHESTFLOOR; FLOOR.SFX_DOWN=STNMOV; // Walk once - Lower floor to the next lowest floor [19] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_DOWN=1; FLOOR.DEST_REF=HISURROUNDINGFLOOR; FLOOR.SFX_DOWN=STNMOV; // RAISE FLOOR TO NEXT HIGHEST AND CHANGE S1 [20] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=0.5; FLOOR.DEST_REF=NEXTHIGHESTFLOOR; FLOOR.TEXTURE="-"; FLOOR.SFX_UP=STNMOV; // PLAT DOWN WAIT UP STAY S1 [21] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVEWAITRETURN; FLOOR.SPEED_UP=4; FLOOR.SPEED_DOWN=4; FLOOR.DEST_REF=LOSURROUNDINGFLOOR; FLOOR.PAUSE_TIME=105T; FLOOR.SFX_START=PSTART; FLOOR.SFX_STOP=PSTOP; // Walk once - Raise to next highest floor [22] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=0.5; FLOOR.SPEED_DOWN=0.5; FLOOR.DEST_REF=NEXTHIGHESTFLOOR; FLOOR.TEXTURE="+"; FLOOR.SFX_UP=STNMOV; // LOWER FLOOR TO LOWEST S1 [23] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_DOWN=1; FLOOR.DEST_REF=LOSURROUNDINGFLOOR; FLOOR.SFX_DOWN=STNMOV; // RAISE FLOOR G1 [24] TYPE=SHOOT; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=LOSURROUNDINGCEILING; FLOOR.SFX_UP=STNMOV; // Walk once - CEILING CRUSH AND RAISE W1 [25] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=CONTINUOUS; CEILING.SPEED_UP=1; CEILING.SPEED_DOWN=1; CEILING.DEST_REF=FLOOR; CEILING.DEST_OFFSET=0.80091; CEILING.SFX_UP=STNMOV; CEILING.SFX_DOWN=STNMOV; CEILING.CRUSH_DAMAGE=10; // BLUE DOOR SR [26] TYPE=MANUAL; ACTIVATORS=PLAYER; KEYS=BLUE_CARD,BLUE_SKULL; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=2; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; FAILED_MESSAGE=NeedBlueForDoor; // YELLOW DOOR SR [27] TYPE=MANUAL; ACTIVATORS=PLAYER; KEYS=YELLOW_CARD, YELLOW_SKULL; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=2; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; FAILED_MESSAGE=NeedYellowForDoor; // RED DOOR SR [28] TYPE=MANUAL; ACTIVATORS=PLAYER; KEYS=RED_CARD, RED_SKULL; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=2; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; FAILED_MESSAGE=NeedRedForDoor; // RAISE DOOR S1 [29] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=2; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; // RAISE FLOOR TO TEXTURE [30] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=LOWESTBOTTOMTEXTURE; FLOOR.SFX_UP=STNMOV; // MANUAL DOOR OPEN S1 [31] TYPE=MANUAL; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_UP=2; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=DOROPN; // BLUE DOOR OPEN S1 [32] TYPE=MANUAL; KEYS=BLUE_CARD, BLUE_SKULL; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_UP=2; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=DOROPN; FAILED_MESSAGE=NeedBlueForDoor; // RED DOOR OPEN S1 [33] TYPE=MANUAL; KEYS=RED_CARD, RED_SKULL; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_UP=2; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=DOROPN; FAILED_MESSAGE=NeedRedForDoor; // YELLOW DOOR OPEN S1 [34] TYPE=MANUAL; KEYS=YELLOW_CARD, YELLOW_SKULL; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_UP=2; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=DOROPN; FAILED_MESSAGE=NeedYellowForDoor; // LIGHTS 35 [35] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; LIGHT_TYPE=SET; LIGHT_LEVEL=35; // LOWER FLOOR (TURBO) W1 [36] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_DOWN=4; FLOOR.DEST_REF=HISURROUNDINGFLOOR; FLOOR.DEST_OFFSET=8; FLOOR.SFX_DOWN=STNMOV; // LOWER AND CHANGE W1 [37] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_DOWN=1; FLOOR.DEST_REF=LOSURROUNDINGFLOOR; FLOOR.TEXTURE="-"; FLOOR.SFX_DOWN=STNMOV; // LOWER FLOOR TO LOWEST W1 [38] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_DOWN=1; FLOOR.DEST_REF=LOSURROUNDINGFLOOR; FLOOR.SFX_DOWN=STNMOV; // Player and Creature Teleport - Walk Once [39] TYPE=WALK; ACTIVATORS=PLAYER, MONSTER, OTHER; COUNT=1; TELEPORT=TRUE; TELEPORT_DELAY=18T; TELEIN_EFFECTOBJ=TELEPORT_FLASH; TELEOUT_EFFECTOBJ=TELEPORT_FLASH; SINGLESIDED=TRUE; // NOTE: line type 40 is defaulted to the following in DOOM and DOOM2 (rem'd out): // // RAISE CEILING LOWER FLOOR W1 // [40] // TYPE=WALK; // ACTIVATORS=PLAYER; // COUNT=1; // FLOOR.TYPE=MOVE; // FLOOR.SPEED_DOWN=1; // FLOOR.DEST_REF=LOSURROUNDINGFLOOR; // FLOOR.SFX_DOWN=STNMOV; // CEILING.TYPE=MOVE; // CEILING.SPEED_UP=1; // CEILING.DEST_REF=HISURROUNDINGCEILING; // CEILING.SFX_UP=STNMOV; // ...and this is the BOOM/MBF linetype defined (which is the currently active type): [40] // RAISE CEILING TO HEC W1 TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_UP=1; CEILING.DEST_REF=HISURROUNDINGCEILING; CEILING.SFX_UP=STNMOV; // LOWER CEILING TO FLOOR S1 [41] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=1; CEILING.DEST_REF=FLOOR; CEILING.SFX_DOWN=STNMOV; // Switch repeater - Close Door [42] TYPE=PUSH; ACTIVATORS=PLAYER; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=FLOOR; CEILING.SFX_DOWN=DORCLS; // Switch Repeater - Lower ceiling the the floor [43] TYPE=PUSH; ACTIVATORS=PLAYER; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=1; CEILING.DEST_REF=FLOOR; CEILING.SFX_DOWN=STNMOV; // CEILING CRUSH W1 [44] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=1; CEILING.DEST_REF=FLOOR; CEILING.DEST_OFFSET=8; CEILING.SFX_UP=STNMOV; CEILING.SFX_DOWN=STNMOV; CEILING.CRUSH_DAMAGE=10; // Switch Repeater - Lower floor to the next lowest surrounding floor [45] TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_DOWN=1; FLOOR.DEST_REF=HISURROUNDINGFLOOR; FLOOR.SFX_DOWN=STNMOV; // OPEN DOOR GR [46] TYPE=SHOOT; ACTIVATORS=PLAYER, MONSTER; CEILING.TYPE=MOVE; CEILING.SPEED_UP=2; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=DOROPN; // RAISE FLOOR TO NEAREST AND CHANGE G1 [47] TYPE=SHOOT; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=0.5; FLOOR.DEST_REF=NEXTHIGHESTFLOOR; FLOOR.TEXTURE="+"; FLOOR.SFX_UP=STNMOV; // SCROLL LEFT [48] SCROLL=LEFT; SCROLLING_SPEED=1; // CEILING CRUSH AND RAISE S1 [49] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=CONTINUOUS; CEILING.SPEED_UP=1; CEILING.SPEED_DOWN=1; CEILING.DEST_REF=FLOOR; CEILING.DEST_OFFSET=8; CEILING.SFX_UP=STNMOV; CEILING.SFX_DOWN=STNMOV; CEILING.CRUSH_DAMAGE=10; // CLOSE DOOR S1 [50] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=FLOOR; CEILING.SFX_DOWN=DORCLS; // SECRET EXIT S1 [51] TYPE=PUSH; ACTIVATORS=PLAYER,NOBOT; ACTIVATE_SOUND="SWTCHX"; COUNT=1; EXIT=SECRET; // EXIT W1 [52] TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; COUNT=1; EXIT=NORMAL; // PERPETUAL RAISE W1 [53] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=CONTINUOUS; FLOOR.SPEED_UP=1; FLOOR.SPEED_DOWN=1; FLOOR.DEST_REF=LOSURROUNDINGFLOOR,INCLUDE; FLOOR.OTHER_REF=HISURROUNDINGFLOOR,INCLUDE; FLOOR.PAUSE_TIME=105T; FLOOR.SFX_START=PSTART; FLOOR.SFX_STOP=PSTOP; // PLATFORM STOP W1 [54] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=STOP; // RAISE FLOOR CRUSH S1 [55] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=LOSURROUNDINGCEILING; FLOOR.DEST_OFFSET=-8; FLOOR.SFX_UP=STNMOV; FLOOR.CRUSH_DAMAGE=10; // RAISE FLOOR CRUSH W1 [56] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=LOSURROUNDINGCEILING; FLOOR.DEST_OFFSET=-8; FLOOR.SFX_UP=STNMOV; FLOOR.CRUSH_DAMAGE=10; // CEILING CRUSH STOP W1 [57] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=STOP; // RAISE FLOOR 24 [58] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=24; FLOOR.SFX_UP=STNMOV; // RAISE FLOOR 24 AND CHANGE W1 [59] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=24; FLOOR.TEXTURE="+"; FLOOR.SFX_UP=STNMOV; // Switch Repeater - Lower floor to the lowest surrounding floor [60] TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_DOWN=1; FLOOR.DEST_REF=LOSURROUNDINGFLOOR; FLOOR.SFX_DOWN=STNMOV; // Switch Repeater - Open door [61] TYPE=PUSH; ACTIVATORS=PLAYER; CEILING.TYPE=MOVE; CEILING.SPEED_UP=2; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=DOROPN; // Switch Repeater - Platform goes down, wait, then up and stay [62] TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVEWAITRETURN; FLOOR.SPEED_UP=4; FLOOR.SPEED_DOWN=4; FLOOR.DEST_REF=LOSURROUNDINGFLOOR; FLOOR.PAUSE_TIME=105T; FLOOR.SFX_START=PSTART; FLOOR.SFX_STOP=PSTOP; // Switch Repeater - Raise the door (closes after pause) [63] TYPE=PUSH; ACTIVATORS=PLAYER; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=2; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; // RAISE FLOOR TO CEILING SR [64] TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=LOSURROUNDINGCEILING; FLOOR.SFX_UP=STNMOV; // RAISE FLOOR CRUSH SR [65] TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.DEST_OFFSET=8; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=LOSURROUNDINGCEILING; FLOOR.SFX_UP=STNMOV; FLOOR.CRUSH_DAMAGE=10; // RAISE FLOOR 24 AND CHANGE SR [66] TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=0.5; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=24; FLOOR.SFX_UP=STNMOV; FLOOR.TEXTURE="+"; // RAISE FLOOR 32 AND CHANGE SR [67] TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=0.5; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=32; FLOOR.SFX_UP=STNMOV; FLOOR.TEXTURE="+"; // RAISE FLOOR TO NEAREST AND CHANGE SR [68] TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=0.5; FLOOR.DEST_REF=NEXTHIGHESTFLOOR; FLOOR.TEXTURE="+"; FLOOR.SFX_UP=STNMOV; // RAISE FLOOR TO NEAREST SR [69] TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=NEXTHIGHESTFLOOR; FLOOR.SFX_UP=STNMOV; // TURBO LOWER FLOOR SR [70] TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_DOWN=4; FLOOR.DEST_REF=HISURROUNDINGFLOOR; FLOOR.DEST_OFFSET=8; FLOOR.SFX_DOWN=STNMOV; // TURBO LOWER FLOOR 71 S1 [71] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_DOWN=4; FLOOR.DEST_REF=HISURROUNDINGFLOOR; FLOOR.DEST_OFFSET=8; FLOOR.SFX_DOWN=STNMOV; // CEILING CRUSH WR [72] TYPE=WALK; ACTIVATORS=PLAYER; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=1; CEILING.DEST_REF=FLOOR; CEILING.DEST_OFFSET=8; CEILING.SFX_DOWN=STNMOV; CEILING.CRUSH_DAMAGE=10; // CEILING CRUSH AND RAISE WR [73] TYPE=WALK; ACTIVATORS=PLAYER; CEILING.TYPE=CONTINUOUS; CEILING.SPEED_UP=1; CEILING.SPEED_DOWN=1; CEILING.DEST_REF=FLOOR; CEILING.DEST_OFFSET=8; CEILING.SFX_UP=STNMOV; CEILING.SFX_DOWN=STNMOV; CEILING.CRUSH_DAMAGE=10; // CEILING CRUSH STOP WR [74] TYPE=WALK; ACTIVATORS=PLAYER; CEILING.TYPE=STOP; // CLOSE DOOR WR [75] TYPE=WALK; ACTIVATORS=PLAYER; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=FLOOR; CEILING.SFX_DOWN=DORCLS; // CLOSE DOOR FOR 30 WR [76] TYPE=WALK; ACTIVATORS=PLAYER; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=2; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=FLOOR; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; CEILING.PAUSE_TIME=30; // FAST CRUSHING CEILING WR [77] TYPE=WALK; ACTIVATORS=PLAYER; CEILING.TYPE=CONTINUOUS; CEILING.SPEED_UP=2; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=FLOOR; CEILING.DEST_OFFSET=8; CEILING.SFX_UP=STNMOV; CEILING.SFX_DOWN=STNMOV; CEILING.CRUSH_DAMAGE=10; // NOTE: 78 was documented in some editors as 'WR Lights to dimmest neighbor' // but it actually does nothing since DOOM 1.666 (per the official DOOM specs) // Next is the updated BOOM line types instead. [78] // Transfer floor texture (NXP) SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=0; FLOOR.TEXTURE="-"; // LIGHTS DARK 35 WR [79] TYPE=WALK; ACTIVATORS=PLAYER; LIGHT_TYPE=SET; LIGHT_LEVEL=35; // LIGHTS NEIGHBOUR WR [80] TYPE=WALK; ACTIVATORS=PLAYER; LIGHT_TYPE=SET; LIGHT_LEVEL=0; // LIGHTS 255 WR [81] TYPE=WALK; ACTIVATORS=PLAYER; LIGHT_TYPE=SET; LIGHT_LEVEL=255; // LOWER FLOOR TO LOWEST WR [82] TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_DOWN=1; FLOOR.DEST_REF=LOSURROUNDINGFLOOR; FLOOR.SFX_UP=STNMOV; FLOOR.SFX_DOWN=STNMOV; // LOWER FLOOR WR [83] TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_DOWN=1; FLOOR.DEST_REF=HISURROUNDINGFLOOR; FLOOR.SFX_DOWN=STNMOV; // LOWER AND CHANGE WR [84] TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_DOWN=1; FLOOR.DEST_REF=LOSURROUNDINGFLOOR; FLOOR.TEXTURE="-"; FLOOR.SFX_DOWN=STNMOV; // NOTE: linetype 85 is not used in DOOM or DOOM2 - it's a Heretic linetype, but BOOM uses it as something else... [85] // SCROLL RIGHT (Boom) SCROLL=RIGHT; SCROLLING_SPEED=1; // OPEN DOOR WR [86] TYPE=WALK; ACTIVATORS=PLAYER; CEILING.TYPE=MOVE; CEILING.SPEED_UP=2; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=DOROPN; // PERPETUAL PLAT RAISE WR [87] TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=CONTINUOUS; FLOOR.SPEED_UP=1; FLOOR.SPEED_DOWN=1; FLOOR.DEST_REF=LOSURROUNDINGFLOOR,INCLUDE; FLOOR.OTHER_REF=HISURROUNDINGFLOOR,INCLUDE; FLOOR.PAUSE_TIME=105T; FLOOR.SFX_START=PSTART; FLOOR.SFX_STOP=PSTOP; // PLAT DOWN WAIT UP STAY WR [88] TYPE=WALK; ACTIVATORS=PLAYER, MONSTER; FLOOR.TYPE=MOVEWAITRETURN; FLOOR.SPEED_UP=4; FLOOR.SPEED_DOWN=4; FLOOR.DEST_REF=LOSURROUNDINGFLOOR; FLOOR.PAUSE_TIME=105T; FLOOR.SFX_START=PSTART; FLOOR.SFX_STOP=PSTOP; // PLAT STOP WR [89] TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=STOP; // RAISE DOOR WR [90] TYPE=WALK; ACTIVATORS=PLAYER; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=2; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; // RAISE FLOOR WR [91] TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=LOSURROUNDINGCEILING; FLOOR.SFX_UP=STNMOV; // RAISE FLOOR 24 WR [92] TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=24; FLOOR.SFX_UP=STNMOV; // RAISE FLOOR 24 AND CHANGE WR [93] TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=24; FLOOR.TEXTURE="+"; FLOOR.SFX_UP=STNMOV; // RAISE FLOOR CRUSH WR [94] TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=LOSURROUNDINGCEILING; FLOOR.DEST_OFFSET=-8; FLOOR.SFX_UP=STNMOV; FLOOR.CRUSH_DAMAGE=10; // RAISE FLOOR TO NEAREST AND CHANGE WR [95] TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=0.5; FLOOR.DEST_REF=NEXTHIGHESTFLOOR; FLOOR.TEXTURE="+"; FLOOR.SFX_UP=STNMOV; // RAISE TO TEXTURE WR [96] TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=LOWESTBOTTOMTEXTURE; FLOOR.SFX_UP=STNMOV; // Player and Creature Teleport - WR [97] TYPE=WALK; ACTIVATORS=PLAYER, MONSTER, OTHER; TELEPORT=TRUE; TELEPORT_DELAY=18T; TELEIN_EFFECTOBJ=TELEPORT_FLASH; TELEOUT_EFFECTOBJ=TELEPORT_FLASH; SINGLESIDED=TRUE; // LOWER FLOOR TURBO WR [98] TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_DOWN=4; FLOOR.DEST_REF=HISURROUNDINGFLOOR; FLOOR.DEST_OFFSET=8; FLOOR.SFX_DOWN=STNMOV; // BLAZE OPEN DOOR BLUE SR [99] TYPE=PUSH; ACTIVATORS=PLAYER; KEYS=BLUE_CARD, BLUE_SKULL; CEILING.TYPE=MOVE; CEILING.SPEED_UP=8; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=BDOPN; FAILED_MESSAGE=NeedBlueForDoor; // BUILD STAIRS TURBO 16 W1 [100] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=BUILDSTAIRS; FLOOR.SPEED_UP=4; FLOOR.SPEED_DOWN=0; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=16; FLOOR.SFX_UP=STNMOV; // RAISE FLOOR S1 [101] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=LOSURROUNDINGCEILING; FLOOR.SFX_UP=STNMOV; // LOWER FLOOR TO SURROUNDING S1 [102] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_DOWN=1; FLOOR.DEST_REF=HISURROUNDINGFLOOR; FLOOR.SFX_DOWN=STNMOV; // OPEN DOOR S1 [103] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_UP=2; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=DOROPN; // LIGHTS OFF W1 [104] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; LIGHT_TYPE=SET; LIGHT_LEVEL=1; // BLAZING DOOR RAISE WR [105] TYPE=WALK; ACTIVATORS=PLAYER; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=8; CEILING.SPEED_DOWN=8; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=BDOPN; CEILING.PAUSE_TIME=150T; CEILING.SFX_DOWN=BDCLS; // BLAZING DOOR OPEN WR [106] TYPE=WALK; ACTIVATORS=PLAYER; CEILING.TYPE=MOVE; CEILING.SPEED_UP=8; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=BDOPN; // BLAZING DOOR CLOSE WR [107] TYPE=WALK; ACTIVATORS=PLAYER; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=8; CEILING.DEST_REF=FLOOR; CEILING.SFX_DOWN=BDCLS; // BLAZING DOOR RAISE W1 [108] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=8; CEILING.SPEED_DOWN=8; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=BDOPN; CEILING.SFX_DOWN=BDCLS; // BLAZING DOOR OPEN W1 [109] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_UP=8; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=BDOPN; // BLAZING DOOR CLOSE W1 [110] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=8; CEILING.DEST_REF=FLOOR; CEILING.SFX_DOWN=BDCLS; // BLAZING DOOR RAISE S1 [111] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=8; CEILING.SPEED_DOWN=8; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=BDOPN; CEILING.SFX_DOWN=BDCLS; // BLAZING DOOR OPEN S1 [112] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_UP=8; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=BDOPN; // BLAZING DOOR CLOSE S1 [113] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=8; CEILING.DEST_REF=FLOOR; CEILING.SFX_DOWN=BDCLS; // BLAZING DOOR RAISE SR [114] TYPE=PUSH; ACTIVATORS=PLAYER; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=8; CEILING.SPEED_DOWN=8; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=BDOPN; CEILING.SFX_DOWN=BDCLS; // BLAZING DOOR OPEN SR [115] TYPE=PUSH; ACTIVATORS=PLAYER; CEILING.TYPE=MOVE; CEILING.SPEED_UP=8; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=BDOPN; // BLAZING DOOR CLOSE SR [116] TYPE=PUSH; ACTIVATORS=PLAYER; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=8; CEILING.DEST_REF=FLOOR; CEILING.SFX_DOWN=BDCLS; // BLAZING DOOR RAISE SR [117] TYPE=MANUAL; ACTIVATORS=PLAYER; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=8; CEILING.SPEED_DOWN=8; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=BDOPN; CEILING.SFX_DOWN=BDCLS; // BLAZING DOOR OPEN S1 [118] TYPE=MANUAL; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_UP=8; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=BDOPN; // RAISE FLOOR TO NEXT HIGHEST W1 [119] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=NEXTHIGHESTFLOOR; FLOOR.SFX_UP=STNMOV; // BLAZING PLAT DOWN WAIT UP STAY WR [120] TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVEWAITRETURN; FLOOR.SPEED_UP=8; FLOOR.SPEED_DOWN=8; FLOOR.DEST_REF=LOSURROUNDINGFLOOR; FLOOR.PAUSE_TIME=105T; FLOOR.SFX_START=PSTART; FLOOR.SFX_STOP=PSTOP; // BLAZING PLAT DOWNWAITUPSTAY W1 [121] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVEWAITRETURN; FLOOR.SPEED_UP=8; FLOOR.SPEED_DOWN=8; FLOOR.DEST_REF=LOSURROUNDINGFLOOR; FLOOR.PAUSE_TIME=105T; FLOOR.SFX_START=PSTART; FLOOR.SFX_STOP=PSTOP; // BLAZING PLAT DOWN WAIT UP STAY S1 [122] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVEWAITRETURN; FLOOR.SPEED_UP=8; FLOOR.SPEED_DOWN=8; FLOOR.DEST_REF=LOSURROUNDINGFLOOR; FLOOR.PAUSE_TIME=105T; FLOOR.SFX_START=PSTART; FLOOR.SFX_STOP=PSTOP; // BLAZING PLAT DOWN WAIT UP STAY SR [123] TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVEWAITRETURN; FLOOR.SPEED_UP=8; FLOOR.SPEED_DOWN=8; FLOOR.DEST_REF=LOSURROUNDINGFLOOR; FLOOR.PAUSE_TIME=105T; FLOOR.SFX_START=PSTART; FLOOR.SFX_STOP=PSTOP; SINGLESIDED=TRUE; /// hack for MAP01 of Claustrophobia 1024 // SECRET EXIT W1 [124] TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; COUNT=1; EXIT=SECRET; // MONSTER TELEPORT W1 [125] TYPE=WALK; ACTIVATORS=MONSTER,OTHER; COUNT=1; TELEPORT=TRUE; TELEPORT_DELAY=18T; TELEIN_EFFECTOBJ=TELEPORT_FLASH; TELEOUT_EFFECTOBJ=TELEPORT_FLASH; SINGLESIDED=TRUE; // TELEPORT MONSTERS WR [126] TYPE=WALK; ACTIVATORS=MONSTER,OTHER; TELEPORT=TRUE; TELEPORT_DELAY=18T; TELEIN_EFFECTOBJ=TELEPORT_FLASH; TELEOUT_EFFECTOBJ=TELEPORT_FLASH; SINGLESIDED=TRUE; // BUILD STAIRS TURBO 16 S1 [127] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=BUILDSTAIRS; FLOOR.SPEED_UP=4; FLOOR.SPEED_DOWN=0; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=16; FLOOR.SFX_UP=STNMOV; // RAISE TO NEAREST FLOOR WR [128] TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=NEXTHIGHESTFLOOR; FLOOR.SFX_UP=STNMOV; // RAISE FLOOR TURBO WR [129] TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=4; FLOOR.DEST_REF=NEXTHIGHESTFLOOR; FLOOR.SFX_UP=STNMOV; // RAISE FLOOR TURBO W1 [130] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=4; FLOOR.DEST_REF=NEXTHIGHESTFLOOR; FLOOR.SFX_UP=STNMOV; // RAISE FLOOR TURBO S1 [131] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=4; FLOOR.DEST_REF=NEXTHIGHESTFLOOR; FLOOR.SFX_UP=STNMOV; // RAISE FLOOR TURBO SR [132] TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=4; FLOOR.SPEED_DOWN=4; FLOOR.DEST_REF=NEXTHIGHESTFLOOR; FLOOR.SFX_UP=STNMOV; // BLAZING OPEN DOOR BLUE S1 [133] TYPE=PUSH; ACTIVATORS=PLAYER; KEYS=BLUE_CARD, BLUE_SKULL; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_UP=8; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=BDOPN; FAILED_MESSAGE=NeedBlueForObject; // BLAZE OPEN DOOR RED SR [134] TYPE=PUSH; ACTIVATORS=PLAYER; KEYS=RED_CARD, RED_SKULL; CEILING.TYPE=MOVE; CEILING.SPEED_UP=8; CEILING.SPEED_DOWN=8; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=BDOPN; FAILED_MESSAGE=NeedRedForObject; // BLAZING OPEN DOOR RED S1 [135] TYPE=PUSH; ACTIVATORS=PLAYER; KEYS=RED_CARD, RED_SKULL; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_UP=8; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=BDOPN; FAILED_MESSAGE=NeedRedForObject; // BLAZING DOOR OPEN YELLOW SR [136] TYPE=PUSH; ACTIVATORS=PLAYER; KEYS=YELLOW_CARD, YELLOW_SKULL; CEILING.TYPE=MOVE; CEILING.SPEED_UP=8; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=BDOPN; FAILED_MESSAGE=NeedYellowForObject; // BLAZING OPEN DOOR YELLOW S1 [137] TYPE=PUSH; ACTIVATORS=PLAYER; KEYS=YELLOW_CARD, YELLOW_SKULL; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_UP=8; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=BDOPN; FAILED_MESSAGE=NeedYellowForObject; // LIGHTS ON SR [138] TYPE=PUSH; ACTIVATORS=PLAYER; LIGHT_TYPE=SET; LIGHT_LEVEL=255; // LIGHTS 35 SR [139] TYPE=PUSH; ACTIVATORS=PLAYER; LIGHT_TYPE=SET; LIGHT_LEVEL=35; // Switch Once - Raise the floor up by 512 [140] TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=512; FLOOR.SFX_UP=STNMOV; // SILENT CRUSHING CEILING W1 [141] TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=CONTINUOUS; CEILING.SPEED_UP=1; CEILING.SPEED_DOWN=1; CEILING.DEST_REF=FLOOR; CEILING.DEST_OFFSET=8; CEILING.SFX_START=PSTART; CEILING.SFX_STOP=PSTOP; CEILING.CRUSH_DAMAGE=10; // BOOM SPECIAL LINE TYPES BELOW [142] // Raise the floor up by 512 W1 (Boom) TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=512; FLOOR.SFX_UP=STNMOV; [143] // RAISE FLOOR 24 AND CHANGE W1 (Boom) TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=0.5; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=24; FLOOR.SFX_UP=STNMOV; FLOOR.TEXTURE="+"; [144] // RAISE FLOOR 32 AND CHANGE W1 (Boom) TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=0.5; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=32; FLOOR.SFX_UP=STNMOV; FLOOR.TEXTURE="+"; [145] // LOWER CEILING TO FLOOR W1 (Boom) TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=FLOOR; CEILING.SFX_DOWN=STNMOV; [146] // DONUT W1 (Boom) TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; DONUT=TRUE; DONUT_IN_SFX=STNMOV; DONUT_OUT_SFX=STNMOV; [147] // Raise the floor up by 512 WR (Boom) TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=512; FLOOR.SFX_UP=STNMOV; [148] // RAISE FLOOR 24 AND CHANGE WR (Boom) TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=0.5; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=24; FLOOR.SFX_UP=STNMOV; FLOOR.TEXTURE="+"; [149] // RAISE FLOOR 32 AND CHANGE WR (Boom) TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=0.5; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=32; FLOOR.SFX_UP=STNMOV; FLOOR.TEXTURE="+"; [150] // SILENT CRUSHING CEILING WR (Boom) TYPE=WALK; ACTIVATORS=PLAYER; CEILING.TYPE=CONTINUOUS; CEILING.SPEED_UP=1; CEILING.SPEED_DOWN=1; CEILING.DEST_REF=FLOOR; CEILING.DEST_OFFSET=8; CEILING.SFX_START=PSTART; CEILING.SFX_STOP=PSTOP; CEILING.CRUSH_DAMAGE=10; [151] // RAISE CEILING TO HEC WR (Boom) TYPE=WALK; ACTIVATORS=PLAYER; CEILING.TYPE=MOVE; CEILING.SPEED_UP=1; CEILING.DEST_REF=HISURROUNDINGCEILING; CEILING.SFX_UP=STNMOV; [152] // LOWER CEILING TO FLOOR WR (Boom) TYPE=WALK; ACTIVATORS=PLAYER; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=FLOOR; CEILING.SFX_DOWN=STNMOV; [153] // Transfer floor texture (TXP) W1 (Boom) TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=0; FLOOR.TEXTURE="+"; [154] // Transfer floor texture (TXP) WR (Boom) TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=0; FLOOR.TEXTURE="+"; [155] // DONUT WR (Boom) TYPE=WALK; ACTIVATORS=PLAYER; DONUT=TRUE; DONUT_IN_SFX=STNMOV; DONUT_OUT_SFX=STNMOV; [156] // Start light strobing WR (Boom) TYPE=WALK; ACTIVATORS=PLAYER; LIGHT_TYPE=STROBE; LIGHT_BRIGHT_TIME=5T; LIGHT_DARK_TIME=35T; [157] // Lights to dimmest neighbour WR (Boom) TYPE=WALK; ACTIVATORS=PLAYER; LIGHT_TYPE=SET; LIGHT_LEVEL=1; // LOSURROUNDING [158] // RAISE FLOOR TO TEXTURE S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=LOWESTBOTTOMTEXTURE; FLOOR.SFX_UP=STNMOV; [159] // LOWER AND CHANGE S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_DOWN=1; FLOOR.DEST_REF=LOSURROUNDINGFLOOR; FLOOR.TEXTURE="-"; FLOOR.SFX_DOWN=STNMOV; [160] // RAISE FLOOR 24 AND CHANGE S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=24; FLOOR.TEXTURE="+"; FLOOR.SFX_UP=STNMOV; [161] // RAISE FLOOR 24 S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=24; FLOOR.SFX_UP=STNMOV; [162] // PERPETUAL RAISE S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=CONTINUOUS; FLOOR.SPEED_UP=1; FLOOR.SPEED_DOWN=1; FLOOR.DEST_REF=LOSURROUNDINGFLOOR,INCLUDE; FLOOR.OTHER_REF=HISURROUNDINGFLOOR,INCLUDE; FLOOR.PAUSE_TIME=3; FLOOR.SFX_START=PSTART; FLOOR.SFX_STOP=PSTOP; [163] // PLATFORM STOP S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=STOP; [164] // Fast ceiling crush S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=CONTINUOUS; CEILING.SPEED_UP=2; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=FLOOR; CEILING.DEST_OFFSET=8; CEILING.SFX_UP=STNMOV; CEILING.SFX_DOWN=STNMOV; CEILING.CRUSH_DAMAGE=10; [165] // SILENT CRUSHING CEILING S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=CONTINUOUS; CEILING.SPEED_UP=1; CEILING.SPEED_DOWN=1; CEILING.DEST_REF=FLOOR; CEILING.DEST_OFFSET=8; CEILING.SFX_START=PSTART; CEILING.SFX_STOP=PSTOP; CEILING.CRUSH_DAMAGE=10; [166] // RAISE CEILING TO HEC S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_UP=1; CEILING.DEST_REF=HISURROUNDINGCEILING; CEILING.SFX_UP=STNMOV; [167] // CEILING LOWER TO FLOOR+8 S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=1; CEILING.DEST_REF=FLOOR; CEILING.DEST_OFFSET=8; CEILING.SFX_UP=STNMOV; CEILING.SFX_DOWN=STNMOV; [168] // CEILING CRUSH STOP S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=STOP; [169] // Lights to brightest neighbour S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; LIGHT_TYPE=SET; LIGHT_LEVEL=0; // HISURROUNDING [170] // LIGHTS 35 S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; LIGHT_TYPE=SET; LIGHT_LEVEL=35; [171] // LIGHTS 255 S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; LIGHT_TYPE=SET; LIGHT_LEVEL=255; [172] // Start light strobing S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; LIGHT_TYPE=STROBE; LIGHT_BRIGHT_TIME=5T; LIGHT_DARK_TIME=35T; [173] // Lights to dimmest neighbour S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; LIGHT_TYPE=SET; LIGHT_LEVEL=1; // LOSURROUNDING [174] // Player and Creature Teleport S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER, MONSTER; COUNT=1; SINGLESIDED=TRUE; TELEPORT=TRUE; TELEPORT_DELAY=18T; TELEIN_EFFECTOBJ=TELEPORT_FLASH; TELEOUT_EFFECTOBJ=TELEPORT_FLASH; [175] // CLOSE DOOR 30 S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=2; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=FLOOR; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; CEILING.PAUSE_TIME=30; [176] // RAISE FLOOR TO TEXTURE SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=LOWESTBOTTOMTEXTURE; FLOOR.SFX_UP=STNMOV; [177] // LOWER AND CHANGE SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_DOWN=1; FLOOR.DEST_REF=LOSURROUNDINGFLOOR; FLOOR.TEXTURE="-"; FLOOR.SFX_DOWN=STNMOV; [178] // Raise the floor up by 512 SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=512; FLOOR.SFX_UP=STNMOV; [179] // RAISE FLOOR 24 AND CHANGE SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=24; FLOOR.TEXTURE="+"; FLOOR.SFX_UP=STNMOV; [180] // RAISE FLOOR 24 SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=24; FLOOR.SFX_UP=STNMOV; [181] // PERPETUAL RAISE SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=CONTINUOUS; FLOOR.SPEED_UP=1; FLOOR.SPEED_DOWN=1; FLOOR.DEST_REF=LOSURROUNDINGFLOOR,INCLUDE; FLOOR.OTHER_REF=HISURROUNDINGFLOOR,INCLUDE; FLOOR.PAUSE_TIME=3; FLOOR.SFX_START=PSTART; FLOOR.SFX_STOP=PSTOP; [182] // PLATFORM STOP SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=STOP; [183] // Fast ceiling crush SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; CEILING.TYPE=CONTINUOUS; CEILING.SPEED_UP=2; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=FLOOR; CEILING.DEST_OFFSET=8; CEILING.SFX_UP=STNMOV; CEILING.SFX_DOWN=STNMOV; CEILING.CRUSH_DAMAGE=10; [184] // CEILING CRUSH AND RAISE SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; CEILING.TYPE=CONTINUOUS; CEILING.SPEED_UP=1; CEILING.SPEED_DOWN=1; CEILING.DEST_REF=FLOOR; CEILING.DEST_OFFSET=8; CEILING.SFX_UP=STNMOV; CEILING.SFX_DOWN=STNMOV; CEILING.CRUSH_DAMAGE=10; [185] // SILENT CRUSHING CEILING SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; CEILING.TYPE=CONTINUOUS; CEILING.SPEED_UP=1; CEILING.SPEED_DOWN=1; CEILING.DEST_REF=FLOOR; CEILING.DEST_OFFSET=8; CEILING.SFX_START=PSTART; CEILING.SFX_STOP=PSTOP; CEILING.CRUSH_DAMAGE=10; [186] // RAISE CEILING TO HEC SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; CEILING.TYPE=MOVE; CEILING.SPEED_UP=1; CEILING.DEST_REF=HISURROUNDINGCEILING; CEILING.SFX_UP=STNMOV; [187] // CEILING LOWER TO FLOOR+8 SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=1; CEILING.DEST_REF=FLOOR; CEILING.DEST_OFFSET=8; CEILING.SFX_UP=STNMOV; CEILING.SFX_DOWN=STNMOV; [188] // CEILING CRUSH STOP SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; CEILING.TYPE=STOP; [189] // Transfer floor texture (TXP) S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=0; FLOOR.TEXTURE="+"; [190] // Transfer floor texture (TXP) SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=0; FLOOR.TEXTURE="+"; [191] // DONUT SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; DONUT=TRUE; DONUT_IN_SFX=STNMOV; DONUT_OUT_SFX=STNMOV; [192] // Lights to brightest neighbour SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; LIGHT_TYPE=SET; LIGHT_LEVEL=0; // HISURROUNDING [193] // Start light strobing SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; LIGHT_TYPE=STROBE; LIGHT_BRIGHT_TIME=5T; LIGHT_DARK_TIME=35T; [194] // Lights to dimmest neighbour SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; LIGHT_TYPE=SET; LIGHT_LEVEL=1; // LOSURROUNDING [195] // Player and Creature Teleport SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER, MONSTER; SINGLESIDED=TRUE; TELEPORT=TRUE; TELEPORT_DELAY=18T; TELEIN_EFFECTOBJ=TELEPORT_FLASH; TELEOUT_EFFECTOBJ=TELEPORT_FLASH; [196] // CLOSE DOOR 30 SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=2; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=FLOOR; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; CEILING.PAUSE_TIME=30; [197] // EXIT LEVEL G1 (Boom) TYPE=SHOOT; ACTIVATORS=PLAYER,NOBOT; ACTIVATE_SOUND="SWTCHX"; COUNT=1; EXIT=NORMAL; [198] // SECRET EXIT G1 (Boom) TYPE=SHOOT; ACTIVATORS=PLAYER,NOBOT; ACTIVATE_SOUND="SWTCHX"; COUNT=1; EXIT=NORMAL; [199] // LOWER CEILING TO LOWEST NEIGHBOUR W1 (Boom) TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=1; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.SFX_DOWN=STNMOV; [200] // LOWER CEILING TO HIGHEST FLOOR W1 (Boom) TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=1; CEILING.DEST_REF=HISURROUNDINGFLOOR; CEILING.SFX_DOWN=STNMOV; [201] // LOWER CEILING TO LOWEST NEIGHBOUR WR (Boom) TYPE=WALK; ACTIVATORS=PLAYER; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=1; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.SFX_DOWN=STNMOV; [202] // LOWER CEILING TO HIGHEST FLOOR WR (Boom) TYPE=WALK; ACTIVATORS=PLAYER; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=1; CEILING.DEST_REF=HISURROUNDINGFLOOR; CEILING.SFX_DOWN=STNMOV; [203] // LOWER CEILING TO LOWEST NEIGHBOUR S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=1; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.SFX_DOWN=STNMOV; [204] // LOWER CEILING TO HIGHEST FLOOR S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=1; CEILING.DEST_REF=HISURROUNDINGFLOOR; CEILING.SFX_DOWN=STNMOV; [205] // LOWER CEILING TO LOWEST NEIGHBOUR SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=1; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.SFX_DOWN=STNMOV; [206] // LOWER CEILING TO HIGHEST FLOOR SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; CEILING.TYPE=MOVE; CEILING.SPEED_DOWN=1; CEILING.DEST_REF=HISURROUNDINGFLOOR; CEILING.SFX_DOWN=STNMOV; [207] // Silent Preserving Teleport W1 (Boom) TYPE=WALK; ACTIVATORS=PLAYER,MONSTER,OTHER; COUNT=1; SINGLESIDED=TRUE; TELEPORT=TRUE; TELEPORT_DELAY=18T; TELEPORT_SPECIAL=RELATIVE,SAME_SPEED,SAME_HEIGHT,SILENT; TELEIN_EFFECTOBJ=TELEPORT_FLASH; TELEOUT_EFFECTOBJ=TELEPORT_FLASH; [208] // Silent Preserving Teleport WR (Boom) TYPE=WALK; ACTIVATORS=PLAYER,MONSTER,OTHER; SINGLESIDED=TRUE; TELEPORT=TRUE; TELEPORT_DELAY=18T; TELEPORT_SPECIAL=RELATIVE,SAME_SPEED,SAME_HEIGHT,SILENT; TELEIN_EFFECTOBJ=TELEPORT_FLASH; TELEOUT_EFFECTOBJ=TELEPORT_FLASH; [209] // Silent Preserving Teleport S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER,MONSTER; COUNT=1; SINGLESIDED=TRUE; TELEPORT=TRUE; TELEPORT_DELAY=18T; TELEPORT_SPECIAL=RELATIVE,SAME_SPEED,SAME_HEIGHT,SILENT; TELEIN_EFFECTOBJ=TELEPORT_FLASH; TELEOUT_EFFECTOBJ=TELEPORT_FLASH; [210] // Silent Preserving Teleport SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER,MONSTER; SINGLESIDED=TRUE; TELEPORT=TRUE; TELEPORT_DELAY=18T; TELEPORT_SPECIAL=RELATIVE,SAME_SPEED,SAME_HEIGHT,SILENT; TELEIN_EFFECTOBJ=TELEPORT_FLASH; TELEOUT_EFFECTOBJ=TELEPORT_FLASH; [211] // 211 PLATFORM INSTANT TOGGLE SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=TOGGLE; FLOOR.SPEED_UP=32000; FLOOR.SPEED_DOWN=32000; FLOOR.DEST_REF=CEILING; FLOOR.OTHER_REF=FLOOR; FLOOR.PAUSE_TIME=1T; FLOOR.SFX_START=PSTART; FLOOR.SFX_STOP=PSTOP; FLOOR.CRUSH_DAMAGE=10; [212] // 212 PLATFORM INSTANT TOGGLE WR (Boom) TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=TOGGLE; FLOOR.SPEED_UP=32000; FLOOR.SPEED_DOWN=32000; FLOOR.DEST_REF=CEILING; FLOOR.OTHER_REF=FLOOR; FLOOR.PAUSE_TIME=1T; FLOOR.SFX_START=PSTART; FLOOR.SFX_STOP=PSTOP; FLOOR.CRUSH_DAMAGE=10; [213] // Transfer lighting to tagged floor (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SECTOR_EFFECT=LIGHT_FLOOR; // 214 Scroll ceiling accelerate (Boom) -- Unsupported // 215 Scroll floor accelerate (Boom) -- Unsupported // 216 Push objects accelerate (Boom) -- Unsupported // 217 Scroll & Push accelerate (Boom) -- Unsupported // 218 Scroll wall accelerate (Boom) -- Unsupported [219] // LOWER FLOOR TURBO W1 (Boom) TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_DOWN=4; FLOOR.DEST_REF=NEXTLOWESTFLOOR; FLOOR.SFX_DOWN=STNMOV; [220] // LOWER FLOOR TURBO WR (Boom) TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_DOWN=4; FLOOR.DEST_REF=NEXTLOWESTFLOOR; FLOOR.SFX_DOWN=STNMOV; [221] // LOWER FLOOR TURBO S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_DOWN=4; FLOOR.DEST_REF=NEXTLOWESTFLOOR; FLOOR.SFX_DOWN=STNMOV; [222] // LOWER FLOOR TURBO SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_DOWN=4; FLOOR.DEST_REF=NEXTLOWESTFLOOR; FLOOR.SFX_DOWN=STNMOV; [223] // Friction (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SECTOR_EFFECT=SET_FRICTION; [224] // Set wind force (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SECTOR_EFFECT=WIND_FORCE; [225] // Set current force (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SECTOR_EFFECT=CURRENT_FORCE; [226] // Set point push/pull force (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SECTOR_EFFECT=POINT_FORCE; [227] // Elevator to NEXT HIGHEST W1 (Boom) TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=ELEVATOR; FLOOR.SPEED_UP=4; FLOOR.DEST_REF=NEXTHIGHESTFLOOR; FLOOR.SFX_UP=STNMOV; [228] // Elevator to NEXT HIGHEST WR (Boom) TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=ELEVATOR; FLOOR.SPEED_UP=4; FLOOR.DEST_REF=NEXTHIGHESTFLOOR; FLOOR.SFX_UP=STNMOV; [229] // Elevator to NEXT HIGHEST S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=ELEVATOR; FLOOR.SPEED_UP=4; FLOOR.DEST_REF=NEXTHIGHESTFLOOR; FLOOR.SFX_UP=STNMOV; [230] // Elevator to NEXT HIGHEST SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=ELEVATOR; FLOOR.SPEED_UP=4; FLOOR.DEST_REF=NEXTHIGHESTFLOOR; FLOOR.SFX_UP=STNMOV; [231] // Elevator to NEXT LOWEST W1 (Boom) TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=ELEVATOR; FLOOR.SPEED_DOWN=4; FLOOR.DEST_REF=NEXTLOWESTFLOOR; FLOOR.SFX_DOWN=STNMOV; [232] // Elevator to NEXT LOWEST WR (Boom) TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=ELEVATOR; FLOOR.SPEED_DOWN=4; FLOOR.DEST_REF=NEXTLOWESTFLOOR; FLOOR.SFX_DOWN=STNMOV; [233] // Elevator to NEXT LOWEST S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=ELEVATOR; FLOOR.SPEED_DOWN=4; FLOOR.DEST_REF=NEXTLOWESTFLOOR; FLOOR.SFX_DOWN=STNMOV; [234] // Elevator to NEXT LOWEST SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=ELEVATOR; FLOOR.SPEED_DOWN=4; FLOOR.DEST_REF=NEXTLOWESTFLOOR; FLOOR.SFX_DOWN=STNMOV; [235] // Elevator to TRIGGER HEIGHT W1 (Boom) TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=ELEVATOR; FLOOR.SPEED_DOWN=4; FLOOR.SPEED_UP=4; FLOOR.DEST_REF=TRIGGERFLOOR; FLOOR.SFX_DOWN=STNMOV; FLOOR.SFX_UP=STNMOV; [236] // Elevator to TRIGGER HEIGHT WR (Boom) TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=ELEVATOR; FLOOR.SPEED_DOWN=4; FLOOR.SPEED_UP=4; FLOOR.DEST_REF=TRIGGERFLOOR; FLOOR.SFX_DOWN=STNMOV; FLOOR.SFX_UP=STNMOV; [237] // Elevator to TRIGGER HEIGHT S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=ELEVATOR; FLOOR.SPEED_DOWN=4; FLOOR.SPEED_UP=4; FLOOR.DEST_REF=TRIGGERFLOOR; FLOOR.SFX_DOWN=STNMOV; FLOOR.SFX_UP=STNMOV; [238] // Elevator to TRIGGER HEIGHT SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=ELEVATOR; FLOOR.SPEED_DOWN=4; FLOOR.SPEED_UP=4; FLOOR.DEST_REF=TRIGGERFLOOR; FLOOR.SFX_DOWN=STNMOV; FLOOR.SFX_UP=STNMOV; [239] // Transfer floor texture (NXP) W1 (Boom) TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=0; FLOOR.TEXTURE="-"; [240] // Transfer floor texture (NXP) WR (Boom) TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=0; FLOOR.TEXTURE="-"; [241] // Transfer floor texture (NXP) S1 (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=0; FLOOR.TEXTURE="-"; [242] // Deep water (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; EXTRAFLOOR_TYPE=LIQUID,BOOMTEX,WATER,SEE_THROUGH,SHOOT_THROUGH; [243] // Silent Line Teleport W1 (Boom) TYPE=WALK; ACTIVATORS=PLAYER,MONSTER,OTHER; COUNT=1; SINGLESIDED=TRUE; TELEPORT=TRUE; TELEPORT_SPECIAL=LINE,ALL_SAME,SILENT; [244] // Silent Line Teleport WR (Boom) TYPE=WALK; ACTIVATORS=PLAYER,MONSTER,OTHER; SINGLESIDED=TRUE; TELEPORT=TRUE; TELEPORT_SPECIAL=LINE,ALL_SAME,SILENT; // 245 Scroll ceiling displacement (Boom) -- Unsupported // 246 Scroll floor displacement (Boom) -- Unsupported // 247 Push objects displacement (Boom) -- Unsupported // 248 Scroll & Push displacement (Boom) -- Unsupported // 249 Scroll wall displacement (Boom) -- Unsupported [250] // Scroll tagged ceiling (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SECTOR_EFFECT=SCROLL_CEILING; [251] // Scroll tagged floor (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SECTOR_EFFECT=SCROLL_FLOOR; [252] // Carry objects on floor (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SECTOR_EFFECT=PUSH_THINGS; [253] // Scroll floor and carry objects (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SECTOR_EFFECT=SCROLL_FLOOR,PUSH_THINGS; [254] // 254 Scroll tagged wall (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; LINE_EFFECT=VECTOR_SCROLL; [255] // Scroll wall by sidedef offsets (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; LINE_EFFECT=OFFSET_SCROLL; [256] // BUILD STAIRS WR (Boom) TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=BUILDSTAIRS; FLOOR.SPEED_UP=0.25; FLOOR.SPEED_DOWN=0; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=8; FLOOR.SFX_UP=STNMOV; [257] // BUILD STAIRS TURBO 16 WR (Boom) TYPE=WALK; ACTIVATORS=PLAYER; FLOOR.TYPE=BUILDSTAIRS; FLOOR.SPEED_UP=4; FLOOR.SPEED_DOWN=0; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=16; FLOOR.SFX_UP=STNMOV; [258] // BUILD STAIRS SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=BUILDSTAIRS; FLOOR.SPEED_UP=0.25; FLOOR.SPEED_DOWN=0; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=8; FLOOR.SFX_UP=STNMOV; [259] // BUILD STAIRS TURBO 16 SR (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; FLOOR.TYPE=BUILDSTAIRS; FLOOR.SPEED_UP=4; FLOOR.SPEED_DOWN=0; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=16; FLOOR.SFX_UP=STNMOV; [260] // Make tagged lines translucent (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; LINE_EFFECT=TRANSLUCENT; [261] // Transfer lighting to tagged ceiling (Boom) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SECTOR_EFFECT=LIGHT_CEILING; [262] // Silent Line Teleport Reverse W1 (Boom) TYPE=WALK; ACTIVATORS=PLAYER,MONSTER,OTHER; COUNT=1; SINGLESIDED=TRUE; TELEPORT=TRUE; TELEPORT_SPECIAL=LINE,ALL_SAME,FLIPPED,SILENT; [263] // Silent Line Teleport Reverse WR (Boom) TYPE=WALK; ACTIVATORS=PLAYER,MONSTER,OTHER; SINGLESIDED=TRUE; TELEPORT=TRUE; TELEPORT_SPECIAL=LINE,ALL_SAME,FLIPPED,SILENT; [264] // Monster Line Teleport W1 Reverse (Boom) TYPE=WALK; ACTIVATORS=MONSTER,OTHER; COUNT=1; SINGLESIDED=TRUE; TELEPORT=TRUE; TELEPORT_SPECIAL=LINE,ALL_SAME,FLIPPED,SILENT; [265] // Monster Line Teleport WR Reverse (Boom) TYPE=WALK; ACTIVATORS=MONSTER,OTHER; SINGLESIDED=TRUE; TELEPORT=TRUE; TELEPORT_SPECIAL=LINE,ALL_SAME,FLIPPED,SILENT; [266] // Monster Line Teleport W1 (Boom) TYPE=WALK; ACTIVATORS=MONSTER,OTHER; COUNT=1; SINGLESIDED=TRUE; TELEPORT=TRUE; TELEPORT_SPECIAL=LINE,ALL_SAME,SILENT; [267] // Monster Line Teleport WR (Boom) TYPE=WALK; ACTIVATORS=MONSTER,OTHER; SINGLESIDED=TRUE; TELEPORT=TRUE; TELEPORT_SPECIAL=LINE,ALL_SAME,SILENT; [268] // Monster-only Silent Teleport W1 (Boom) TYPE=PUSH; ACTIVATORS=MONSTER; COUNT=1; SINGLESIDED=TRUE; TELEPORT=TRUE; TELEPORT_DELAY=18T; TELEPORT_SPECIAL=SILENT; TELEIN_EFFECTOBJ=TELEPORT_FLASH; TELEOUT_EFFECTOBJ=TELEPORT_FLASH; [269] // Monster-only Silent Teleport WR (Boom) TYPE=PUSH; ACTIVATORS=MONSTER; SINGLESIDED=TRUE; TELEPORT=TRUE; TELEPORT_DELAY=18T; TELEPORT_SPECIAL=SILENT; TELEIN_EFFECTOBJ=TELEPORT_FLASH; TELEOUT_EFFECTOBJ=TELEPORT_FLASH; // 271 Transfer tex to sector's sky (MBF) -- Unsupported // 272 Transfer tex to sector's sky, flipped (MBF) -- Unsupported // DOOM Legacy SPECIAL LINE TYPES [280] // Legacy "3D liquid floor" (same as EDGE line type 405) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; EXTRAFLOOR_TYPE=LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER; TRANSLUCENCY=60%; [281] // Legacy "3D floor" TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; EXTRAFLOOR_TYPE=THICK; [289] // Legacy "3D floor" (does not affect light properties below the "3D floor", uses master sector light properties instead) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; EXTRAFLOOR_TYPE=THICK,NOSHADE; // EDGE SPECIAL LINE TYPES BELOW [400] // EDGE Thick Extrafloor (dummy texture) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; EXTRAFLOOR_TYPE=THICK; [401] // EDGE Thick Extrafloor (master upper texture) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; EXTRAFLOOR_TYPE=THICK,SIDE_UPPER; [402] // EDGE Thick Extrafloor (master lower texture) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; EXTRAFLOOR_TYPE=THICK,SIDE_LOWER; [403] // EDGE Liquid Extrafloor (solid) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; EXTRAFLOOR_TYPE=LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER; TRANSLUCENCY=100%; [404] // EDGE Liquid Extrafloor (20% Translucent) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; EXTRAFLOOR_TYPE=LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER; TRANSLUCENCY=80%; [405] // EDGE Liquid Extrafloor (40% Translucent) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; EXTRAFLOOR_TYPE=LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER; TRANSLUCENCY=60%; [406] // EDGE Liquid Extrafloor (60% Translucent) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; EXTRAFLOOR_TYPE=LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER; TRANSLUCENCY=40%; [407] // EDGE Liquid Extrafloor (80% Translucent) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; EXTRAFLOOR_TYPE=LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER; TRANSLUCENCY=20%; [408] // EDGE Liquid Extrafloor (Invisible) -NOTE: THIS ONE IS DIFFERENT! USED FOR VERTICLE LIGHTING EFFECTS! TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; EXTRAFLOOR_TYPE=LIQUID,SEE_THROUGH,SHOOT_THROUGH; TRANSLUCENCY=0%; [409] // EDGE Translucent Linedef (20%) TYPE=PUSH; ACTIVATORS=PLAYER; TRANSLUCENCY=80%; [410] // EDGE Translucent Linedef (40%) TYPE=PUSH; ACTIVATORS=PLAYER; TRANSLUCENCY=60%; [411] // EDGE Translucent Linedef (60%) TYPE=PUSH; ACTIVATORS=PLAYER; TRANSLUCENCY=40%; [412] // EDGE Translucent Linedef (80%) TYPE=PUSH; ACTIVATORS=PLAYER; TRANSLUCENCY=20%; [413] // EDGE Thin Extrafloor (opaque) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; EXTRAFLOOR_TYPE=THIN; [414] // EDGE Thin Extrafloor (20% Translucent) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; EXTRAFLOOR_TYPE=THIN,SEE_THROUGH; TRANSLUCENCY=80%; [415] // EDGE Thin Extrafloor (40% Translucent) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; EXTRAFLOOR_TYPE=THIN,SEE_THROUGH; TRANSLUCENCY=60%; [416] // EDGE Thin Extrafloor (60% Translucent) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; EXTRAFLOOR_TYPE=THIN,SEE_THROUGH; TRANSLUCENCY=40%; [417] // EDGE Thin Extrafloor (80% Translucent) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; EXTRAFLOOR_TYPE=THIN,SEE_THROUGH; TRANSLUCENCY=20%; // NOTE: next 4 entries, see RTS Online's TAG function for implementation of your script [418] // EDGE Enable Tagged RTS - S1 TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; RADIUS_TRIGGER=ENABLE_TAGGED; [419] // EDGE Enable Tagged RTS - SR TYPE=PUSH; ACTIVATORS=PLAYER; RADIUS_TRIGGER=ENABLE_TAGGED; [420] // EDGE Enable Tagged RTS - W1 TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; RADIUS_TRIGGER=ENABLE_TAGGED; [421] // EDGE Enable Tagged RTS - WR TYPE=WALK; ACTIVATORS=PLAYER; RADIUS_TRIGGER=ENABLE_TAGGED; [422] // EDGE SCROLL RIGHT SCROLL=RIGHT; SCROLLING_SPEED=1; [423] // EDGE SCROLL UP SCROLL=UP; SCROLLING_SPEED=1; [424] // EDGE SCROLL DOWN SCROLL=DOWN; SCROLLING_SPEED=1; [425] // EDGE SCROLL LEFT AND UP SCROLL=LEFT,UP; SCROLLING_SPEED=1; [426] // EDGE SCROLL LEFT AND DOWN SCROLL=LEFT,DOWN; SCROLLING_SPEED=1; [427] // EDGE SCROLL RIGHT AND UP SCROLL=RIGHT,UP; SCROLLING_SPEED=1; [428] // EDGE SCROLL RIGHT AND DOWN SCROLL=DOWN,RIGHT; SCROLLING_SPEED=1; [429] // EDGE SCROLL FAST LOWER AND MIDDLE TEXTURE (LIQUID FALLS) SCROLL_PARTS=RIGHT_LOWER,LEFT_LOWER,RIGHT_MIDDLE,LEFT_MIDDLE; SCROLL_XSPEED=0.0; // CENTERED SCROLL_YSPEED=-4.0; // DOWN // NOTE: TYPES 430-433 USE THE UPPER MASTER TEXTURE FOR THE SIDE TEXTURE OF THE EXTRAFLOOR! // THEY ARE ONLY GOOD FOR MAKING FALLS, OR EDGES OF RIVERS THAT FALLS OFF A LEDGE! [430] // EDGE THICK TRANSLUCENT LIQUID EXTRAFLOOR SCROLL DOWN (20% TRANSLUCENT) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SCROLL_PARTS=RIGHT; SCROLL_XSPEED=0.0; // CENTERED SCROLL_YSPEED=-3; // DOWN TRANSLUCENCY=80%; EXTRAFLOOR_TYPE=THICK,LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER,SIDE_UPPER; [431] // EDGE THICK TRANSLUCENT LIQUID EXTRAFLOOR SCROLL DOWN (40% TRANSLUCENT) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SCROLL_PARTS=RIGHT; SCROLL_XSPEED=0.0; // CENTERED SCROLL_YSPEED=-3; // DOWN TRANSLUCENCY=60%; EXTRAFLOOR_TYPE=THICK,LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER,SIDE_UPPER; [432] // EDGE THICK TRANSLUCENT LIQUID EXTRAFLOOR SCROLL DOWN (60% TRANSLUCENT) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SCROLL_PARTS=RIGHT; SCROLL_XSPEED=0.0; // CENTERED SCROLL_YSPEED=-3; // DOWN TRANSLUCENCY=40%; EXTRAFLOOR_TYPE=THICK,LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER,SIDE_UPPER; [433] // EDGE THICK TRANSLUCENT LIQUID EXTRAFLOOR SCROLL DOWN (80% TRANSLUCENT) TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SCROLL_PARTS=RIGHT; SCROLL_XSPEED=0.0; // CENTERED SCROLL_YSPEED=-3; // DOWN TRANSLUCENCY=20%; EXTRAFLOOR_TYPE=THICK,LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER,SIDE_UPPER; [434] // EDGE SWITCH ONCE, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS) TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; SPECIAL=SWITCH_SEPARATE; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=2; [435] // EDGE SWITCH REPEAT, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS) TYPE=PUSH; ACTIVATORS=PLAYER; SPECIAL=SWITCH_SEPARATE; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=2; [436] // EDGE WALK ONCE, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS) TYPE=WALK; ACTIVATORS=PLAYER; COUNT=1; SPECIAL=SWITCH_SEPARATE; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=2; [437] // EDGE WALK REPEAT, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS) TYPE=WALK; ACTIVATORS=PLAYER; SPECIAL=SWITCH_SEPARATE; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=2; [438] // EDGE SHOOT ONCE, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS) TYPE=SHOOT; ACTIVATORS=PLAYER,MISSILE; COUNT=1; SPECIAL=SWITCH_SEPARATE; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=2; [439] // EDGE SHOOT REPEAT, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS) TYPE=SHOOT; ACTIVATORS=PLAYER,MISSILE; SPECIAL=SWITCH_SEPARATE; FLOOR.TYPE=MOVE; FLOOR.SPEED_UP=1; FLOOR.DEST_REF=FLOOR; FLOOR.DEST_OFFSET=2; [440] // EDGE Enable Tagged RTS - G1 TYPE=SHOOT; ACTIVATORS=PLAYER; COUNT=1; RADIUS_TRIGGER=ENABLE_TAGGED; [441] // EDGE Enable Tagged RTS - GR TYPE=SHOOT; ACTIVATORS=PLAYER; RADIUS_TRIGGER=ENABLE_TAGGED; [442] // EDGE Sliding door (LEFT), DR + MONSTERS TYPE=MANUAL; ACTIVATORS=PLAYER,MONSTER; SLIDER.TYPE=LEFT; [443] // EDGE Sliding door (LEFT), DR TYPE=MANUAL; ACTIVATORS=PLAYER; SLIDER.TYPE=LEFT; [444] // EDGE Sliding door (LEFT), DR + FAST TYPE=MANUAL; ACTIVATORS=PLAYER; SLIDER.TYPE=LEFT; SLIDER.SPEED=8; [445] // EDGE Sliding door (LEFT), D1 TYPE=MANUAL; ACTIVATORS=PLAYER; COUNT=1; SLIDER.TYPE=LEFT; SLIDER.DISTANCE=100%; [446] // EDGE Sliding door (RIGHT), DR + MONSTERS TYPE=MANUAL; ACTIVATORS=PLAYER,MONSTER; SLIDER.TYPE=RIGHT; [447] // EDGE Sliding door (RIGHT), DR TYPE=MANUAL; ACTIVATORS=PLAYER; SLIDER.TYPE=RIGHT; [448] // EDGE Sliding door (RIGHT), DR + FAST TYPE=MANUAL; ACTIVATORS=PLAYER; SLIDER.TYPE=RIGHT; SLIDER.SPEED=8; [449] // EDGE Sliding door (RIGHT), D1 TYPE=MANUAL; ACTIVATORS=PLAYER; COUNT=1; SLIDER.TYPE=RIGHT; SLIDER.DISTANCE=100%; [450] // EDGE Sliding door (CENTER), DR + MONSTERS TYPE=MANUAL; ACTIVATORS=PLAYER,MONSTER; SLIDER.TYPE=CENTER; [451] // EDGE Sliding door (CENTER), DR TYPE=MANUAL; ACTIVATORS=PLAYER; SLIDER.TYPE=CENTER; [452] // EDGE Sliding door (CENTER), DR + FAST TYPE=MANUAL; ACTIVATORS=PLAYER; SLIDER.TYPE=CENTER; SLIDER.SPEED=8; [453] // EDGE Sliding door (CENTER), D1 TYPE=MANUAL; ACTIVATORS=PLAYER; COUNT=1; SLIDER.TYPE=CENTER; SLIDER.DISTANCE=100%; [454] // EDGE Enable Tagged RTS - W1 MONSTER TYPE=WALK; ACTIVATORS=MONSTER; COUNT=1; RADIUS_TRIGGER=ENABLE_TAGGED; [455] // EDGE Enable Tagged RTS - WR MONSTER TYPE=WALK; ACTIVATORS=MONSTER; RADIUS_TRIGGER=ENABLE_TAGGED; [456] // EDGE Enable Tagged RTS - GR MONSTER TYPE=SHOOT; ACTIVATORS=MONSTER; RADIUS_TRIGGER=ENABLE_TAGGED; [457] // EDGE Disable Tagged RTS - SR TYPE=PUSH; ACTIVATORS=PLAYER; RADIUS_TRIGGER=DISABLE_TAGGED; [458] // EDGE Disable Tagged RTS - WR TYPE=WALK; ACTIVATORS=PLAYER; RADIUS_TRIGGER=DISABLE_TAGGED; [459] // EDGE Disable Tagged RTS - GR TYPE=SHOOT; ACTIVATORS=PLAYER; RADIUS_TRIGGER=DISABLE_TAGGED; [460] // EDGE Disable Tagged RTS - WR MONSTER TYPE=WALK; ACTIVATORS=MONSTER; RADIUS_TRIGGER=DISABLE_TAGGED; [461] // EDGE Disable Tagged RTS - GR MONSTER TYPE=SHOOT; ACTIVATORS=MONSTER; RADIUS_TRIGGER=DISABLE_TAGGED; [462] // EDGE Mirror, Plain TYPE=PUSH; ACTIVATORS=PLAYER; PORTAL_TYPE=MIRROR; COLOUR=#000000; [463] // EDGE Mirror, White TYPE=PUSH; ACTIVATORS=PLAYER; PORTAL_TYPE=MIRROR; COLOUR=#FFFFFF; [464] // EDGE Mirror, Blue TYPE=PUSH; ACTIVATORS=PLAYER; PORTAL_TYPE=MIRROR; COLOUR=#0000FF; [465] // EDGE Mirror, Red TYPE=PUSH; ACTIVATORS=PLAYER; PORTAL_TYPE=MIRROR; COLOUR=#FF0000; [466] // EDGE Mirror, Green TYPE=PUSH; ACTIVATORS=PLAYER; PORTAL_TYPE=MIRROR; COLOUR=#009977; [470] // EDGE Ladder, 48 units high TYPE=WALK; ACTIVATORS=PLAYER; LADDER.HEIGHT=48; [471] // EDGE Ladder, 80 units high TYPE=WALK; ACTIVATORS=PLAYER; LADDER.HEIGHT=80; [472] // EDGE Ladder, 120 units high TYPE=WALK; ACTIVATORS=PLAYER; LADDER.HEIGHT=120; [473] // EDGE Ladder, 160 units high TYPE=WALK; ACTIVATORS=PLAYER; LADDER.HEIGHT=160; [474] // EDGE Ladder, 192 units high TYPE=WALK; ACTIVATORS=PLAYER; LADDER.HEIGHT=192; [475] // EDGE Ladder, 256 units high TYPE=WALK; ACTIVATORS=PLAYER; LADDER.HEIGHT=256; [476] // EDGE Ladder, 384 units high TYPE=WALK; ACTIVATORS=PLAYER; LADDER.HEIGHT=384; [477] // EDGE Ladder, 512 units high TYPE=WALK; ACTIVATORS=PLAYER; LADDER.HEIGHT=512; [478] // EDGE Ladder, 768 units high TYPE=WALK; ACTIVATORS=PLAYER; LADDER.HEIGHT=768; [479] // EDGE Ladder, no limit TYPE=WALK; ACTIVATORS=PLAYER; LADDER.HEIGHT=9999; [480] // EDGE Portal, 20% Translucent TYPE=PUSH; ACTIVATORS=PLAYER; PORTAL_TYPE=STANDARD; COLOUR=#FFFFFF; TRANSLUCENCY=20%; [481] // EDGE Portal, 30% Translucent TYPE=PUSH; ACTIVATORS=PLAYER; PORTAL_TYPE=STANDARD; COLOUR=#FFFFFF; TRANSLUCENCY=30%; [482] // EDGE Portal, 40% Translucent TYPE=PUSH; ACTIVATORS=PLAYER; PORTAL_TYPE=STANDARD; COLOUR=#FFFFFF; TRANSLUCENCY=40%; [483] // EDGE Portal, Blue 40% TYPE=PUSH; ACTIVATORS=PLAYER; PORTAL_TYPE=STANDARD; COLOUR=#5555FF; TRANSLUCENCY=40%; [484] // EDGE Portal, Green 30% TYPE=PUSH; ACTIVATORS=PLAYER; PORTAL_TYPE=STANDARD; COLOUR=#55FF55; TRANSLUCENCY=30%; [485] // EDGE Camera Portal, Plain TYPE=PUSH; ACTIVATORS=PLAYER; PORTAL_TYPE=CAMERA; COLOUR=#007FFF; [486] // EDGE Camera Portal, White TYPE=PUSH; ACTIVATORS=PLAYER; PORTAL_TYPE=CAMERA; COLOUR=#FFFFFF; [487] // EDGE Camera Portal, Cyan TYPE=PUSH; ACTIVATORS=PLAYER; PORTAL_TYPE=CAMERA; COLOUR=#0077FF; [488] // EDGE Camera Portal, Rusty TYPE=PUSH; ACTIVATORS=PLAYER; PORTAL_TYPE=CAMERA; COLOUR=#FF4400; [489] // EDGE Camera Portal, Green TYPE=PUSH; ACTIVATORS=PLAYER; PORTAL_TYPE=CAMERA; COLOUR=#00FF00; [490] // EDGE Green Key MANUAL DOOR : SR TYPE=MANUAL; ACTIVATORS=PLAYER; KEYS=GREEN_CARD, GREEN_SKULL; FAILED_MESSAGE=NeedGreenForDoor; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=2; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; [491] // EDGE Green Key MANUAL DOOR : S1 TYPE=MANUAL; ACTIVATORS=PLAYER; COUNT=1; KEYS=GREEN_CARD, GREEN_SKULL; FAILED_MESSAGE=NeedGreenForDoor; CEILING.TYPE=MOVE; CEILING.SPEED_UP=2; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=DOROPN; [492] // EDGE Green Key TAGGED DOOR : SR TYPE=PUSH; ACTIVATORS=PLAYER; KEYS=GREEN_CARD, GREEN_SKULL; FAILED_MESSAGE=NeedGreenForObject; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=2; CEILING.SPEED_DOWN=2; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; [493] // EDGE Green Key TAGGED DOOR : S1 TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; KEYS=GREEN_CARD, GREEN_SKULL; FAILED_MESSAGE=NeedGreenForObject; CEILING.TYPE=MOVE; CEILING.SPEED_UP=2; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=DOROPN; [494] // EDGE Green Key BLAZING DOOR : S1 TYPE=MANUAL; ACTIVATORS=PLAYER; COUNT=1; KEYS=GREEN_CARD, GREEN_SKULL; FAILED_MESSAGE=NeedGreenForDoor; CEILING.TYPE=MOVE; CEILING.SPEED_UP=8; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=BDOPN; [501] // Hub Exit to MAP01 / E1M1 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=1; [502] // Hub Exit to MAP02 / E1M2 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=2; [503] // Hub Exit to MAP03 / E1M3 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=3; [504] // Hub Exit to MAP04 / E1M4 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=4; [505] // Hub Exit to MAP05 / E1M5 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=5; [506] // Hub Exit to MAP06 / E1M6 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=6; [507] // Hub Exit to MAP07 / E1M7 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=7; [508] // Hub Exit to MAP08 / E1M8 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=8; [509] // Hub Exit to MAP09 / E1M9 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=9; [510] // Hub Exit to MAP10 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=10; [511] // Hub Exit to MAP11 / E2M1 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=11; [512] // Hub Exit to MAP12 / E2M2 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=12; [513] // Hub Exit to MAP13 / E2M3 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=13; [514] // Hub Exit to MAP14 / E2M4 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=14; [515] // Hub Exit to MAP15 / E2M5 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=15; [516] // Hub Exit to MAP16 / E2M6 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=16; [517] // Hub Exit to MAP17 / E2M7 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=17; [518] // Hub Exit to MAP18 / E2M8 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=18; [519] // Hub Exit to MAP19 / E2M9 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=19; [520] // Hub Exit to MAP20 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=20; [521] // Hub Exit to MAP21 / E3M1 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=21; [522] // Hub Exit to MAP22 / E3M2 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=22; [523] // Hub Exit to MAP23 / E3M3 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=23; [524] // Hub Exit to MAP24 / E3M4 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=24; [525] // Hub Exit to MAP25 / E3M5 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=25; [526] // Hub Exit to MAP26 / E3M6 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=26; [527] // Hub Exit to MAP27 / E3M7 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=27; [528] // Hub Exit to MAP28 / E3M8 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=28; [529] // Hub Exit to MAP29 / E3M9 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=29; [530] // Hub Exit to MAP30 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=30; [531] // Hub Exit to MAP31 / E4M1 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=31; [532] // Hub Exit to MAP32 / E4M2 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=32; [533] // Hub Exit to MAP33 / E4M3 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=33; [534] // Hub Exit to MAP34 / E4M4 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=34; [535] // Hub Exit to MAP35 / E4M5 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=35; [536] // Hub Exit to MAP36 / E4M6 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=36; [537] // Hub Exit to MAP37 / E4M7 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=37; [538] // Hub Exit to MAP38 / E4M8 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=38; [539] // Hub Exit to MAP39 / E4M9 TYPE=WALK; ACTIVATORS=PLAYER,NOBOT; HUB_EXIT=39; [542] // EDGE Remote Slider (LEFT), SR + MONSTERS TYPE=PUSH; ACTIVATORS=PLAYER,MONSTER; SLIDER.TYPE=LEFT; [543] // EDGE Remote Slider (LEFT), SR TYPE=PUSH; ACTIVATORS=PLAYER; SLIDER.TYPE=LEFT; [544] // EDGE Remote Slider (LEFT), SR + FAST TYPE=PUSH; ACTIVATORS=PLAYER; SLIDER.TYPE=LEFT; SLIDER.SPEED=8; [545] // EDGE Remote Slider (LEFT), S1 TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; SLIDER.TYPE=LEFT; SLIDER.DISTANCE=100%; [546] // EDGE Remote Slider (RIGHT), SR + MONSTERS TYPE=PUSH; ACTIVATORS=PLAYER,MONSTER; SLIDER.TYPE=RIGHT; [547] // EDGE Remote Slider (RIGHT), SR TYPE=PUSH; ACTIVATORS=PLAYER; SLIDER.TYPE=RIGHT; [548] // EDGE Remote Slider (RIGHT), SR + FAST TYPE=PUSH; ACTIVATORS=PLAYER; SLIDER.TYPE=RIGHT; SLIDER.SPEED=8; [549] // EDGE Remote Slider (RIGHT), S1 TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; SLIDER.TYPE=RIGHT; SLIDER.DISTANCE=100%; [550] // EDGE Remote Slider (CENTER), SR + MONSTERS TYPE=PUSH; ACTIVATORS=PLAYER,MONSTER; SLIDER.TYPE=CENTER; [551] // EDGE Remote Slider (CENTER), SR TYPE=PUSH; ACTIVATORS=PLAYER; SLIDER.TYPE=CENTER; [552] // EDGE Remote Slider (CENTER), SR + FAST TYPE=PUSH; ACTIVATORS=PLAYER; SLIDER.TYPE=CENTER; SLIDER.SPEED=8; [553] // EDGE Remote Slider (CENTER), S1 TYPE=PUSH; ACTIVATORS=PLAYER; COUNT=1; SLIDER.TYPE=CENTER; SLIDER.DISTANCE=100%; [554] // EDGE Remote Slider (LEFT), WR TYPE=WALK; ACTIVATORS=PLAYER; SLIDER.TYPE=LEFT; [555] // EDGE Remote Slider (LEFT), WR + FAST TYPE=WALK; ACTIVATORS=PLAYER; SLIDER.TYPE=LEFT; SLIDER.SPEED=8; [556] // EDGE Remote Slider (RIGHT), WR TYPE=WALK; ACTIVATORS=PLAYER; SLIDER.TYPE=RIGHT; [557] // EDGE Remote Slider (RIGHT), WR + FAST TYPE=WALK; ACTIVATORS=PLAYER; SLIDER.TYPE=RIGHT; SLIDER.SPEED=8; [558] // EDGE Remote Slider (CENTER), WR TYPE=WALK; ACTIVATORS=PLAYER; SLIDER.TYPE=CENTER; [559] // EDGE Remote Slider (CENTER), WR + FAST TYPE=WALK; ACTIVATORS=PLAYER; SLIDER.TYPE=CENTER; SLIDER.SPEED=8; [567] // EDGE Detail Slope : FLOOR TYPE=PUSH; ACTIVATORS=PLAYER; SLOPE_TYPE=FAKE_FLOOR; [568] // EDGE Detail Slope : CEILING TYPE=PUSH; ACTIVATORS=PLAYER; SLOPE_TYPE=FAKE_CEILING; [569] // EDGE Detail Slope : FLOOR+CEILING TYPE=PUSH; ACTIVATORS=PLAYER; SLOPE_TYPE=FAKE_FLOOR,FAKE_CEILING; [580] // EDGE Gold Key MANUAL DOOR : SR TYPE=MANUAL; ACTIVATORS=PLAYER; KEYS=GOLD_KEY; FAILED_MESSAGE=NeedGoldKey; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=4; CEILING.SPEED_DOWN=4; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; [581] // EDGE Gold Key MANUAL DOOR : S1 TYPE=MANUAL; ACTIVATORS=PLAYER; COUNT=1; KEYS=GOLD_KEY; FAILED_MESSAGE=NeedGoldKey; CEILING.TYPE=MOVE; CEILING.SPEED_UP=4; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=DOROPN; [582] // EDGE Gold Key TAGGED DOOR : SR TYPE=PUSH; ACTIVATORS=PLAYER; KEYS=GOLD_KEY; FAILED_MESSAGE=NeedGoldKey; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=4; CEILING.SPEED_DOWN=4; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; [583] // EDGE Gold Key TAGGED DOOR : S1 TYPE=PUSH; ACTIVATORS=PLAYER; KEYS=GOLD_KEY; FAILED_MESSAGE=NeedGoldKey; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=4; CEILING.SPEED_DOWN=4; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; [584] // EDGE Silver Key MANUAL DOOR : SR TYPE=MANUAL; ACTIVATORS=PLAYER; KEYS=SILVER_KEY; FAILED_MESSAGE=NeedSilverKey; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=4; CEILING.SPEED_DOWN=4; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; [585] // EDGE Silver Key MANUAL DOOR : S1 TYPE=MANUAL; ACTIVATORS=PLAYER; COUNT=1; KEYS=SILVER_KEY; FAILED_MESSAGE=NeedSilverKey; CEILING.TYPE=MOVE; CEILING.SPEED_UP=4; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=DOROPN; [586] // EDGE Silver Key TAGGED DOOR : SR TYPE=PUSH; ACTIVATORS=PLAYER; KEYS=SILVER_KEY; FAILED_MESSAGE=NeedSilverKey; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=4; CEILING.SPEED_DOWN=4; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; [587] // EDGE Silver Key TAGGED DOOR : S1 TYPE=PUSH; ACTIVATORS=PLAYER; KEYS=SILVER_KEY; FAILED_MESSAGE=NeedSilverKey; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=4; CEILING.SPEED_DOWN=4; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; [588] // EDGE Brass Key MANUAL DOOR : SR TYPE=MANUAL; ACTIVATORS=PLAYER; KEYS=BRASS_KEY; FAILED_MESSAGE=NeedBrassKey; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=4; CEILING.SPEED_DOWN=4; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; [589] // EDGE Brass Key MANUAL DOOR : S1 TYPE=MANUAL; ACTIVATORS=PLAYER; COUNT=1; KEYS=BRASS_KEY; FAILED_MESSAGE=NeedBrassKey; CEILING.TYPE=MOVE; CEILING.SPEED_UP=4; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=DOROPN; [590] // EDGE Copper Key MANUAL DOOR : SR TYPE=MANUAL; ACTIVATORS=PLAYER; KEYS=COPPER_KEY; FAILED_MESSAGE=NeedCopperKey; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=4; CEILING.SPEED_DOWN=4; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; [591] // EDGE Copper Key MANUAL DOOR : S1 TYPE=MANUAL; ACTIVATORS=PLAYER; COUNT=1; KEYS=COPPER_KEY; FAILED_MESSAGE=NeedCopperKey; CEILING.TYPE=MOVE; CEILING.SPEED_UP=4; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=DOROPN; [592] // EDGE Steel Key MANUAL DOOR : SR TYPE=MANUAL; ACTIVATORS=PLAYER; KEYS=STEEL_KEY; FAILED_MESSAGE=NeedSteelKey; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=4; CEILING.SPEED_DOWN=4; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; [593] // EDGE Steel Key MANUAL DOOR : S1 TYPE=MANUAL; ACTIVATORS=PLAYER; COUNT=1; KEYS=STEEL_KEY; FAILED_MESSAGE=NeedSteelKey; CEILING.TYPE=MOVE; CEILING.SPEED_UP=4; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=DOROPN; [594] // EDGE Wooden Key MANUAL DOOR : SR TYPE=MANUAL; ACTIVATORS=PLAYER; KEYS=WOODEN_KEY; FAILED_MESSAGE=NeedWoodenKey; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=4; CEILING.SPEED_DOWN=4; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; [595] // EDGE Wooden Key MANUAL DOOR : S1 TYPE=MANUAL; ACTIVATORS=PLAYER; COUNT=1; KEYS=WOODEN_KEY; FAILED_MESSAGE=NeedWoodenKey; CEILING.TYPE=MOVE; CEILING.SPEED_UP=4; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=DOROPN; [596] // EDGE Fire Key MANUAL DOOR : SR TYPE=MANUAL; ACTIVATORS=PLAYER; KEYS=FIRE_KEY; FAILED_MESSAGE=NeedFireKey; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=4; CEILING.SPEED_DOWN=4; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; [597] // EDGE Fire Key MANUAL DOOR : S1 TYPE=MANUAL; ACTIVATORS=PLAYER; COUNT=1; KEYS=FIRE_KEY; FAILED_MESSAGE=NeedFireKey; CEILING.TYPE=MOVE; CEILING.SPEED_UP=4; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=DOROPN; [598] // EDGE Water Key MANUAL DOOR : SR TYPE=MANUAL; ACTIVATORS=PLAYER; KEYS=WATER_KEY; FAILED_MESSAGE=NeedWaterKey; CEILING.TYPE=MOVEWAITRETURN; CEILING.SPEED_UP=4; CEILING.SPEED_DOWN=4; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.PAUSE_TIME=150T; CEILING.SFX_UP=DOROPN; CEILING.SFX_DOWN=DORCLS; [599] // EDGE Water Key MANUAL DOOR : S1 TYPE=MANUAL; ACTIVATORS=PLAYER; COUNT=1; KEYS=WATER_KEY; FAILED_MESSAGE=NeedWaterKey; CEILING.TYPE=MOVE; CEILING.SPEED_UP=4; CEILING.DEST_REF=LOSURROUNDINGCEILING; CEILING.DEST_OFFSET=-4; CEILING.SFX_UP=DOROPN; [800] // Align and rotate front sector's FLOOR TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SECTOR_EFFECT=ALIGN_FLOOR; [801] // Align and rotate back sector's FLOOR TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SPECIAL=BACK_SECTOR; SECTOR_EFFECT=ALIGN_FLOOR; [802] // Align and rotate front sector's CEILING TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SECTOR_EFFECT=ALIGN_CEILING; [803] // Align and rotate back sector's CEILING TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SPECIAL=BACK_SECTOR; SECTOR_EFFECT=ALIGN_CEILING; [804] // Align and rotate front sector's FLOOR+CEILING TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SECTOR_EFFECT=ALIGN_FLOOR,ALIGN_CEILING; [805] // Align and rotate back sector's FLOOR+CEILING TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SPECIAL=BACK_SECTOR; SECTOR_EFFECT=ALIGN_FLOOR,ALIGN_CEILING; [810] // Align, scale and rotate front sector's FLOOR TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SECTOR_EFFECT=ALIGN_FLOOR,SCALE_FLOOR; [811] // Align, scale and rotate back sector's FLOOR TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SPECIAL=BACK_SECTOR; SECTOR_EFFECT=ALIGN_FLOOR,SCALE_FLOOR; [812] // Align, scale and rotate front sector's CEILING TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SECTOR_EFFECT=ALIGN_CEILING,SCALE_CEILING; [813] // Align, scale and rotate back sector's CEILING TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SPECIAL=BACK_SECTOR; SECTOR_EFFECT=ALIGN_CEILING,SCALE_CEILING; [814] // Align, scale and rotate front sector's FLOOR+CEILING TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SECTOR_EFFECT=ALIGN_FLOOR,SCALE_FLOOR,ALIGN_CEILING,SCALE_CEILING; [815] // Align, scale and rotate back sector's FLOOR+CEILING TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SPECIAL=BACK_SECTOR; SECTOR_EFFECT=ALIGN_FLOOR,SCALE_FLOOR,ALIGN_CEILING,SCALE_CEILING; [820] // Scale front sector's FLOOR TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SECTOR_EFFECT=SCALE_FLOOR; [821] // Scale back sector's FLOOR TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SPECIAL=BACK_SECTOR; SECTOR_EFFECT=SCALE_FLOOR; [822] // Scale front sector's CEILING TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SECTOR_EFFECT=SCALE_CEILING; [823] // Scale back sector's CEILING TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SPECIAL=BACK_SECTOR; SECTOR_EFFECT=SCALE_CEILING; [824] // Scale front sector's FLOOR+CEILING TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SECTOR_EFFECT=SCALE_FLOOR,SCALE_CEILING; [825] // Scale back sector's FLOOR+CEILING TYPE=PUSH; ACTIVATORS=PLAYER; AUTO=TRUE; SPECIAL=BACK_SECTOR; SECTOR_EFFECT=SCALE_FLOOR,SCALE_CEILING; // [840] Enable Dynamic Lights // [842] Enable Jumping // [843] Enable Crouching // [844] Enable FreeLook // [845] Enable Autoaim // [846] Enable Fast Monsters // [847] Enable Infighting // [860] Disable Dynamic Lights // [862] Disable Jumping // [863] Disable Crouching // [864] Disable FreeLook // [865] Disable Autoaim // [866] Disable Fast Monsters // [867] Disable Infighting