1//
2//    EDGE LINES.DDF -redefine or add new line triggers.
3//    For documentation, see http://edge.sourceforge.net/
4//    DDF Version 6.1
5//
6
7<LINES>
8
9#VERSION 1.35
10
11[1] // Open Door (closes)
12TYPE=MANUAL;
13ACTIVATORS=PLAYER, MONSTER;
14CEILING.TYPE=MOVEWAITRETURN;
15CEILING.SPEED_UP=2;
16CEILING.SPEED_DOWN=2;
17CEILING.DEST_REF=LOSURROUNDINGCEILING;
18CEILING.DEST_OFFSET=-4;
19CEILING.PAUSE_TIME=150T;
20CEILING.SFX_UP=DOROPN;
21CEILING.SFX_DOWN=DORCLS;
22
23[2] // Walk Once - Open the Door
24TYPE=WALK;
25ACTIVATORS=PLAYER;
26COUNT=1;
27CEILING.TYPE=MOVE;
28CEILING.SPEED_UP=2;
29CEILING.DEST_REF=LOSURROUNDINGCEILING;
30CEILING.DEST_OFFSET=-4;
31CEILING.SFX_UP=DOROPN;
32
33[3] // Walk Once - Close the door
34TYPE=WALK;
35ACTIVATORS=PLAYER;
36COUNT=1;
37CEILING.TYPE=MOVE;
38CEILING.SPEED_DOWN=2;
39CEILING.DEST_REF=FLOOR;
40CEILING.SFX_DOWN=DORCLS;
41
42[4] // Walk Once - Raise the door (with close)
43TYPE=WALK;
44ACTIVATORS=PLAYER, MONSTER;
45COUNT=1;
46CEILING.TYPE=MOVEWAITRETURN;
47CEILING.SPEED_UP=2;
48CEILING.SPEED_DOWN=2;
49CEILING.DEST_REF=LOSURROUNDINGCEILING;
50CEILING.DEST_OFFSET=-4;
51CEILING.SFX_UP=DOROPN;
52CEILING.SFX_DOWN=DORCLS;
53CEILING.PAUSE_TIME=150T;
54
55// Walk Once - Raise the floor to the next highest neighbour floor height
56[5]
57TYPE=WALK;
58ACTIVATORS=PLAYER;
59COUNT=1;
60FLOOR.TYPE=MOVE;
61FLOOR.SPEED_UP=1;
62FLOOR.DEST_REF=LOSURROUNDINGCEILING;
63FLOOR.DEST_OFFSET=-8;
64FLOOR.SFX_UP=STNMOV;
65
66// Walk Once - Fast ceiling crush
67[6]
68TYPE=WALK;
69ACTIVATORS=PLAYER;
70COUNT=1;
71CEILING.TYPE=CONTINUOUS;
72CEILING.SPEED_UP=2;
73CEILING.SPEED_DOWN=2;
74CEILING.DEST_REF=FLOOR;
75CEILING.DEST_OFFSET=8;
76CEILING.SFX_UP=STNMOV;
77CEILING.SFX_DOWN=STNMOV;
78CEILING.CRUSH_DAMAGE=10;
79
80// BUILD STAIRS S1
81[7]
82TYPE=PUSH;
83ACTIVATORS=PLAYER;
84COUNT=1;
85FLOOR.TYPE=BUILDSTAIRS;
86FLOOR.SPEED_UP=0.25;
87FLOOR.SPEED_DOWN=0;
88FLOOR.DEST_REF=FLOOR;
89FLOOR.DEST_OFFSET=8;
90FLOOR.SFX_UP=STNMOV;
91
92// Walk once - Build stairs
93[8]
94TYPE=WALK;
95ACTIVATORS=PLAYER;
96COUNT=1;
97FLOOR.TYPE=BUILDSTAIRS;
98FLOOR.SPEED_UP=0.25;
99FLOOR.SPEED_DOWN=0;
100FLOOR.DEST_REF=FLOOR;
101FLOOR.DEST_OFFSET=8;
102FLOOR.SFX_STOP=PSTOP;
103FLOOR.SFX_UP=STNMOV;
104
105// DONUT S1
106[9]
107TYPE=PUSH;
108ACTIVATORS=PLAYER;
109COUNT=1;
110DONUT=TRUE;
111DONUT_IN_SFX=STNMOV;
112DONUT_OUT_SFX=STNMOV;
113
114// Walk once - Platform down, wait, and then back up
115[10]
116TYPE=WALK;
117ACTIVATORS=PLAYER, MONSTER;
118COUNT=1;
119FLOOR.TYPE=MOVEWAITRETURN;
120FLOOR.SPEED_UP=4;
121FLOOR.SPEED_DOWN=4;
122FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
123FLOOR.PAUSE_TIME=105T;
124FLOOR.SFX_START=PSTART;
125FLOOR.SFX_STOP=PSTOP;
126
127// EXIT LEVEL S1
128[11]
129TYPE=PUSH;
130ACTIVATORS=PLAYER,NOBOT;
131ACTIVATE_SOUND="SWTCHX";
132COUNT=1;
133EXIT=NORMAL;
134
135// Walk once - Lights to the level of brightest neighbour
136[12]
137TYPE=WALK;
138ACTIVATORS=PLAYER;
139COUNT=1;
140LIGHT_TYPE=SET;
141LIGHT_LEVEL=0;
142
143// Walk once - Lights to brightest (255)
144[13]
145TYPE=WALK;
146ACTIVATORS=PLAYER;
147COUNT=1;
148LIGHT_TYPE=SET;
149LIGHT_LEVEL=255;
150
151// RAISE FLOOR 32 AND CHANGE S1
152[14]
153TYPE=PUSH;
154ACTIVATORS=PLAYER;
155COUNT=1;
156FLOOR.TYPE=MOVE;
157FLOOR.SPEED_UP=0.5;
158FLOOR.DEST_REF=FLOOR;
159FLOOR.DEST_OFFSET=32;
160FLOOR.TEXTURE="+";
161FLOOR.SFX_UP=STNMOV;
162
163// RAISE FLOOR 24 AND CHANGE S1
164[15]
165TYPE=PUSH;
166ACTIVATORS=PLAYER;
167COUNT=1;
168FLOOR.TYPE=MOVE;
169FLOOR.SPEED_UP=0.5;
170FLOOR.DEST_REF=FLOOR;
171FLOOR.DEST_OFFSET=24;
172FLOOR.TEXTURE="+";
173FLOOR.SFX_UP=STNMOV;
174
175// Walk once - CLOSE DOOR 30 W1
176[16]
177TYPE=WALK;
178ACTIVATORS=PLAYER;
179COUNT=1;
180CEILING.TYPE=MOVEWAITRETURN;
181CEILING.SPEED_UP=2;
182CEILING.SPEED_DOWN=2;
183CEILING.DEST_REF=FLOOR;
184CEILING.SFX_UP=DOROPN;
185CEILING.SFX_DOWN=DORCLS;
186CEILING.PAUSE_TIME=30;
187
188// Walk once - Start light strobing
189[17]
190TYPE=WALK;
191ACTIVATORS=PLAYER;
192COUNT=1;
193LIGHT_TYPE=STROBE;
194LIGHT_BRIGHT_TIME=5T;
195LIGHT_DARK_TIME=35T;
196
197// RAISE FLOOR TO NEXT S1
198[18]
199TYPE=PUSH;
200ACTIVATORS=PLAYER;
201COUNT=1;
202FLOOR.TYPE=MOVE;
203FLOOR.SPEED_UP=1;
204FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
205FLOOR.SFX_DOWN=STNMOV;
206
207// Walk once - Lower floor to the next lowest floor
208[19]
209TYPE=WALK;
210ACTIVATORS=PLAYER;
211COUNT=1;
212FLOOR.TYPE=MOVE;
213FLOOR.SPEED_DOWN=1;
214FLOOR.DEST_REF=HISURROUNDINGFLOOR;
215FLOOR.SFX_DOWN=STNMOV;
216
217// RAISE FLOOR TO NEXT HIGHEST AND CHANGE S1
218[20]
219TYPE=PUSH;
220ACTIVATORS=PLAYER;
221COUNT=1;
222FLOOR.TYPE=MOVE;
223FLOOR.SPEED_UP=0.5;
224FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
225FLOOR.TEXTURE="-";
226FLOOR.SFX_UP=STNMOV;
227
228// PLAT DOWN WAIT UP STAY S1
229[21]
230TYPE=PUSH;
231ACTIVATORS=PLAYER;
232COUNT=1;
233FLOOR.TYPE=MOVEWAITRETURN;
234FLOOR.SPEED_UP=4;
235FLOOR.SPEED_DOWN=4;
236FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
237FLOOR.PAUSE_TIME=105T;
238FLOOR.SFX_START=PSTART;
239FLOOR.SFX_STOP=PSTOP;
240
241// Walk once - Raise to next highest floor
242[22]
243TYPE=WALK;
244ACTIVATORS=PLAYER;
245COUNT=1;
246FLOOR.TYPE=MOVE;
247FLOOR.SPEED_UP=0.5;
248FLOOR.SPEED_DOWN=0.5;
249FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
250FLOOR.TEXTURE="+";
251FLOOR.SFX_UP=STNMOV;
252
253// LOWER FLOOR TO LOWEST S1
254[23]
255TYPE=PUSH;
256ACTIVATORS=PLAYER;
257COUNT=1;
258FLOOR.TYPE=MOVE;
259FLOOR.SPEED_DOWN=1;
260FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
261FLOOR.SFX_DOWN=STNMOV;
262
263// RAISE FLOOR G1
264[24]
265TYPE=SHOOT;
266ACTIVATORS=PLAYER;
267COUNT=1;
268FLOOR.TYPE=MOVE;
269FLOOR.SPEED_UP=1;
270FLOOR.DEST_REF=LOSURROUNDINGCEILING;
271FLOOR.SFX_UP=STNMOV;
272
273// Walk once - CEILING CRUSH AND RAISE W1
274[25]
275TYPE=WALK;
276ACTIVATORS=PLAYER;
277COUNT=1;
278CEILING.TYPE=CONTINUOUS;
279CEILING.SPEED_UP=1;
280CEILING.SPEED_DOWN=1;
281CEILING.DEST_REF=FLOOR;
282CEILING.DEST_OFFSET=0.80091;
283CEILING.SFX_UP=STNMOV;
284CEILING.SFX_DOWN=STNMOV;
285CEILING.CRUSH_DAMAGE=10;
286
287// BLUE DOOR SR
288[26]
289TYPE=MANUAL;
290ACTIVATORS=PLAYER;
291KEYS=BLUE_CARD,BLUE_SKULL;
292CEILING.TYPE=MOVEWAITRETURN;
293CEILING.SPEED_UP=2;
294CEILING.SPEED_DOWN=2;
295CEILING.DEST_REF=LOSURROUNDINGCEILING;
296CEILING.DEST_OFFSET=-4;
297CEILING.PAUSE_TIME=150T;
298CEILING.SFX_UP=DOROPN;
299CEILING.SFX_DOWN=DORCLS;
300FAILED_MESSAGE=NeedBlueForDoor;
301
302// YELLOW DOOR SR
303[27]
304TYPE=MANUAL;
305ACTIVATORS=PLAYER;
306KEYS=YELLOW_CARD, YELLOW_SKULL;
307CEILING.TYPE=MOVEWAITRETURN;
308CEILING.SPEED_UP=2;
309CEILING.SPEED_DOWN=2;
310CEILING.DEST_REF=LOSURROUNDINGCEILING;
311CEILING.DEST_OFFSET=-4;
312CEILING.PAUSE_TIME=150T;
313CEILING.SFX_UP=DOROPN;
314CEILING.SFX_DOWN=DORCLS;
315FAILED_MESSAGE=NeedYellowForDoor;
316
317// RED DOOR SR
318[28]
319TYPE=MANUAL;
320ACTIVATORS=PLAYER;
321KEYS=RED_CARD, RED_SKULL;
322CEILING.TYPE=MOVEWAITRETURN;
323CEILING.SPEED_UP=2;
324CEILING.SPEED_DOWN=2;
325CEILING.DEST_REF=LOSURROUNDINGCEILING;
326CEILING.DEST_OFFSET=-4;
327CEILING.PAUSE_TIME=150T;
328CEILING.SFX_UP=DOROPN;
329CEILING.SFX_DOWN=DORCLS;
330FAILED_MESSAGE=NeedRedForDoor;
331
332// RAISE DOOR S1
333[29]
334TYPE=PUSH;
335ACTIVATORS=PLAYER;
336COUNT=1;
337CEILING.TYPE=MOVEWAITRETURN;
338CEILING.SPEED_UP=2;
339CEILING.SPEED_DOWN=2;
340CEILING.DEST_REF=LOSURROUNDINGCEILING;
341CEILING.DEST_OFFSET=-4;
342CEILING.PAUSE_TIME=150T;
343CEILING.SFX_UP=DOROPN;
344CEILING.SFX_DOWN=DORCLS;
345
346// RAISE FLOOR TO TEXTURE
347[30]
348TYPE=WALK;
349ACTIVATORS=PLAYER;
350COUNT=1;
351FLOOR.TYPE=MOVE;
352FLOOR.SPEED_UP=1;
353FLOOR.DEST_REF=LOWESTBOTTOMTEXTURE;
354FLOOR.SFX_UP=STNMOV;
355
356// MANUAL DOOR OPEN S1
357[31]
358TYPE=MANUAL;
359ACTIVATORS=PLAYER;
360COUNT=1;
361CEILING.TYPE=MOVE;
362CEILING.SPEED_UP=2;
363CEILING.DEST_REF=LOSURROUNDINGCEILING;
364CEILING.DEST_OFFSET=-4;
365CEILING.SFX_UP=DOROPN;
366
367// BLUE DOOR OPEN S1
368[32]
369TYPE=MANUAL;
370KEYS=BLUE_CARD, BLUE_SKULL;
371ACTIVATORS=PLAYER;
372COUNT=1;
373CEILING.TYPE=MOVE;
374CEILING.SPEED_UP=2;
375CEILING.DEST_REF=LOSURROUNDINGCEILING;
376CEILING.DEST_OFFSET=-4;
377CEILING.SFX_UP=DOROPN;
378FAILED_MESSAGE=NeedBlueForDoor;
379
380// RED DOOR OPEN S1
381[33]
382TYPE=MANUAL;
383KEYS=RED_CARD, RED_SKULL;
384ACTIVATORS=PLAYER;
385COUNT=1;
386CEILING.TYPE=MOVE;
387CEILING.SPEED_UP=2;
388CEILING.DEST_REF=LOSURROUNDINGCEILING;
389CEILING.DEST_OFFSET=-4;
390CEILING.SFX_UP=DOROPN;
391FAILED_MESSAGE=NeedRedForDoor;
392
393// YELLOW DOOR OPEN S1
394[34]
395TYPE=MANUAL;
396KEYS=YELLOW_CARD, YELLOW_SKULL;
397ACTIVATORS=PLAYER;
398COUNT=1;
399CEILING.TYPE=MOVE;
400CEILING.SPEED_UP=2;
401CEILING.DEST_REF=LOSURROUNDINGCEILING;
402CEILING.DEST_OFFSET=-4;
403CEILING.SFX_UP=DOROPN;
404FAILED_MESSAGE=NeedYellowForDoor;
405
406// LIGHTS 35
407[35]
408TYPE=WALK;
409ACTIVATORS=PLAYER;
410COUNT=1;
411LIGHT_TYPE=SET;
412LIGHT_LEVEL=35;
413
414// LOWER FLOOR (TURBO) W1
415[36]
416TYPE=WALK;
417ACTIVATORS=PLAYER;
418COUNT=1;
419FLOOR.TYPE=MOVE;
420FLOOR.SPEED_DOWN=4;
421FLOOR.DEST_REF=HISURROUNDINGFLOOR;
422FLOOR.DEST_OFFSET=8;
423FLOOR.SFX_DOWN=STNMOV;
424
425// LOWER AND CHANGE W1
426[37]
427TYPE=WALK;
428ACTIVATORS=PLAYER;
429COUNT=1;
430FLOOR.TYPE=MOVE;
431FLOOR.SPEED_DOWN=1;
432FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
433FLOOR.TEXTURE="-";
434FLOOR.SFX_DOWN=STNMOV;
435
436// LOWER FLOOR TO LOWEST W1
437[38]
438TYPE=WALK;
439ACTIVATORS=PLAYER;
440COUNT=1;
441FLOOR.TYPE=MOVE;
442FLOOR.SPEED_DOWN=1;
443FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
444FLOOR.SFX_DOWN=STNMOV;
445
446// Player and Creature Teleport - Walk Once
447[39]
448TYPE=WALK;
449ACTIVATORS=PLAYER, MONSTER, OTHER;
450COUNT=1;
451TELEPORT=TRUE;
452TELEPORT_DELAY=18T;
453TELEIN_EFFECTOBJ=TELEPORT_FLASH;
454TELEOUT_EFFECTOBJ=TELEPORT_FLASH;
455SINGLESIDED=TRUE;
456
457// NOTE: line type 40 is defaulted to the following in DOOM and DOOM2 (rem'd out):
458
459//  // RAISE CEILING LOWER FLOOR W1
460//  [40]
461//  TYPE=WALK;
462//  ACTIVATORS=PLAYER;
463//  COUNT=1;
464//  FLOOR.TYPE=MOVE;
465//  FLOOR.SPEED_DOWN=1;
466//  FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
467//  FLOOR.SFX_DOWN=STNMOV;
468//  CEILING.TYPE=MOVE;
469//  CEILING.SPEED_UP=1;
470//  CEILING.DEST_REF=HISURROUNDINGCEILING;
471//  CEILING.SFX_UP=STNMOV;
472
473// ...and this is the BOOM/MBF linetype defined (which is the currently active type):
474
475[40] // RAISE CEILING TO HEC W1
476TYPE=WALK;
477ACTIVATORS=PLAYER;
478COUNT=1;
479CEILING.TYPE=MOVE;
480CEILING.SPEED_UP=1;
481CEILING.DEST_REF=HISURROUNDINGCEILING;
482CEILING.SFX_UP=STNMOV;
483
484// LOWER CEILING TO FLOOR S1
485[41]
486TYPE=PUSH;
487ACTIVATORS=PLAYER;
488COUNT=1;
489CEILING.TYPE=MOVE;
490CEILING.SPEED_DOWN=1;
491CEILING.DEST_REF=FLOOR;
492CEILING.SFX_DOWN=STNMOV;
493
494// Switch repeater - Close Door
495[42]
496TYPE=PUSH;
497ACTIVATORS=PLAYER;
498CEILING.TYPE=MOVE;
499CEILING.SPEED_DOWN=2;
500CEILING.DEST_REF=FLOOR;
501CEILING.SFX_DOWN=DORCLS;
502
503// Switch Repeater -  Lower ceiling the the floor
504[43]
505TYPE=PUSH;
506ACTIVATORS=PLAYER;
507CEILING.TYPE=MOVE;
508CEILING.SPEED_DOWN=1;
509CEILING.DEST_REF=FLOOR;
510CEILING.SFX_DOWN=STNMOV;
511
512// CEILING CRUSH W1
513[44]
514TYPE=WALK;
515ACTIVATORS=PLAYER;
516COUNT=1;
517CEILING.TYPE=MOVE;
518CEILING.SPEED_DOWN=1;
519CEILING.DEST_REF=FLOOR;
520CEILING.DEST_OFFSET=8;
521CEILING.SFX_UP=STNMOV;
522CEILING.SFX_DOWN=STNMOV;
523CEILING.CRUSH_DAMAGE=10;
524
525// Switch Repeater - Lower floor to the next lowest surrounding floor
526[45]
527TYPE=PUSH;
528ACTIVATORS=PLAYER;
529FLOOR.TYPE=MOVE;
530FLOOR.SPEED_DOWN=1;
531FLOOR.DEST_REF=HISURROUNDINGFLOOR;
532FLOOR.SFX_DOWN=STNMOV;
533
534// OPEN DOOR GR
535[46]
536TYPE=SHOOT;
537ACTIVATORS=PLAYER, MONSTER;
538CEILING.TYPE=MOVE;
539CEILING.SPEED_UP=2;
540CEILING.DEST_REF=LOSURROUNDINGCEILING;
541CEILING.DEST_OFFSET=-4;
542CEILING.SFX_UP=DOROPN;
543
544// RAISE FLOOR TO NEAREST AND CHANGE G1
545[47]
546TYPE=SHOOT;
547ACTIVATORS=PLAYER;
548COUNT=1;
549FLOOR.TYPE=MOVE;
550FLOOR.SPEED_UP=0.5;
551FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
552FLOOR.TEXTURE="+";
553FLOOR.SFX_UP=STNMOV;
554
555// SCROLL LEFT
556[48]
557SCROLL=LEFT;
558SCROLLING_SPEED=1;
559
560// CEILING CRUSH AND RAISE S1
561[49]
562TYPE=PUSH;
563ACTIVATORS=PLAYER;
564COUNT=1;
565CEILING.TYPE=CONTINUOUS;
566CEILING.SPEED_UP=1;
567CEILING.SPEED_DOWN=1;
568CEILING.DEST_REF=FLOOR;
569CEILING.DEST_OFFSET=8;
570CEILING.SFX_UP=STNMOV;
571CEILING.SFX_DOWN=STNMOV;
572CEILING.CRUSH_DAMAGE=10;
573
574// CLOSE DOOR S1
575[50]
576TYPE=PUSH;
577ACTIVATORS=PLAYER;
578COUNT=1;
579CEILING.TYPE=MOVE;
580CEILING.SPEED_DOWN=2;
581CEILING.DEST_REF=FLOOR;
582CEILING.SFX_DOWN=DORCLS;
583
584// SECRET EXIT S1
585[51]
586TYPE=PUSH;
587ACTIVATORS=PLAYER,NOBOT;
588ACTIVATE_SOUND="SWTCHX";
589COUNT=1;
590EXIT=SECRET;
591
592// EXIT W1
593[52]
594TYPE=WALK;
595ACTIVATORS=PLAYER,NOBOT;
596COUNT=1;
597EXIT=NORMAL;
598
599// PERPETUAL RAISE W1
600[53]
601TYPE=WALK;
602ACTIVATORS=PLAYER;
603COUNT=1;
604FLOOR.TYPE=CONTINUOUS;
605FLOOR.SPEED_UP=1;
606FLOOR.SPEED_DOWN=1;
607FLOOR.DEST_REF=LOSURROUNDINGFLOOR,INCLUDE;
608FLOOR.OTHER_REF=HISURROUNDINGFLOOR,INCLUDE;
609FLOOR.PAUSE_TIME=105T;
610FLOOR.SFX_START=PSTART;
611FLOOR.SFX_STOP=PSTOP;
612
613// PLATFORM STOP W1
614[54]
615TYPE=WALK;
616ACTIVATORS=PLAYER;
617COUNT=1;
618FLOOR.TYPE=STOP;
619
620// RAISE FLOOR CRUSH S1
621[55]
622TYPE=PUSH;
623ACTIVATORS=PLAYER;
624COUNT=1;
625FLOOR.TYPE=MOVE;
626FLOOR.SPEED_UP=1;
627FLOOR.DEST_REF=LOSURROUNDINGCEILING;
628FLOOR.DEST_OFFSET=-8;
629FLOOR.SFX_UP=STNMOV;
630FLOOR.CRUSH_DAMAGE=10;
631
632// RAISE FLOOR CRUSH W1
633[56]
634TYPE=WALK;
635ACTIVATORS=PLAYER;
636COUNT=1;
637FLOOR.TYPE=MOVE;
638FLOOR.SPEED_UP=1;
639FLOOR.DEST_REF=LOSURROUNDINGCEILING;
640FLOOR.DEST_OFFSET=-8;
641FLOOR.SFX_UP=STNMOV;
642FLOOR.CRUSH_DAMAGE=10;
643
644// CEILING CRUSH STOP W1
645[57]
646TYPE=WALK;
647ACTIVATORS=PLAYER;
648COUNT=1;
649CEILING.TYPE=STOP;
650
651// RAISE FLOOR 24
652[58]
653TYPE=WALK;
654ACTIVATORS=PLAYER;
655COUNT=1;
656FLOOR.TYPE=MOVE;
657FLOOR.SPEED_UP=1;
658FLOOR.DEST_REF=FLOOR;
659FLOOR.DEST_OFFSET=24;
660FLOOR.SFX_UP=STNMOV;
661
662// RAISE FLOOR 24 AND CHANGE W1
663[59]
664TYPE=WALK;
665ACTIVATORS=PLAYER;
666COUNT=1;
667FLOOR.TYPE=MOVE;
668FLOOR.SPEED_UP=1;
669FLOOR.DEST_REF=FLOOR;
670FLOOR.DEST_OFFSET=24;
671FLOOR.TEXTURE="+";
672FLOOR.SFX_UP=STNMOV;
673
674// Switch Repeater - Lower floor to the lowest surrounding floor
675[60]
676TYPE=PUSH;
677ACTIVATORS=PLAYER;
678FLOOR.TYPE=MOVE;
679FLOOR.SPEED_DOWN=1;
680FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
681FLOOR.SFX_DOWN=STNMOV;
682
683// Switch Repeater - Open door
684[61]
685TYPE=PUSH;
686ACTIVATORS=PLAYER;
687CEILING.TYPE=MOVE;
688CEILING.SPEED_UP=2;
689CEILING.DEST_REF=LOSURROUNDINGCEILING;
690CEILING.DEST_OFFSET=-4;
691CEILING.SFX_UP=DOROPN;
692
693// Switch Repeater - Platform goes down, wait, then up and stay
694[62]
695TYPE=PUSH;
696ACTIVATORS=PLAYER;
697FLOOR.TYPE=MOVEWAITRETURN;
698FLOOR.SPEED_UP=4;
699FLOOR.SPEED_DOWN=4;
700FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
701FLOOR.PAUSE_TIME=105T;
702FLOOR.SFX_START=PSTART;
703FLOOR.SFX_STOP=PSTOP;
704
705// Switch Repeater - Raise the door (closes after pause)
706[63]
707TYPE=PUSH;
708ACTIVATORS=PLAYER;
709CEILING.TYPE=MOVEWAITRETURN;
710CEILING.SPEED_UP=2;
711CEILING.SPEED_DOWN=2;
712CEILING.DEST_REF=LOSURROUNDINGCEILING;
713CEILING.DEST_OFFSET=-4;
714CEILING.PAUSE_TIME=150T;
715CEILING.SFX_UP=DOROPN;
716CEILING.SFX_DOWN=DORCLS;
717
718// RAISE FLOOR TO CEILING SR
719[64]
720TYPE=PUSH;
721ACTIVATORS=PLAYER;
722FLOOR.TYPE=MOVE;
723FLOOR.SPEED_UP=1;
724FLOOR.DEST_REF=LOSURROUNDINGCEILING;
725FLOOR.SFX_UP=STNMOV;
726
727// RAISE FLOOR CRUSH SR
728[65]
729TYPE=PUSH;
730ACTIVATORS=PLAYER;
731FLOOR.DEST_OFFSET=8;
732FLOOR.TYPE=MOVE;
733FLOOR.SPEED_UP=1;
734FLOOR.DEST_REF=LOSURROUNDINGCEILING;
735FLOOR.SFX_UP=STNMOV;
736FLOOR.CRUSH_DAMAGE=10;
737
738// RAISE FLOOR 24 AND CHANGE SR
739[66]
740TYPE=PUSH;
741ACTIVATORS=PLAYER;
742FLOOR.TYPE=MOVE;
743FLOOR.SPEED_UP=0.5;
744FLOOR.DEST_REF=FLOOR;
745FLOOR.DEST_OFFSET=24;
746FLOOR.SFX_UP=STNMOV;
747FLOOR.TEXTURE="+";
748
749// RAISE FLOOR 32 AND CHANGE SR
750[67]
751TYPE=PUSH;
752ACTIVATORS=PLAYER;
753FLOOR.TYPE=MOVE;
754FLOOR.SPEED_UP=0.5;
755FLOOR.DEST_REF=FLOOR;
756FLOOR.DEST_OFFSET=32;
757FLOOR.SFX_UP=STNMOV;
758FLOOR.TEXTURE="+";
759
760// RAISE FLOOR TO NEAREST AND CHANGE SR
761[68]
762TYPE=PUSH;
763ACTIVATORS=PLAYER;
764FLOOR.TYPE=MOVE;
765FLOOR.SPEED_UP=0.5;
766FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
767FLOOR.TEXTURE="+";
768FLOOR.SFX_UP=STNMOV;
769
770// RAISE FLOOR TO NEAREST SR
771[69]
772TYPE=PUSH;
773ACTIVATORS=PLAYER;
774FLOOR.TYPE=MOVE;
775FLOOR.SPEED_UP=1;
776FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
777FLOOR.SFX_UP=STNMOV;
778
779// TURBO LOWER FLOOR SR
780[70]
781TYPE=PUSH;
782ACTIVATORS=PLAYER;
783FLOOR.TYPE=MOVE;
784FLOOR.SPEED_DOWN=4;
785FLOOR.DEST_REF=HISURROUNDINGFLOOR;
786FLOOR.DEST_OFFSET=8;
787FLOOR.SFX_DOWN=STNMOV;
788
789// TURBO LOWER FLOOR 71 S1
790[71]
791TYPE=PUSH;
792ACTIVATORS=PLAYER;
793COUNT=1;
794FLOOR.TYPE=MOVE;
795FLOOR.SPEED_DOWN=4;
796FLOOR.DEST_REF=HISURROUNDINGFLOOR;
797FLOOR.DEST_OFFSET=8;
798FLOOR.SFX_DOWN=STNMOV;
799
800// CEILING CRUSH WR
801[72]
802TYPE=WALK;
803ACTIVATORS=PLAYER;
804CEILING.TYPE=MOVE;
805CEILING.SPEED_DOWN=1;
806CEILING.DEST_REF=FLOOR;
807CEILING.DEST_OFFSET=8;
808CEILING.SFX_DOWN=STNMOV;
809CEILING.CRUSH_DAMAGE=10;
810
811// CEILING CRUSH AND RAISE WR
812[73]
813TYPE=WALK;
814ACTIVATORS=PLAYER;
815CEILING.TYPE=CONTINUOUS;
816CEILING.SPEED_UP=1;
817CEILING.SPEED_DOWN=1;
818CEILING.DEST_REF=FLOOR;
819CEILING.DEST_OFFSET=8;
820CEILING.SFX_UP=STNMOV;
821CEILING.SFX_DOWN=STNMOV;
822CEILING.CRUSH_DAMAGE=10;
823
824// CEILING CRUSH STOP WR
825[74]
826TYPE=WALK;
827ACTIVATORS=PLAYER;
828CEILING.TYPE=STOP;
829
830// CLOSE DOOR WR
831[75]
832TYPE=WALK;
833ACTIVATORS=PLAYER;
834CEILING.TYPE=MOVE;
835CEILING.SPEED_DOWN=2;
836CEILING.DEST_REF=FLOOR;
837CEILING.SFX_DOWN=DORCLS;
838
839// CLOSE DOOR FOR 30 WR
840[76]
841TYPE=WALK;
842ACTIVATORS=PLAYER;
843CEILING.TYPE=MOVEWAITRETURN;
844CEILING.SPEED_UP=2;
845CEILING.SPEED_DOWN=2;
846CEILING.DEST_REF=FLOOR;
847CEILING.SFX_UP=DOROPN;
848CEILING.SFX_DOWN=DORCLS;
849CEILING.PAUSE_TIME=30;
850
851// FAST CRUSHING CEILING WR
852[77]
853TYPE=WALK;
854ACTIVATORS=PLAYER;
855CEILING.TYPE=CONTINUOUS;
856CEILING.SPEED_UP=2;
857CEILING.SPEED_DOWN=2;
858CEILING.DEST_REF=FLOOR;
859CEILING.DEST_OFFSET=8;
860CEILING.SFX_UP=STNMOV;
861CEILING.SFX_DOWN=STNMOV;
862CEILING.CRUSH_DAMAGE=10;
863
864// NOTE: 78 was documented in some editors as 'WR Lights to dimmest neighbor'
865//       but it actually does nothing since DOOM 1.666 (per the official DOOM specs)
866//       Next is the updated BOOM line types instead.
867
868[78] // Transfer floor texture (NXP) SR (Boom)
869TYPE=PUSH;
870ACTIVATORS=PLAYER;
871FLOOR.TYPE=MOVE;
872FLOOR.SPEED_UP=1;
873FLOOR.DEST_REF=FLOOR;
874FLOOR.DEST_OFFSET=0;
875FLOOR.TEXTURE="-";
876
877// LIGHTS DARK 35 WR
878[79]
879TYPE=WALK;
880ACTIVATORS=PLAYER;
881LIGHT_TYPE=SET;
882LIGHT_LEVEL=35;
883
884// LIGHTS NEIGHBOUR WR
885[80]
886TYPE=WALK;
887ACTIVATORS=PLAYER;
888LIGHT_TYPE=SET;
889LIGHT_LEVEL=0;
890
891// LIGHTS 255 WR
892[81]
893TYPE=WALK;
894ACTIVATORS=PLAYER;
895LIGHT_TYPE=SET;
896LIGHT_LEVEL=255;
897
898// LOWER FLOOR TO LOWEST WR
899[82]
900TYPE=WALK;
901ACTIVATORS=PLAYER;
902FLOOR.TYPE=MOVE;
903FLOOR.SPEED_DOWN=1;
904FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
905FLOOR.SFX_UP=STNMOV;
906FLOOR.SFX_DOWN=STNMOV;
907
908// LOWER FLOOR WR
909[83]
910TYPE=WALK;
911ACTIVATORS=PLAYER;
912FLOOR.TYPE=MOVE;
913FLOOR.SPEED_DOWN=1;
914FLOOR.DEST_REF=HISURROUNDINGFLOOR;
915FLOOR.SFX_DOWN=STNMOV;
916
917// LOWER AND CHANGE WR
918[84]
919TYPE=WALK;
920ACTIVATORS=PLAYER;
921FLOOR.TYPE=MOVE;
922FLOOR.SPEED_DOWN=1;
923FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
924FLOOR.TEXTURE="-";
925FLOOR.SFX_DOWN=STNMOV;
926
927// NOTE: linetype 85 is not used in DOOM or DOOM2 - it's a Heretic linetype, but BOOM uses it as something else...
928
929[85] // SCROLL RIGHT (Boom)
930SCROLL=RIGHT;
931SCROLLING_SPEED=1;
932
933// OPEN DOOR WR
934[86]
935TYPE=WALK;
936ACTIVATORS=PLAYER;
937CEILING.TYPE=MOVE;
938CEILING.SPEED_UP=2;
939CEILING.DEST_REF=LOSURROUNDINGCEILING;
940CEILING.DEST_OFFSET=-4;
941CEILING.SFX_UP=DOROPN;
942
943// PERPETUAL PLAT RAISE WR
944[87]
945TYPE=WALK;
946ACTIVATORS=PLAYER;
947FLOOR.TYPE=CONTINUOUS;
948FLOOR.SPEED_UP=1;
949FLOOR.SPEED_DOWN=1;
950FLOOR.DEST_REF=LOSURROUNDINGFLOOR,INCLUDE;
951FLOOR.OTHER_REF=HISURROUNDINGFLOOR,INCLUDE;
952FLOOR.PAUSE_TIME=105T;
953FLOOR.SFX_START=PSTART;
954FLOOR.SFX_STOP=PSTOP;
955
956// PLAT DOWN WAIT UP STAY WR
957[88]
958TYPE=WALK;
959ACTIVATORS=PLAYER, MONSTER;
960FLOOR.TYPE=MOVEWAITRETURN;
961FLOOR.SPEED_UP=4;
962FLOOR.SPEED_DOWN=4;
963FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
964FLOOR.PAUSE_TIME=105T;
965FLOOR.SFX_START=PSTART;
966FLOOR.SFX_STOP=PSTOP;
967
968// PLAT STOP WR
969[89]
970TYPE=WALK;
971ACTIVATORS=PLAYER;
972FLOOR.TYPE=STOP;
973
974// RAISE DOOR WR
975[90]
976TYPE=WALK;
977ACTIVATORS=PLAYER;
978CEILING.TYPE=MOVEWAITRETURN;
979CEILING.SPEED_UP=2;
980CEILING.SPEED_DOWN=2;
981CEILING.DEST_REF=LOSURROUNDINGCEILING;
982CEILING.DEST_OFFSET=-4;
983CEILING.PAUSE_TIME=150T;
984CEILING.SFX_UP=DOROPN;
985CEILING.SFX_DOWN=DORCLS;
986
987// RAISE FLOOR WR
988[91]
989TYPE=WALK;
990ACTIVATORS=PLAYER;
991FLOOR.TYPE=MOVE;
992FLOOR.SPEED_UP=1;
993FLOOR.DEST_REF=LOSURROUNDINGCEILING;
994FLOOR.SFX_UP=STNMOV;
995
996// RAISE FLOOR 24 WR
997[92]
998TYPE=WALK;
999ACTIVATORS=PLAYER;
1000FLOOR.TYPE=MOVE;
1001FLOOR.SPEED_UP=1;
1002FLOOR.DEST_REF=FLOOR;
1003FLOOR.DEST_OFFSET=24;
1004FLOOR.SFX_UP=STNMOV;
1005
1006// RAISE FLOOR 24 AND CHANGE WR
1007[93]
1008TYPE=WALK;
1009ACTIVATORS=PLAYER;
1010FLOOR.TYPE=MOVE;
1011FLOOR.SPEED_UP=1;
1012FLOOR.DEST_REF=FLOOR;
1013FLOOR.DEST_OFFSET=24;
1014FLOOR.TEXTURE="+";
1015FLOOR.SFX_UP=STNMOV;
1016
1017// RAISE FLOOR CRUSH WR
1018[94]
1019TYPE=WALK;
1020ACTIVATORS=PLAYER;
1021FLOOR.TYPE=MOVE;
1022FLOOR.SPEED_UP=1;
1023FLOOR.DEST_REF=LOSURROUNDINGCEILING;
1024FLOOR.DEST_OFFSET=-8;
1025FLOOR.SFX_UP=STNMOV;
1026FLOOR.CRUSH_DAMAGE=10;
1027
1028// RAISE FLOOR TO NEAREST AND CHANGE WR
1029[95]
1030TYPE=WALK;
1031ACTIVATORS=PLAYER;
1032FLOOR.TYPE=MOVE;
1033FLOOR.SPEED_UP=0.5;
1034FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
1035FLOOR.TEXTURE="+";
1036FLOOR.SFX_UP=STNMOV;
1037
1038// RAISE TO TEXTURE WR
1039[96]
1040TYPE=WALK;
1041ACTIVATORS=PLAYER;
1042FLOOR.TYPE=MOVE;
1043FLOOR.SPEED_UP=1;
1044FLOOR.DEST_REF=LOWESTBOTTOMTEXTURE;
1045FLOOR.SFX_UP=STNMOV;
1046
1047// Player and Creature Teleport - WR
1048[97]
1049TYPE=WALK;
1050ACTIVATORS=PLAYER, MONSTER, OTHER;
1051TELEPORT=TRUE;
1052TELEPORT_DELAY=18T;
1053TELEIN_EFFECTOBJ=TELEPORT_FLASH;
1054TELEOUT_EFFECTOBJ=TELEPORT_FLASH;
1055SINGLESIDED=TRUE;
1056
1057// LOWER FLOOR TURBO WR
1058[98]
1059TYPE=WALK;
1060ACTIVATORS=PLAYER;
1061FLOOR.TYPE=MOVE;
1062FLOOR.SPEED_DOWN=4;
1063FLOOR.DEST_REF=HISURROUNDINGFLOOR;
1064FLOOR.DEST_OFFSET=8;
1065FLOOR.SFX_DOWN=STNMOV;
1066
1067// BLAZE OPEN DOOR BLUE SR
1068[99]
1069TYPE=PUSH;
1070ACTIVATORS=PLAYER;
1071KEYS=BLUE_CARD, BLUE_SKULL;
1072CEILING.TYPE=MOVE;
1073CEILING.SPEED_UP=8;
1074CEILING.DEST_REF=LOSURROUNDINGCEILING;
1075CEILING.DEST_OFFSET=-4;
1076CEILING.SFX_UP=BDOPN;
1077FAILED_MESSAGE=NeedBlueForDoor;
1078
1079// BUILD STAIRS TURBO 16 W1
1080[100]
1081TYPE=WALK;
1082ACTIVATORS=PLAYER;
1083COUNT=1;
1084FLOOR.TYPE=BUILDSTAIRS;
1085FLOOR.SPEED_UP=4;
1086FLOOR.SPEED_DOWN=0;
1087FLOOR.DEST_REF=FLOOR;
1088FLOOR.DEST_OFFSET=16;
1089FLOOR.SFX_UP=STNMOV;
1090
1091// RAISE FLOOR S1
1092[101]
1093TYPE=PUSH;
1094ACTIVATORS=PLAYER;
1095COUNT=1;
1096FLOOR.TYPE=MOVE;
1097FLOOR.SPEED_UP=1;
1098FLOOR.DEST_REF=LOSURROUNDINGCEILING;
1099FLOOR.SFX_UP=STNMOV;
1100
1101// LOWER FLOOR TO SURROUNDING S1
1102[102]
1103TYPE=PUSH;
1104ACTIVATORS=PLAYER;
1105COUNT=1;
1106FLOOR.TYPE=MOVE;
1107FLOOR.SPEED_DOWN=1;
1108FLOOR.DEST_REF=HISURROUNDINGFLOOR;
1109FLOOR.SFX_DOWN=STNMOV;
1110
1111// OPEN DOOR S1
1112[103]
1113TYPE=PUSH;
1114ACTIVATORS=PLAYER;
1115COUNT=1;
1116CEILING.TYPE=MOVE;
1117CEILING.SPEED_UP=2;
1118CEILING.DEST_REF=LOSURROUNDINGCEILING;
1119CEILING.DEST_OFFSET=-4;
1120CEILING.SFX_UP=DOROPN;
1121
1122// LIGHTS OFF W1
1123[104]
1124TYPE=WALK;
1125ACTIVATORS=PLAYER;
1126COUNT=1;
1127LIGHT_TYPE=SET;
1128LIGHT_LEVEL=1;
1129
1130// BLAZING DOOR RAISE WR
1131[105]
1132TYPE=WALK;
1133ACTIVATORS=PLAYER;
1134CEILING.TYPE=MOVEWAITRETURN;
1135CEILING.SPEED_UP=8;
1136CEILING.SPEED_DOWN=8;
1137CEILING.DEST_REF=LOSURROUNDINGCEILING;
1138CEILING.DEST_OFFSET=-4;
1139CEILING.SFX_UP=BDOPN;
1140CEILING.PAUSE_TIME=150T;
1141CEILING.SFX_DOWN=BDCLS;
1142
1143// BLAZING DOOR OPEN WR
1144[106]
1145TYPE=WALK;
1146ACTIVATORS=PLAYER;
1147CEILING.TYPE=MOVE;
1148CEILING.SPEED_UP=8;
1149CEILING.DEST_REF=LOSURROUNDINGCEILING;
1150CEILING.DEST_OFFSET=-4;
1151CEILING.SFX_UP=BDOPN;
1152
1153// BLAZING DOOR CLOSE WR
1154[107]
1155TYPE=WALK;
1156ACTIVATORS=PLAYER;
1157CEILING.TYPE=MOVE;
1158CEILING.SPEED_DOWN=8;
1159CEILING.DEST_REF=FLOOR;
1160CEILING.SFX_DOWN=BDCLS;
1161
1162// BLAZING DOOR RAISE W1
1163[108]
1164TYPE=WALK;
1165ACTIVATORS=PLAYER;
1166COUNT=1;
1167CEILING.TYPE=MOVEWAITRETURN;
1168CEILING.SPEED_UP=8;
1169CEILING.SPEED_DOWN=8;
1170CEILING.DEST_REF=LOSURROUNDINGCEILING;
1171CEILING.DEST_OFFSET=4;
1172CEILING.PAUSE_TIME=150T;
1173CEILING.SFX_UP=BDOPN;
1174CEILING.SFX_DOWN=BDCLS;
1175
1176// BLAZING DOOR OPEN W1
1177[109]
1178TYPE=WALK;
1179ACTIVATORS=PLAYER;
1180COUNT=1;
1181CEILING.TYPE=MOVE;
1182CEILING.SPEED_UP=8;
1183CEILING.DEST_REF=LOSURROUNDINGCEILING;
1184CEILING.DEST_OFFSET=-4;
1185CEILING.SFX_UP=BDOPN;
1186
1187// BLAZING DOOR CLOSE W1
1188[110]
1189TYPE=WALK;
1190ACTIVATORS=PLAYER;
1191COUNT=1;
1192CEILING.TYPE=MOVE;
1193CEILING.SPEED_DOWN=8;
1194CEILING.DEST_REF=FLOOR;
1195CEILING.SFX_DOWN=BDCLS;
1196
1197// BLAZING DOOR RAISE S1
1198[111]
1199TYPE=PUSH;
1200ACTIVATORS=PLAYER;
1201COUNT=1;
1202CEILING.TYPE=MOVEWAITRETURN;
1203CEILING.SPEED_UP=8;
1204CEILING.SPEED_DOWN=8;
1205CEILING.DEST_REF=LOSURROUNDINGCEILING;
1206CEILING.DEST_OFFSET=-4;
1207CEILING.PAUSE_TIME=150T;
1208CEILING.SFX_UP=BDOPN;
1209CEILING.SFX_DOWN=BDCLS;
1210
1211// BLAZING DOOR OPEN S1
1212[112]
1213TYPE=PUSH;
1214ACTIVATORS=PLAYER;
1215COUNT=1;
1216CEILING.TYPE=MOVE;
1217CEILING.SPEED_UP=8;
1218CEILING.DEST_REF=LOSURROUNDINGCEILING;
1219CEILING.DEST_OFFSET=-4;
1220CEILING.SFX_UP=BDOPN;
1221
1222// BLAZING DOOR CLOSE S1
1223[113]
1224TYPE=PUSH;
1225ACTIVATORS=PLAYER;
1226COUNT=1;
1227CEILING.TYPE=MOVE;
1228CEILING.SPEED_DOWN=8;
1229CEILING.DEST_REF=FLOOR;
1230CEILING.SFX_DOWN=BDCLS;
1231
1232// BLAZING DOOR RAISE SR
1233[114]
1234TYPE=PUSH;
1235ACTIVATORS=PLAYER;
1236CEILING.TYPE=MOVEWAITRETURN;
1237CEILING.SPEED_UP=8;
1238CEILING.SPEED_DOWN=8;
1239CEILING.DEST_REF=LOSURROUNDINGCEILING;
1240CEILING.DEST_OFFSET=-4;
1241CEILING.PAUSE_TIME=150T;
1242CEILING.SFX_UP=BDOPN;
1243CEILING.SFX_DOWN=BDCLS;
1244
1245// BLAZING DOOR OPEN SR
1246[115]
1247TYPE=PUSH;
1248ACTIVATORS=PLAYER;
1249CEILING.TYPE=MOVE;
1250CEILING.SPEED_UP=8;
1251CEILING.DEST_REF=LOSURROUNDINGCEILING;
1252CEILING.DEST_OFFSET=-4;
1253CEILING.SFX_UP=BDOPN;
1254
1255// BLAZING DOOR CLOSE SR
1256[116]
1257TYPE=PUSH;
1258ACTIVATORS=PLAYER;
1259CEILING.TYPE=MOVE;
1260CEILING.SPEED_DOWN=8;
1261CEILING.DEST_REF=FLOOR;
1262CEILING.SFX_DOWN=BDCLS;
1263
1264// BLAZING DOOR RAISE SR
1265[117]
1266TYPE=MANUAL;
1267ACTIVATORS=PLAYER;
1268CEILING.TYPE=MOVEWAITRETURN;
1269CEILING.SPEED_UP=8;
1270CEILING.SPEED_DOWN=8;
1271CEILING.DEST_REF=LOSURROUNDINGCEILING;
1272CEILING.DEST_OFFSET=-4;
1273CEILING.PAUSE_TIME=150T;
1274CEILING.SFX_UP=BDOPN;
1275CEILING.SFX_DOWN=BDCLS;
1276
1277// BLAZING DOOR OPEN S1
1278[118]
1279TYPE=MANUAL;
1280ACTIVATORS=PLAYER;
1281COUNT=1;
1282CEILING.TYPE=MOVE;
1283CEILING.SPEED_UP=8;
1284CEILING.DEST_REF=LOSURROUNDINGCEILING;
1285CEILING.DEST_OFFSET=-4;
1286CEILING.SFX_UP=BDOPN;
1287
1288// RAISE FLOOR TO NEXT HIGHEST W1
1289[119]
1290TYPE=WALK;
1291ACTIVATORS=PLAYER;
1292COUNT=1;
1293FLOOR.TYPE=MOVE;
1294FLOOR.SPEED_UP=1;
1295FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
1296FLOOR.SFX_UP=STNMOV;
1297
1298// BLAZING PLAT DOWN WAIT UP STAY WR
1299[120]
1300TYPE=WALK;
1301ACTIVATORS=PLAYER;
1302FLOOR.TYPE=MOVEWAITRETURN;
1303FLOOR.SPEED_UP=8;
1304FLOOR.SPEED_DOWN=8;
1305FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
1306FLOOR.PAUSE_TIME=105T;
1307FLOOR.SFX_START=PSTART;
1308FLOOR.SFX_STOP=PSTOP;
1309
1310// BLAZING PLAT DOWNWAITUPSTAY W1
1311[121]
1312TYPE=WALK;
1313ACTIVATORS=PLAYER;
1314COUNT=1;
1315FLOOR.TYPE=MOVEWAITRETURN;
1316FLOOR.SPEED_UP=8;
1317FLOOR.SPEED_DOWN=8;
1318FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
1319FLOOR.PAUSE_TIME=105T;
1320FLOOR.SFX_START=PSTART;
1321FLOOR.SFX_STOP=PSTOP;
1322
1323// BLAZING PLAT DOWN WAIT UP STAY S1
1324[122]
1325TYPE=PUSH;
1326ACTIVATORS=PLAYER;
1327COUNT=1;
1328FLOOR.TYPE=MOVEWAITRETURN;
1329FLOOR.SPEED_UP=8;
1330FLOOR.SPEED_DOWN=8;
1331FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
1332FLOOR.PAUSE_TIME=105T;
1333FLOOR.SFX_START=PSTART;
1334FLOOR.SFX_STOP=PSTOP;
1335
1336// BLAZING PLAT DOWN WAIT UP STAY SR
1337[123]
1338TYPE=PUSH;
1339ACTIVATORS=PLAYER;
1340FLOOR.TYPE=MOVEWAITRETURN;
1341FLOOR.SPEED_UP=8;
1342FLOOR.SPEED_DOWN=8;
1343FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
1344FLOOR.PAUSE_TIME=105T;
1345FLOOR.SFX_START=PSTART;
1346FLOOR.SFX_STOP=PSTOP;
1347SINGLESIDED=TRUE;   /// hack for MAP01 of Claustrophobia 1024
1348
1349// SECRET EXIT W1
1350[124]
1351TYPE=WALK;
1352ACTIVATORS=PLAYER,NOBOT;
1353COUNT=1;
1354EXIT=SECRET;
1355
1356// MONSTER TELEPORT W1
1357[125]
1358TYPE=WALK;
1359ACTIVATORS=MONSTER,OTHER;
1360COUNT=1;
1361TELEPORT=TRUE;
1362TELEPORT_DELAY=18T;
1363TELEIN_EFFECTOBJ=TELEPORT_FLASH;
1364TELEOUT_EFFECTOBJ=TELEPORT_FLASH;
1365SINGLESIDED=TRUE;
1366
1367// TELEPORT MONSTERS WR
1368[126]
1369TYPE=WALK;
1370ACTIVATORS=MONSTER,OTHER;
1371TELEPORT=TRUE;
1372TELEPORT_DELAY=18T;
1373TELEIN_EFFECTOBJ=TELEPORT_FLASH;
1374TELEOUT_EFFECTOBJ=TELEPORT_FLASH;
1375SINGLESIDED=TRUE;
1376
1377// BUILD STAIRS TURBO 16 S1
1378[127]
1379TYPE=PUSH;
1380ACTIVATORS=PLAYER;
1381COUNT=1;
1382FLOOR.TYPE=BUILDSTAIRS;
1383FLOOR.SPEED_UP=4;
1384FLOOR.SPEED_DOWN=0;
1385FLOOR.DEST_REF=FLOOR;
1386FLOOR.DEST_OFFSET=16;
1387FLOOR.SFX_UP=STNMOV;
1388
1389// RAISE TO NEAREST FLOOR WR
1390[128]
1391TYPE=WALK;
1392ACTIVATORS=PLAYER;
1393FLOOR.TYPE=MOVE;
1394FLOOR.SPEED_UP=1;
1395FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
1396FLOOR.SFX_UP=STNMOV;
1397
1398// RAISE FLOOR TURBO WR
1399[129]
1400TYPE=WALK;
1401ACTIVATORS=PLAYER;
1402FLOOR.TYPE=MOVE;
1403FLOOR.SPEED_UP=4;
1404FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
1405FLOOR.SFX_UP=STNMOV;
1406
1407// RAISE FLOOR TURBO W1
1408[130]
1409TYPE=WALK;
1410ACTIVATORS=PLAYER;
1411COUNT=1;
1412FLOOR.TYPE=MOVE;
1413FLOOR.SPEED_UP=4;
1414FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
1415FLOOR.SFX_UP=STNMOV;
1416
1417// RAISE FLOOR TURBO S1
1418[131]
1419TYPE=PUSH;
1420ACTIVATORS=PLAYER;
1421COUNT=1;
1422FLOOR.TYPE=MOVE;
1423FLOOR.SPEED_UP=4;
1424FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
1425FLOOR.SFX_UP=STNMOV;
1426
1427// RAISE FLOOR TURBO SR
1428[132]
1429TYPE=PUSH;
1430ACTIVATORS=PLAYER;
1431FLOOR.TYPE=MOVE;
1432FLOOR.SPEED_UP=4;
1433FLOOR.SPEED_DOWN=4;
1434FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
1435FLOOR.SFX_UP=STNMOV;
1436
1437// BLAZING OPEN DOOR BLUE S1
1438[133]
1439TYPE=PUSH;
1440ACTIVATORS=PLAYER;
1441KEYS=BLUE_CARD, BLUE_SKULL;
1442COUNT=1;
1443CEILING.TYPE=MOVE;
1444CEILING.SPEED_UP=8;
1445CEILING.DEST_REF=LOSURROUNDINGCEILING;
1446CEILING.DEST_OFFSET=-4;
1447CEILING.SFX_UP=BDOPN;
1448FAILED_MESSAGE=NeedBlueForObject;
1449
1450// BLAZE OPEN DOOR RED SR
1451[134]
1452TYPE=PUSH;
1453ACTIVATORS=PLAYER;
1454KEYS=RED_CARD, RED_SKULL;
1455CEILING.TYPE=MOVE;
1456CEILING.SPEED_UP=8;
1457CEILING.SPEED_DOWN=8;
1458CEILING.DEST_REF=LOSURROUNDINGCEILING;
1459CEILING.DEST_OFFSET=-4;
1460CEILING.SFX_UP=BDOPN;
1461FAILED_MESSAGE=NeedRedForObject;
1462
1463// BLAZING OPEN DOOR RED S1
1464[135]
1465TYPE=PUSH;
1466ACTIVATORS=PLAYER;
1467KEYS=RED_CARD, RED_SKULL;
1468COUNT=1;
1469CEILING.TYPE=MOVE;
1470CEILING.SPEED_UP=8;
1471CEILING.DEST_REF=LOSURROUNDINGCEILING;
1472CEILING.DEST_OFFSET=-4;
1473CEILING.SFX_UP=BDOPN;
1474FAILED_MESSAGE=NeedRedForObject;
1475
1476// BLAZING DOOR OPEN YELLOW SR
1477[136]
1478TYPE=PUSH;
1479ACTIVATORS=PLAYER;
1480KEYS=YELLOW_CARD, YELLOW_SKULL;
1481CEILING.TYPE=MOVE;
1482CEILING.SPEED_UP=8;
1483CEILING.DEST_REF=LOSURROUNDINGCEILING;
1484CEILING.DEST_OFFSET=-4;
1485CEILING.SFX_UP=BDOPN;
1486FAILED_MESSAGE=NeedYellowForObject;
1487
1488// BLAZING OPEN DOOR YELLOW S1
1489[137]
1490TYPE=PUSH;
1491ACTIVATORS=PLAYER;
1492KEYS=YELLOW_CARD, YELLOW_SKULL;
1493COUNT=1;
1494CEILING.TYPE=MOVE;
1495CEILING.SPEED_UP=8;
1496CEILING.DEST_REF=LOSURROUNDINGCEILING;
1497CEILING.DEST_OFFSET=-4;
1498CEILING.SFX_UP=BDOPN;
1499FAILED_MESSAGE=NeedYellowForObject;
1500
1501// LIGHTS ON SR
1502[138]
1503TYPE=PUSH;
1504ACTIVATORS=PLAYER;
1505LIGHT_TYPE=SET;
1506LIGHT_LEVEL=255;
1507
1508// LIGHTS 35 SR
1509[139]
1510TYPE=PUSH;
1511ACTIVATORS=PLAYER;
1512LIGHT_TYPE=SET;
1513LIGHT_LEVEL=35;
1514
1515// Switch Once - Raise the floor up by 512
1516[140]
1517TYPE=PUSH;
1518ACTIVATORS=PLAYER;
1519COUNT=1;
1520FLOOR.TYPE=MOVE;
1521FLOOR.SPEED_UP=1;
1522FLOOR.DEST_REF=FLOOR;
1523FLOOR.DEST_OFFSET=512;
1524FLOOR.SFX_UP=STNMOV;
1525
1526// SILENT CRUSHING CEILING W1
1527[141]
1528TYPE=WALK;
1529ACTIVATORS=PLAYER;
1530COUNT=1;
1531CEILING.TYPE=CONTINUOUS;
1532CEILING.SPEED_UP=1;
1533CEILING.SPEED_DOWN=1;
1534CEILING.DEST_REF=FLOOR;
1535CEILING.DEST_OFFSET=8;
1536CEILING.SFX_START=PSTART;
1537CEILING.SFX_STOP=PSTOP;
1538CEILING.CRUSH_DAMAGE=10;
1539
1540// BOOM SPECIAL LINE TYPES BELOW
1541
1542[142] // Raise the floor up by 512 W1 (Boom)
1543TYPE=WALK;
1544ACTIVATORS=PLAYER;
1545COUNT=1;
1546FLOOR.TYPE=MOVE;
1547FLOOR.SPEED_UP=1;
1548FLOOR.DEST_REF=FLOOR;
1549FLOOR.DEST_OFFSET=512;
1550FLOOR.SFX_UP=STNMOV;
1551
1552[143] // RAISE FLOOR 24 AND CHANGE W1 (Boom)
1553TYPE=WALK;
1554ACTIVATORS=PLAYER;
1555COUNT=1;
1556FLOOR.TYPE=MOVE;
1557FLOOR.SPEED_UP=0.5;
1558FLOOR.DEST_REF=FLOOR;
1559FLOOR.DEST_OFFSET=24;
1560FLOOR.SFX_UP=STNMOV;
1561FLOOR.TEXTURE="+";
1562
1563[144] // RAISE FLOOR 32 AND CHANGE W1 (Boom)
1564TYPE=WALK;
1565ACTIVATORS=PLAYER;
1566COUNT=1;
1567FLOOR.TYPE=MOVE;
1568FLOOR.SPEED_UP=0.5;
1569FLOOR.DEST_REF=FLOOR;
1570FLOOR.DEST_OFFSET=32;
1571FLOOR.SFX_UP=STNMOV;
1572FLOOR.TEXTURE="+";
1573
1574[145] // LOWER CEILING TO FLOOR W1 (Boom)
1575TYPE=WALK;
1576ACTIVATORS=PLAYER;
1577COUNT=1;
1578CEILING.TYPE=MOVE;
1579CEILING.SPEED_DOWN=2;
1580CEILING.DEST_REF=FLOOR;
1581CEILING.SFX_DOWN=STNMOV;
1582
1583[146] // DONUT W1 (Boom)
1584TYPE=WALK;
1585ACTIVATORS=PLAYER;
1586COUNT=1;
1587DONUT=TRUE;
1588DONUT_IN_SFX=STNMOV;
1589DONUT_OUT_SFX=STNMOV;
1590
1591[147] // Raise the floor up by 512 WR (Boom)
1592TYPE=WALK;
1593ACTIVATORS=PLAYER;
1594FLOOR.TYPE=MOVE;
1595FLOOR.SPEED_UP=1;
1596FLOOR.DEST_REF=FLOOR;
1597FLOOR.DEST_OFFSET=512;
1598FLOOR.SFX_UP=STNMOV;
1599
1600[148] // RAISE FLOOR 24 AND CHANGE WR (Boom)
1601TYPE=WALK;
1602ACTIVATORS=PLAYER;
1603FLOOR.TYPE=MOVE;
1604FLOOR.SPEED_UP=0.5;
1605FLOOR.DEST_REF=FLOOR;
1606FLOOR.DEST_OFFSET=24;
1607FLOOR.SFX_UP=STNMOV;
1608FLOOR.TEXTURE="+";
1609
1610[149] // RAISE FLOOR 32 AND CHANGE WR (Boom)
1611TYPE=WALK;
1612ACTIVATORS=PLAYER;
1613FLOOR.TYPE=MOVE;
1614FLOOR.SPEED_UP=0.5;
1615FLOOR.DEST_REF=FLOOR;
1616FLOOR.DEST_OFFSET=32;
1617FLOOR.SFX_UP=STNMOV;
1618FLOOR.TEXTURE="+";
1619
1620[150] // SILENT CRUSHING CEILING WR (Boom)
1621TYPE=WALK;
1622ACTIVATORS=PLAYER;
1623CEILING.TYPE=CONTINUOUS;
1624CEILING.SPEED_UP=1;
1625CEILING.SPEED_DOWN=1;
1626CEILING.DEST_REF=FLOOR;
1627CEILING.DEST_OFFSET=8;
1628CEILING.SFX_START=PSTART;
1629CEILING.SFX_STOP=PSTOP;
1630CEILING.CRUSH_DAMAGE=10;
1631
1632[151] // RAISE CEILING TO HEC WR (Boom)
1633TYPE=WALK;
1634ACTIVATORS=PLAYER;
1635CEILING.TYPE=MOVE;
1636CEILING.SPEED_UP=1;
1637CEILING.DEST_REF=HISURROUNDINGCEILING;
1638CEILING.SFX_UP=STNMOV;
1639
1640[152] // LOWER CEILING TO FLOOR WR (Boom)
1641TYPE=WALK;
1642ACTIVATORS=PLAYER;
1643CEILING.TYPE=MOVE;
1644CEILING.SPEED_DOWN=2;
1645CEILING.DEST_REF=FLOOR;
1646CEILING.SFX_DOWN=STNMOV;
1647
1648[153] // Transfer floor texture (TXP) W1 (Boom)
1649TYPE=WALK;
1650ACTIVATORS=PLAYER;
1651COUNT=1;
1652FLOOR.TYPE=MOVE;
1653FLOOR.SPEED_UP=1;
1654FLOOR.DEST_REF=FLOOR;
1655FLOOR.DEST_OFFSET=0;
1656FLOOR.TEXTURE="+";
1657
1658[154] // Transfer floor texture (TXP) WR (Boom)
1659TYPE=WALK;
1660ACTIVATORS=PLAYER;
1661FLOOR.TYPE=MOVE;
1662FLOOR.SPEED_UP=1;
1663FLOOR.DEST_REF=FLOOR;
1664FLOOR.DEST_OFFSET=0;
1665FLOOR.TEXTURE="+";
1666
1667[155] // DONUT WR (Boom)
1668TYPE=WALK;
1669ACTIVATORS=PLAYER;
1670DONUT=TRUE;
1671DONUT_IN_SFX=STNMOV;
1672DONUT_OUT_SFX=STNMOV;
1673
1674[156] // Start light strobing WR (Boom)
1675TYPE=WALK;
1676ACTIVATORS=PLAYER;
1677LIGHT_TYPE=STROBE;
1678LIGHT_BRIGHT_TIME=5T;
1679LIGHT_DARK_TIME=35T;
1680
1681[157] // Lights to dimmest neighbour WR (Boom)
1682TYPE=WALK;
1683ACTIVATORS=PLAYER;
1684LIGHT_TYPE=SET;
1685LIGHT_LEVEL=1;   // LOSURROUNDING
1686
1687[158] // RAISE FLOOR TO TEXTURE S1 (Boom)
1688TYPE=PUSH;
1689ACTIVATORS=PLAYER;
1690COUNT=1;
1691FLOOR.TYPE=MOVE;
1692FLOOR.SPEED_UP=1;
1693FLOOR.DEST_REF=LOWESTBOTTOMTEXTURE;
1694FLOOR.SFX_UP=STNMOV;
1695
1696[159] // LOWER AND CHANGE S1 (Boom)
1697TYPE=PUSH;
1698ACTIVATORS=PLAYER;
1699COUNT=1;
1700FLOOR.TYPE=MOVE;
1701FLOOR.SPEED_DOWN=1;
1702FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
1703FLOOR.TEXTURE="-";
1704FLOOR.SFX_DOWN=STNMOV;
1705
1706[160] // RAISE FLOOR 24 AND CHANGE S1 (Boom)
1707TYPE=PUSH;
1708ACTIVATORS=PLAYER;
1709COUNT=1;
1710FLOOR.TYPE=MOVE;
1711FLOOR.SPEED_UP=1;
1712FLOOR.DEST_REF=FLOOR;
1713FLOOR.DEST_OFFSET=24;
1714FLOOR.TEXTURE="+";
1715FLOOR.SFX_UP=STNMOV;
1716
1717[161] // RAISE FLOOR 24 S1 (Boom)
1718TYPE=PUSH;
1719ACTIVATORS=PLAYER;
1720COUNT=1;
1721FLOOR.TYPE=MOVE;
1722FLOOR.SPEED_UP=1;
1723FLOOR.DEST_REF=FLOOR;
1724FLOOR.DEST_OFFSET=24;
1725FLOOR.SFX_UP=STNMOV;
1726
1727[162] // PERPETUAL RAISE S1 (Boom)
1728TYPE=PUSH;
1729ACTIVATORS=PLAYER;
1730COUNT=1;
1731FLOOR.TYPE=CONTINUOUS;
1732FLOOR.SPEED_UP=1;
1733FLOOR.SPEED_DOWN=1;
1734FLOOR.DEST_REF=LOSURROUNDINGFLOOR,INCLUDE;
1735FLOOR.OTHER_REF=HISURROUNDINGFLOOR,INCLUDE;
1736FLOOR.PAUSE_TIME=3;
1737FLOOR.SFX_START=PSTART;
1738FLOOR.SFX_STOP=PSTOP;
1739
1740[163] // PLATFORM STOP S1 (Boom)
1741TYPE=PUSH;
1742ACTIVATORS=PLAYER;
1743COUNT=1;
1744FLOOR.TYPE=STOP;
1745
1746[164] // Fast ceiling crush S1 (Boom)
1747TYPE=PUSH;
1748ACTIVATORS=PLAYER;
1749COUNT=1;
1750CEILING.TYPE=CONTINUOUS;
1751CEILING.SPEED_UP=2;
1752CEILING.SPEED_DOWN=2;
1753CEILING.DEST_REF=FLOOR;
1754CEILING.DEST_OFFSET=8;
1755CEILING.SFX_UP=STNMOV;
1756CEILING.SFX_DOWN=STNMOV;
1757CEILING.CRUSH_DAMAGE=10;
1758
1759[165] // SILENT CRUSHING CEILING S1 (Boom)
1760TYPE=PUSH;
1761ACTIVATORS=PLAYER;
1762COUNT=1;
1763CEILING.TYPE=CONTINUOUS;
1764CEILING.SPEED_UP=1;
1765CEILING.SPEED_DOWN=1;
1766CEILING.DEST_REF=FLOOR;
1767CEILING.DEST_OFFSET=8;
1768CEILING.SFX_START=PSTART;
1769CEILING.SFX_STOP=PSTOP;
1770CEILING.CRUSH_DAMAGE=10;
1771
1772[166] // RAISE CEILING TO HEC S1 (Boom)
1773TYPE=PUSH;
1774ACTIVATORS=PLAYER;
1775COUNT=1;
1776CEILING.TYPE=MOVE;
1777CEILING.SPEED_UP=1;
1778CEILING.DEST_REF=HISURROUNDINGCEILING;
1779CEILING.SFX_UP=STNMOV;
1780
1781[167] // CEILING LOWER TO FLOOR+8 S1 (Boom)
1782TYPE=PUSH;
1783ACTIVATORS=PLAYER;
1784COUNT=1;
1785CEILING.TYPE=MOVE;
1786CEILING.SPEED_DOWN=1;
1787CEILING.DEST_REF=FLOOR;
1788CEILING.DEST_OFFSET=8;
1789CEILING.SFX_UP=STNMOV;
1790CEILING.SFX_DOWN=STNMOV;
1791
1792[168] // CEILING CRUSH STOP S1 (Boom)
1793TYPE=PUSH;
1794ACTIVATORS=PLAYER;
1795COUNT=1;
1796CEILING.TYPE=STOP;
1797
1798[169] // Lights to brightest neighbour S1 (Boom)
1799TYPE=PUSH;
1800ACTIVATORS=PLAYER;
1801COUNT=1;
1802LIGHT_TYPE=SET;
1803LIGHT_LEVEL=0;  // HISURROUNDING
1804
1805[170] // LIGHTS 35 S1 (Boom)
1806TYPE=PUSH;
1807ACTIVATORS=PLAYER;
1808COUNT=1;
1809LIGHT_TYPE=SET;
1810LIGHT_LEVEL=35;
1811
1812[171] // LIGHTS 255 S1 (Boom)
1813TYPE=PUSH;
1814ACTIVATORS=PLAYER;
1815COUNT=1;
1816LIGHT_TYPE=SET;
1817LIGHT_LEVEL=255;
1818
1819[172] // Start light strobing S1 (Boom)
1820TYPE=PUSH;
1821ACTIVATORS=PLAYER;
1822COUNT=1;
1823LIGHT_TYPE=STROBE;
1824LIGHT_BRIGHT_TIME=5T;
1825LIGHT_DARK_TIME=35T;
1826
1827[173] // Lights to dimmest neighbour S1 (Boom)
1828TYPE=PUSH;
1829ACTIVATORS=PLAYER;
1830COUNT=1;
1831LIGHT_TYPE=SET;
1832LIGHT_LEVEL=1;   // LOSURROUNDING
1833
1834[174] // Player and Creature Teleport S1 (Boom)
1835TYPE=PUSH;
1836ACTIVATORS=PLAYER, MONSTER;
1837COUNT=1;
1838SINGLESIDED=TRUE;
1839TELEPORT=TRUE;
1840TELEPORT_DELAY=18T;
1841TELEIN_EFFECTOBJ=TELEPORT_FLASH;
1842TELEOUT_EFFECTOBJ=TELEPORT_FLASH;
1843
1844[175] // CLOSE DOOR 30 S1 (Boom)
1845TYPE=PUSH;
1846ACTIVATORS=PLAYER;
1847COUNT=1;
1848CEILING.TYPE=MOVEWAITRETURN;
1849CEILING.SPEED_UP=2;
1850CEILING.SPEED_DOWN=2;
1851CEILING.DEST_REF=FLOOR;
1852CEILING.SFX_UP=DOROPN;
1853CEILING.SFX_DOWN=DORCLS;
1854CEILING.PAUSE_TIME=30;
1855
1856[176] // RAISE FLOOR TO TEXTURE SR (Boom)
1857TYPE=PUSH;
1858ACTIVATORS=PLAYER;
1859FLOOR.TYPE=MOVE;
1860FLOOR.SPEED_UP=1;
1861FLOOR.DEST_REF=LOWESTBOTTOMTEXTURE;
1862FLOOR.SFX_UP=STNMOV;
1863
1864[177] // LOWER AND CHANGE SR (Boom)
1865TYPE=PUSH;
1866ACTIVATORS=PLAYER;
1867FLOOR.TYPE=MOVE;
1868FLOOR.SPEED_DOWN=1;
1869FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
1870FLOOR.TEXTURE="-";
1871FLOOR.SFX_DOWN=STNMOV;
1872
1873[178] // Raise the floor up by 512 SR (Boom)
1874TYPE=PUSH;
1875ACTIVATORS=PLAYER;
1876FLOOR.TYPE=MOVE;
1877FLOOR.SPEED_UP=1;
1878FLOOR.DEST_REF=FLOOR;
1879FLOOR.DEST_OFFSET=512;
1880FLOOR.SFX_UP=STNMOV;
1881
1882[179] // RAISE FLOOR 24 AND CHANGE SR (Boom)
1883TYPE=PUSH;
1884ACTIVATORS=PLAYER;
1885FLOOR.TYPE=MOVE;
1886FLOOR.SPEED_UP=1;
1887FLOOR.DEST_REF=FLOOR;
1888FLOOR.DEST_OFFSET=24;
1889FLOOR.TEXTURE="+";
1890FLOOR.SFX_UP=STNMOV;
1891
1892[180] // RAISE FLOOR 24 SR (Boom)
1893TYPE=PUSH;
1894ACTIVATORS=PLAYER;
1895FLOOR.TYPE=MOVE;
1896FLOOR.SPEED_UP=1;
1897FLOOR.DEST_REF=FLOOR;
1898FLOOR.DEST_OFFSET=24;
1899FLOOR.SFX_UP=STNMOV;
1900
1901[181] // PERPETUAL RAISE SR (Boom)
1902TYPE=PUSH;
1903ACTIVATORS=PLAYER;
1904FLOOR.TYPE=CONTINUOUS;
1905FLOOR.SPEED_UP=1;
1906FLOOR.SPEED_DOWN=1;
1907FLOOR.DEST_REF=LOSURROUNDINGFLOOR,INCLUDE;
1908FLOOR.OTHER_REF=HISURROUNDINGFLOOR,INCLUDE;
1909FLOOR.PAUSE_TIME=3;
1910FLOOR.SFX_START=PSTART;
1911FLOOR.SFX_STOP=PSTOP;
1912
1913[182] // PLATFORM STOP SR (Boom)
1914TYPE=PUSH;
1915ACTIVATORS=PLAYER;
1916FLOOR.TYPE=STOP;
1917
1918[183] // Fast ceiling crush SR (Boom)
1919TYPE=PUSH;
1920ACTIVATORS=PLAYER;
1921CEILING.TYPE=CONTINUOUS;
1922CEILING.SPEED_UP=2;
1923CEILING.SPEED_DOWN=2;
1924CEILING.DEST_REF=FLOOR;
1925CEILING.DEST_OFFSET=8;
1926CEILING.SFX_UP=STNMOV;
1927CEILING.SFX_DOWN=STNMOV;
1928CEILING.CRUSH_DAMAGE=10;
1929
1930[184] // CEILING CRUSH AND RAISE SR (Boom)
1931TYPE=PUSH;
1932ACTIVATORS=PLAYER;
1933CEILING.TYPE=CONTINUOUS;
1934CEILING.SPEED_UP=1;
1935CEILING.SPEED_DOWN=1;
1936CEILING.DEST_REF=FLOOR;
1937CEILING.DEST_OFFSET=8;
1938CEILING.SFX_UP=STNMOV;
1939CEILING.SFX_DOWN=STNMOV;
1940CEILING.CRUSH_DAMAGE=10;
1941
1942[185] // SILENT CRUSHING CEILING SR (Boom)
1943TYPE=PUSH;
1944ACTIVATORS=PLAYER;
1945CEILING.TYPE=CONTINUOUS;
1946CEILING.SPEED_UP=1;
1947CEILING.SPEED_DOWN=1;
1948CEILING.DEST_REF=FLOOR;
1949CEILING.DEST_OFFSET=8;
1950CEILING.SFX_START=PSTART;
1951CEILING.SFX_STOP=PSTOP;
1952CEILING.CRUSH_DAMAGE=10;
1953
1954[186] // RAISE CEILING TO HEC SR (Boom)
1955TYPE=PUSH;
1956ACTIVATORS=PLAYER;
1957CEILING.TYPE=MOVE;
1958CEILING.SPEED_UP=1;
1959CEILING.DEST_REF=HISURROUNDINGCEILING;
1960CEILING.SFX_UP=STNMOV;
1961
1962[187] // CEILING LOWER TO FLOOR+8 SR (Boom)
1963TYPE=PUSH;
1964ACTIVATORS=PLAYER;
1965CEILING.TYPE=MOVE;
1966CEILING.SPEED_DOWN=1;
1967CEILING.DEST_REF=FLOOR;
1968CEILING.DEST_OFFSET=8;
1969CEILING.SFX_UP=STNMOV;
1970CEILING.SFX_DOWN=STNMOV;
1971
1972[188] // CEILING CRUSH STOP SR (Boom)
1973TYPE=PUSH;
1974ACTIVATORS=PLAYER;
1975CEILING.TYPE=STOP;
1976
1977[189] // Transfer floor texture (TXP) S1 (Boom)
1978TYPE=PUSH;
1979ACTIVATORS=PLAYER;
1980COUNT=1;
1981FLOOR.TYPE=MOVE;
1982FLOOR.SPEED_UP=1;
1983FLOOR.DEST_REF=FLOOR;
1984FLOOR.DEST_OFFSET=0;
1985FLOOR.TEXTURE="+";
1986
1987[190] // Transfer floor texture (TXP) SR (Boom)
1988TYPE=PUSH;
1989ACTIVATORS=PLAYER;
1990FLOOR.TYPE=MOVE;
1991FLOOR.SPEED_UP=1;
1992FLOOR.DEST_REF=FLOOR;
1993FLOOR.DEST_OFFSET=0;
1994FLOOR.TEXTURE="+";
1995
1996[191] // DONUT SR (Boom)
1997TYPE=PUSH;
1998ACTIVATORS=PLAYER;
1999DONUT=TRUE;
2000DONUT_IN_SFX=STNMOV;
2001DONUT_OUT_SFX=STNMOV;
2002
2003[192] // Lights to brightest neighbour SR (Boom)
2004TYPE=PUSH;
2005ACTIVATORS=PLAYER;
2006LIGHT_TYPE=SET;
2007LIGHT_LEVEL=0;  // HISURROUNDING
2008
2009[193] // Start light strobing SR (Boom)
2010TYPE=PUSH;
2011ACTIVATORS=PLAYER;
2012LIGHT_TYPE=STROBE;
2013LIGHT_BRIGHT_TIME=5T;
2014LIGHT_DARK_TIME=35T;
2015
2016[194] // Lights to dimmest neighbour SR (Boom)
2017TYPE=PUSH;
2018ACTIVATORS=PLAYER;
2019LIGHT_TYPE=SET;
2020LIGHT_LEVEL=1;   // LOSURROUNDING
2021
2022[195] // Player and Creature Teleport SR (Boom)
2023TYPE=PUSH;
2024ACTIVATORS=PLAYER, MONSTER;
2025SINGLESIDED=TRUE;
2026TELEPORT=TRUE;
2027TELEPORT_DELAY=18T;
2028TELEIN_EFFECTOBJ=TELEPORT_FLASH;
2029TELEOUT_EFFECTOBJ=TELEPORT_FLASH;
2030
2031[196] // CLOSE DOOR 30 SR (Boom)
2032TYPE=PUSH;
2033ACTIVATORS=PLAYER;
2034CEILING.TYPE=MOVEWAITRETURN;
2035CEILING.SPEED_UP=2;
2036CEILING.SPEED_DOWN=2;
2037CEILING.DEST_REF=FLOOR;
2038CEILING.SFX_UP=DOROPN;
2039CEILING.SFX_DOWN=DORCLS;
2040CEILING.PAUSE_TIME=30;
2041
2042[197] // EXIT LEVEL G1 (Boom)
2043TYPE=SHOOT;
2044ACTIVATORS=PLAYER,NOBOT;
2045ACTIVATE_SOUND="SWTCHX";
2046COUNT=1;
2047EXIT=NORMAL;
2048
2049[198] // SECRET EXIT G1 (Boom)
2050TYPE=SHOOT;
2051ACTIVATORS=PLAYER,NOBOT;
2052ACTIVATE_SOUND="SWTCHX";
2053COUNT=1;
2054EXIT=NORMAL;
2055
2056[199] // LOWER CEILING TO LOWEST NEIGHBOUR W1 (Boom)
2057TYPE=WALK;
2058ACTIVATORS=PLAYER;
2059COUNT=1;
2060CEILING.TYPE=MOVE;
2061CEILING.SPEED_DOWN=1;
2062CEILING.DEST_REF=LOSURROUNDINGCEILING;
2063CEILING.SFX_DOWN=STNMOV;
2064
2065[200] // LOWER CEILING TO HIGHEST FLOOR W1 (Boom)
2066TYPE=WALK;
2067ACTIVATORS=PLAYER;
2068COUNT=1;
2069CEILING.TYPE=MOVE;
2070CEILING.SPEED_DOWN=1;
2071CEILING.DEST_REF=HISURROUNDINGFLOOR;
2072CEILING.SFX_DOWN=STNMOV;
2073
2074[201] // LOWER CEILING TO LOWEST NEIGHBOUR WR (Boom)
2075TYPE=WALK;
2076ACTIVATORS=PLAYER;
2077CEILING.TYPE=MOVE;
2078CEILING.SPEED_DOWN=1;
2079CEILING.DEST_REF=LOSURROUNDINGCEILING;
2080CEILING.SFX_DOWN=STNMOV;
2081
2082[202] // LOWER CEILING TO HIGHEST FLOOR WR (Boom)
2083TYPE=WALK;
2084ACTIVATORS=PLAYER;
2085CEILING.TYPE=MOVE;
2086CEILING.SPEED_DOWN=1;
2087CEILING.DEST_REF=HISURROUNDINGFLOOR;
2088CEILING.SFX_DOWN=STNMOV;
2089
2090[203] // LOWER CEILING TO LOWEST NEIGHBOUR S1 (Boom)
2091TYPE=PUSH;
2092ACTIVATORS=PLAYER;
2093COUNT=1;
2094CEILING.TYPE=MOVE;
2095CEILING.SPEED_DOWN=1;
2096CEILING.DEST_REF=LOSURROUNDINGCEILING;
2097CEILING.SFX_DOWN=STNMOV;
2098
2099[204] // LOWER CEILING TO HIGHEST FLOOR S1 (Boom)
2100TYPE=PUSH;
2101ACTIVATORS=PLAYER;
2102COUNT=1;
2103CEILING.TYPE=MOVE;
2104CEILING.SPEED_DOWN=1;
2105CEILING.DEST_REF=HISURROUNDINGFLOOR;
2106CEILING.SFX_DOWN=STNMOV;
2107
2108[205] // LOWER CEILING TO LOWEST NEIGHBOUR SR (Boom)
2109TYPE=PUSH;
2110ACTIVATORS=PLAYER;
2111CEILING.TYPE=MOVE;
2112CEILING.SPEED_DOWN=1;
2113CEILING.DEST_REF=LOSURROUNDINGCEILING;
2114CEILING.SFX_DOWN=STNMOV;
2115
2116[206] // LOWER CEILING TO HIGHEST FLOOR SR (Boom)
2117TYPE=PUSH;
2118ACTIVATORS=PLAYER;
2119CEILING.TYPE=MOVE;
2120CEILING.SPEED_DOWN=1;
2121CEILING.DEST_REF=HISURROUNDINGFLOOR;
2122CEILING.SFX_DOWN=STNMOV;
2123
2124[207] // Silent Preserving Teleport W1 (Boom)
2125TYPE=WALK;
2126ACTIVATORS=PLAYER,MONSTER,OTHER;
2127COUNT=1;
2128SINGLESIDED=TRUE;
2129TELEPORT=TRUE;
2130TELEPORT_DELAY=18T;
2131TELEPORT_SPECIAL=RELATIVE,SAME_SPEED,SAME_HEIGHT,SILENT;
2132TELEIN_EFFECTOBJ=TELEPORT_FLASH;
2133TELEOUT_EFFECTOBJ=TELEPORT_FLASH;
2134
2135[208] // Silent Preserving Teleport WR (Boom)
2136TYPE=WALK;
2137ACTIVATORS=PLAYER,MONSTER,OTHER;
2138SINGLESIDED=TRUE;
2139TELEPORT=TRUE;
2140TELEPORT_DELAY=18T;
2141TELEPORT_SPECIAL=RELATIVE,SAME_SPEED,SAME_HEIGHT,SILENT;
2142TELEIN_EFFECTOBJ=TELEPORT_FLASH;
2143TELEOUT_EFFECTOBJ=TELEPORT_FLASH;
2144
2145[209] // Silent Preserving Teleport S1 (Boom)
2146TYPE=PUSH;
2147ACTIVATORS=PLAYER,MONSTER;
2148COUNT=1;
2149SINGLESIDED=TRUE;
2150TELEPORT=TRUE;
2151TELEPORT_DELAY=18T;
2152TELEPORT_SPECIAL=RELATIVE,SAME_SPEED,SAME_HEIGHT,SILENT;
2153TELEIN_EFFECTOBJ=TELEPORT_FLASH;
2154TELEOUT_EFFECTOBJ=TELEPORT_FLASH;
2155
2156[210] // Silent Preserving Teleport SR (Boom)
2157TYPE=PUSH;
2158ACTIVATORS=PLAYER,MONSTER;
2159SINGLESIDED=TRUE;
2160TELEPORT=TRUE;
2161TELEPORT_DELAY=18T;
2162TELEPORT_SPECIAL=RELATIVE,SAME_SPEED,SAME_HEIGHT,SILENT;
2163TELEIN_EFFECTOBJ=TELEPORT_FLASH;
2164TELEOUT_EFFECTOBJ=TELEPORT_FLASH;
2165
2166[211] // 211 PLATFORM INSTANT TOGGLE SR (Boom)
2167TYPE=PUSH;
2168ACTIVATORS=PLAYER;
2169FLOOR.TYPE=TOGGLE;
2170FLOOR.SPEED_UP=32000;
2171FLOOR.SPEED_DOWN=32000;
2172FLOOR.DEST_REF=CEILING;
2173FLOOR.OTHER_REF=FLOOR;
2174FLOOR.PAUSE_TIME=1T;
2175FLOOR.SFX_START=PSTART;
2176FLOOR.SFX_STOP=PSTOP;
2177FLOOR.CRUSH_DAMAGE=10;
2178
2179[212] // 212 PLATFORM INSTANT TOGGLE WR (Boom)
2180TYPE=WALK;
2181ACTIVATORS=PLAYER;
2182FLOOR.TYPE=TOGGLE;
2183FLOOR.SPEED_UP=32000;
2184FLOOR.SPEED_DOWN=32000;
2185FLOOR.DEST_REF=CEILING;
2186FLOOR.OTHER_REF=FLOOR;
2187FLOOR.PAUSE_TIME=1T;
2188FLOOR.SFX_START=PSTART;
2189FLOOR.SFX_STOP=PSTOP;
2190FLOOR.CRUSH_DAMAGE=10;
2191
2192[213] // Transfer lighting to tagged floor (Boom)
2193TYPE=PUSH;
2194ACTIVATORS=PLAYER;
2195AUTO=TRUE;
2196SECTOR_EFFECT=LIGHT_FLOOR;
2197
2198// 214 Scroll ceiling accelerate (Boom) -- Unsupported
2199// 215 Scroll floor accelerate (Boom)   -- Unsupported
2200// 216 Push objects accelerate (Boom)   -- Unsupported
2201// 217 Scroll & Push accelerate (Boom)  -- Unsupported
2202// 218 Scroll wall accelerate (Boom)    -- Unsupported
2203
2204[219] // LOWER FLOOR TURBO W1 (Boom)
2205TYPE=WALK;
2206ACTIVATORS=PLAYER;
2207COUNT=1;
2208FLOOR.TYPE=MOVE;
2209FLOOR.SPEED_DOWN=4;
2210FLOOR.DEST_REF=NEXTLOWESTFLOOR;
2211FLOOR.SFX_DOWN=STNMOV;
2212
2213[220] // LOWER FLOOR TURBO WR (Boom)
2214TYPE=WALK;
2215ACTIVATORS=PLAYER;
2216FLOOR.TYPE=MOVE;
2217FLOOR.SPEED_DOWN=4;
2218FLOOR.DEST_REF=NEXTLOWESTFLOOR;
2219FLOOR.SFX_DOWN=STNMOV;
2220
2221[221] // LOWER FLOOR TURBO S1 (Boom)
2222TYPE=PUSH;
2223ACTIVATORS=PLAYER;
2224COUNT=1;
2225FLOOR.TYPE=MOVE;
2226FLOOR.SPEED_DOWN=4;
2227FLOOR.DEST_REF=NEXTLOWESTFLOOR;
2228FLOOR.SFX_DOWN=STNMOV;
2229
2230[222] // LOWER FLOOR TURBO SR (Boom)
2231TYPE=PUSH;
2232ACTIVATORS=PLAYER;
2233FLOOR.TYPE=MOVE;
2234FLOOR.SPEED_DOWN=4;
2235FLOOR.DEST_REF=NEXTLOWESTFLOOR;
2236FLOOR.SFX_DOWN=STNMOV;
2237
2238[223] // Friction (Boom)
2239TYPE=PUSH;
2240ACTIVATORS=PLAYER;
2241AUTO=TRUE;
2242SECTOR_EFFECT=SET_FRICTION;
2243
2244[224] // Set wind force (Boom)
2245TYPE=PUSH;
2246ACTIVATORS=PLAYER;
2247AUTO=TRUE;
2248SECTOR_EFFECT=WIND_FORCE;
2249
2250[225] // Set current force (Boom)
2251TYPE=PUSH;
2252ACTIVATORS=PLAYER;
2253AUTO=TRUE;
2254SECTOR_EFFECT=CURRENT_FORCE;
2255
2256[226] // Set point push/pull force (Boom)
2257TYPE=PUSH;
2258ACTIVATORS=PLAYER;
2259AUTO=TRUE;
2260SECTOR_EFFECT=POINT_FORCE;
2261
2262
2263[227] // Elevator to NEXT HIGHEST W1 (Boom)
2264TYPE=WALK;
2265ACTIVATORS=PLAYER;
2266COUNT=1;
2267FLOOR.TYPE=ELEVATOR;
2268FLOOR.SPEED_UP=4;
2269FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
2270FLOOR.SFX_UP=STNMOV;
2271
2272[228] // Elevator to NEXT HIGHEST WR (Boom)
2273TYPE=WALK;
2274ACTIVATORS=PLAYER;
2275FLOOR.TYPE=ELEVATOR;
2276FLOOR.SPEED_UP=4;
2277FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
2278FLOOR.SFX_UP=STNMOV;
2279
2280[229] // Elevator to NEXT HIGHEST S1 (Boom)
2281TYPE=PUSH;
2282ACTIVATORS=PLAYER;
2283COUNT=1;
2284FLOOR.TYPE=ELEVATOR;
2285FLOOR.SPEED_UP=4;
2286FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
2287FLOOR.SFX_UP=STNMOV;
2288
2289[230] // Elevator to NEXT HIGHEST SR (Boom)
2290TYPE=PUSH;
2291ACTIVATORS=PLAYER;
2292FLOOR.TYPE=ELEVATOR;
2293FLOOR.SPEED_UP=4;
2294FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
2295FLOOR.SFX_UP=STNMOV;
2296
2297[231] // Elevator to NEXT LOWEST W1 (Boom)
2298TYPE=WALK;
2299ACTIVATORS=PLAYER;
2300COUNT=1;
2301FLOOR.TYPE=ELEVATOR;
2302FLOOR.SPEED_DOWN=4;
2303FLOOR.DEST_REF=NEXTLOWESTFLOOR;
2304FLOOR.SFX_DOWN=STNMOV;
2305
2306[232] // Elevator to NEXT LOWEST WR (Boom)
2307TYPE=WALK;
2308ACTIVATORS=PLAYER;
2309FLOOR.TYPE=ELEVATOR;
2310FLOOR.SPEED_DOWN=4;
2311FLOOR.DEST_REF=NEXTLOWESTFLOOR;
2312FLOOR.SFX_DOWN=STNMOV;
2313
2314[233] // Elevator to NEXT LOWEST S1 (Boom)
2315TYPE=PUSH;
2316ACTIVATORS=PLAYER;
2317COUNT=1;
2318FLOOR.TYPE=ELEVATOR;
2319FLOOR.SPEED_DOWN=4;
2320FLOOR.DEST_REF=NEXTLOWESTFLOOR;
2321FLOOR.SFX_DOWN=STNMOV;
2322
2323[234] // Elevator to NEXT LOWEST SR (Boom)
2324TYPE=PUSH;
2325ACTIVATORS=PLAYER;
2326FLOOR.TYPE=ELEVATOR;
2327FLOOR.SPEED_DOWN=4;
2328FLOOR.DEST_REF=NEXTLOWESTFLOOR;
2329FLOOR.SFX_DOWN=STNMOV;
2330
2331[235] // Elevator to TRIGGER HEIGHT W1 (Boom)
2332TYPE=WALK;
2333ACTIVATORS=PLAYER;
2334COUNT=1;
2335FLOOR.TYPE=ELEVATOR;
2336FLOOR.SPEED_DOWN=4;
2337FLOOR.SPEED_UP=4;
2338FLOOR.DEST_REF=TRIGGERFLOOR;
2339FLOOR.SFX_DOWN=STNMOV;
2340FLOOR.SFX_UP=STNMOV;
2341
2342[236] // Elevator to TRIGGER HEIGHT WR (Boom)
2343TYPE=WALK;
2344ACTIVATORS=PLAYER;
2345FLOOR.TYPE=ELEVATOR;
2346FLOOR.SPEED_DOWN=4;
2347FLOOR.SPEED_UP=4;
2348FLOOR.DEST_REF=TRIGGERFLOOR;
2349FLOOR.SFX_DOWN=STNMOV;
2350FLOOR.SFX_UP=STNMOV;
2351
2352[237] // Elevator to TRIGGER HEIGHT S1 (Boom)
2353TYPE=PUSH;
2354ACTIVATORS=PLAYER;
2355COUNT=1;
2356FLOOR.TYPE=ELEVATOR;
2357FLOOR.SPEED_DOWN=4;
2358FLOOR.SPEED_UP=4;
2359FLOOR.DEST_REF=TRIGGERFLOOR;
2360FLOOR.SFX_DOWN=STNMOV;
2361FLOOR.SFX_UP=STNMOV;
2362
2363[238] // Elevator to TRIGGER HEIGHT SR (Boom)
2364TYPE=PUSH;
2365ACTIVATORS=PLAYER;
2366FLOOR.TYPE=ELEVATOR;
2367FLOOR.SPEED_DOWN=4;
2368FLOOR.SPEED_UP=4;
2369FLOOR.DEST_REF=TRIGGERFLOOR;
2370FLOOR.SFX_DOWN=STNMOV;
2371FLOOR.SFX_UP=STNMOV;
2372
2373
2374[239] // Transfer floor texture (NXP) W1 (Boom)
2375TYPE=WALK;
2376ACTIVATORS=PLAYER;
2377COUNT=1;
2378FLOOR.TYPE=MOVE;
2379FLOOR.SPEED_UP=1;
2380FLOOR.DEST_REF=FLOOR;
2381FLOOR.DEST_OFFSET=0;
2382FLOOR.TEXTURE="-";
2383
2384[240] // Transfer floor texture (NXP) WR (Boom)
2385TYPE=WALK;
2386ACTIVATORS=PLAYER;
2387FLOOR.TYPE=MOVE;
2388FLOOR.SPEED_UP=1;
2389FLOOR.DEST_REF=FLOOR;
2390FLOOR.DEST_OFFSET=0;
2391FLOOR.TEXTURE="-";
2392
2393[241] // Transfer floor texture (NXP) S1 (Boom)
2394TYPE=PUSH;
2395ACTIVATORS=PLAYER;
2396COUNT=1;
2397FLOOR.TYPE=MOVE;
2398FLOOR.SPEED_UP=1;
2399FLOOR.DEST_REF=FLOOR;
2400FLOOR.DEST_OFFSET=0;
2401FLOOR.TEXTURE="-";
2402
2403[242] // Deep water (Boom)
2404TYPE=PUSH;
2405ACTIVATORS=PLAYER;
2406AUTO=TRUE;
2407EXTRAFLOOR_TYPE=LIQUID,BOOMTEX,WATER,SEE_THROUGH,SHOOT_THROUGH;
2408
2409[243] // Silent Line Teleport W1 (Boom)
2410TYPE=WALK;
2411ACTIVATORS=PLAYER,MONSTER,OTHER;
2412COUNT=1;
2413SINGLESIDED=TRUE;
2414TELEPORT=TRUE;
2415TELEPORT_SPECIAL=LINE,ALL_SAME,SILENT;
2416
2417[244] // Silent Line Teleport WR (Boom)
2418TYPE=WALK;
2419ACTIVATORS=PLAYER,MONSTER,OTHER;
2420SINGLESIDED=TRUE;
2421TELEPORT=TRUE;
2422TELEPORT_SPECIAL=LINE,ALL_SAME,SILENT;
2423
2424// 245 Scroll ceiling displacement (Boom)       -- Unsupported
2425// 246 Scroll floor displacement (Boom)         -- Unsupported
2426// 247 Push objects displacement (Boom)         -- Unsupported
2427// 248 Scroll & Push displacement (Boom)        -- Unsupported
2428// 249 Scroll wall displacement (Boom)          -- Unsupported
2429
2430[250] // Scroll tagged ceiling (Boom)
2431TYPE=PUSH;
2432ACTIVATORS=PLAYER;
2433AUTO=TRUE;
2434SECTOR_EFFECT=SCROLL_CEILING;
2435
2436[251] // Scroll tagged floor (Boom)
2437TYPE=PUSH;
2438ACTIVATORS=PLAYER;
2439AUTO=TRUE;
2440SECTOR_EFFECT=SCROLL_FLOOR;
2441
2442[252] // Carry objects on floor (Boom)
2443TYPE=PUSH;
2444ACTIVATORS=PLAYER;
2445AUTO=TRUE;
2446SECTOR_EFFECT=PUSH_THINGS;
2447
2448[253] // Scroll floor and carry objects (Boom)
2449TYPE=PUSH;
2450ACTIVATORS=PLAYER;
2451AUTO=TRUE;
2452SECTOR_EFFECT=SCROLL_FLOOR,PUSH_THINGS;
2453
2454[254] // 254 Scroll tagged wall (Boom)
2455TYPE=PUSH;
2456ACTIVATORS=PLAYER;
2457AUTO=TRUE;
2458LINE_EFFECT=VECTOR_SCROLL;
2459
2460[255] // Scroll wall by sidedef offsets (Boom)
2461TYPE=PUSH;
2462ACTIVATORS=PLAYER;
2463AUTO=TRUE;
2464LINE_EFFECT=OFFSET_SCROLL;
2465
2466[256] // BUILD STAIRS WR (Boom)
2467TYPE=WALK;
2468ACTIVATORS=PLAYER;
2469FLOOR.TYPE=BUILDSTAIRS;
2470FLOOR.SPEED_UP=0.25;
2471FLOOR.SPEED_DOWN=0;
2472FLOOR.DEST_REF=FLOOR;
2473FLOOR.DEST_OFFSET=8;
2474FLOOR.SFX_UP=STNMOV;
2475
2476[257] // BUILD STAIRS TURBO 16 WR (Boom)
2477TYPE=WALK;
2478ACTIVATORS=PLAYER;
2479FLOOR.TYPE=BUILDSTAIRS;
2480FLOOR.SPEED_UP=4;
2481FLOOR.SPEED_DOWN=0;
2482FLOOR.DEST_REF=FLOOR;
2483FLOOR.DEST_OFFSET=16;
2484FLOOR.SFX_UP=STNMOV;
2485
2486[258] // BUILD STAIRS SR (Boom)
2487TYPE=PUSH;
2488ACTIVATORS=PLAYER;
2489FLOOR.TYPE=BUILDSTAIRS;
2490FLOOR.SPEED_UP=0.25;
2491FLOOR.SPEED_DOWN=0;
2492FLOOR.DEST_REF=FLOOR;
2493FLOOR.DEST_OFFSET=8;
2494FLOOR.SFX_UP=STNMOV;
2495
2496[259] // BUILD STAIRS TURBO 16 SR (Boom)
2497TYPE=PUSH;
2498ACTIVATORS=PLAYER;
2499FLOOR.TYPE=BUILDSTAIRS;
2500FLOOR.SPEED_UP=4;
2501FLOOR.SPEED_DOWN=0;
2502FLOOR.DEST_REF=FLOOR;
2503FLOOR.DEST_OFFSET=16;
2504FLOOR.SFX_UP=STNMOV;
2505
2506[260] // Make tagged lines translucent (Boom)
2507TYPE=PUSH;
2508ACTIVATORS=PLAYER;
2509AUTO=TRUE;
2510LINE_EFFECT=TRANSLUCENT;
2511
2512[261] // Transfer lighting to tagged ceiling (Boom)
2513TYPE=PUSH;
2514ACTIVATORS=PLAYER;
2515AUTO=TRUE;
2516SECTOR_EFFECT=LIGHT_CEILING;
2517
2518[262] // Silent Line Teleport Reverse W1 (Boom)
2519TYPE=WALK;
2520ACTIVATORS=PLAYER,MONSTER,OTHER;
2521COUNT=1;
2522SINGLESIDED=TRUE;
2523TELEPORT=TRUE;
2524TELEPORT_SPECIAL=LINE,ALL_SAME,FLIPPED,SILENT;
2525
2526[263] // Silent Line Teleport Reverse WR (Boom)
2527TYPE=WALK;
2528ACTIVATORS=PLAYER,MONSTER,OTHER;
2529SINGLESIDED=TRUE;
2530TELEPORT=TRUE;
2531TELEPORT_SPECIAL=LINE,ALL_SAME,FLIPPED,SILENT;
2532
2533[264] // Monster Line Teleport W1 Reverse (Boom)
2534TYPE=WALK;
2535ACTIVATORS=MONSTER,OTHER;
2536COUNT=1;
2537SINGLESIDED=TRUE;
2538TELEPORT=TRUE;
2539TELEPORT_SPECIAL=LINE,ALL_SAME,FLIPPED,SILENT;
2540
2541[265] // Monster Line Teleport WR Reverse (Boom)
2542TYPE=WALK;
2543ACTIVATORS=MONSTER,OTHER;
2544SINGLESIDED=TRUE;
2545TELEPORT=TRUE;
2546TELEPORT_SPECIAL=LINE,ALL_SAME,FLIPPED,SILENT;
2547
2548[266] // Monster Line Teleport W1 (Boom)
2549TYPE=WALK;
2550ACTIVATORS=MONSTER,OTHER;
2551COUNT=1;
2552SINGLESIDED=TRUE;
2553TELEPORT=TRUE;
2554TELEPORT_SPECIAL=LINE,ALL_SAME,SILENT;
2555
2556[267] // Monster Line Teleport WR (Boom)
2557TYPE=WALK;
2558ACTIVATORS=MONSTER,OTHER;
2559SINGLESIDED=TRUE;
2560TELEPORT=TRUE;
2561TELEPORT_SPECIAL=LINE,ALL_SAME,SILENT;
2562
2563[268] // Monster-only Silent Teleport W1 (Boom)
2564TYPE=PUSH;
2565ACTIVATORS=MONSTER;
2566COUNT=1;
2567SINGLESIDED=TRUE;
2568TELEPORT=TRUE;
2569TELEPORT_DELAY=18T;
2570TELEPORT_SPECIAL=SILENT;
2571TELEIN_EFFECTOBJ=TELEPORT_FLASH;
2572TELEOUT_EFFECTOBJ=TELEPORT_FLASH;
2573
2574[269] // Monster-only Silent Teleport WR (Boom)
2575TYPE=PUSH;
2576ACTIVATORS=MONSTER;
2577SINGLESIDED=TRUE;
2578TELEPORT=TRUE;
2579TELEPORT_DELAY=18T;
2580TELEPORT_SPECIAL=SILENT;
2581TELEIN_EFFECTOBJ=TELEPORT_FLASH;
2582TELEOUT_EFFECTOBJ=TELEPORT_FLASH;
2583
2584// 271 Transfer tex to sector's sky (MBF)           -- Unsupported
2585// 272 Transfer tex to sector's sky, flipped (MBF)  -- Unsupported
2586
2587// DOOM Legacy SPECIAL LINE TYPES
2588
2589[280] // Legacy "3D liquid floor" (same as EDGE line type 405)
2590TYPE=PUSH;
2591ACTIVATORS=PLAYER;
2592AUTO=TRUE;
2593EXTRAFLOOR_TYPE=LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER;
2594TRANSLUCENCY=60%;
2595
2596[281] // Legacy "3D floor"
2597TYPE=PUSH;
2598ACTIVATORS=PLAYER;
2599AUTO=TRUE;
2600EXTRAFLOOR_TYPE=THICK;
2601
2602[289] // Legacy "3D floor" (does not affect light properties below the "3D floor", uses master sector light properties instead)
2603TYPE=PUSH;
2604ACTIVATORS=PLAYER;
2605AUTO=TRUE;
2606EXTRAFLOOR_TYPE=THICK,NOSHADE;
2607
2608
2609// EDGE SPECIAL LINE TYPES BELOW
2610
2611[400] // EDGE Thick Extrafloor (dummy texture)
2612TYPE=PUSH;
2613ACTIVATORS=PLAYER;
2614AUTO=TRUE;
2615EXTRAFLOOR_TYPE=THICK;
2616
2617[401] // EDGE Thick Extrafloor (master upper texture)
2618TYPE=PUSH;
2619ACTIVATORS=PLAYER;
2620AUTO=TRUE;
2621EXTRAFLOOR_TYPE=THICK,SIDE_UPPER;
2622
2623[402] // EDGE Thick Extrafloor (master lower texture)
2624TYPE=PUSH;
2625ACTIVATORS=PLAYER;
2626AUTO=TRUE;
2627EXTRAFLOOR_TYPE=THICK,SIDE_LOWER;
2628
2629[403] // EDGE Liquid Extrafloor (solid)
2630TYPE=PUSH;
2631ACTIVATORS=PLAYER;
2632AUTO=TRUE;
2633EXTRAFLOOR_TYPE=LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER;
2634TRANSLUCENCY=100%;
2635
2636[404] // EDGE Liquid Extrafloor (20% Translucent)
2637TYPE=PUSH;
2638ACTIVATORS=PLAYER;
2639AUTO=TRUE;
2640EXTRAFLOOR_TYPE=LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER;
2641TRANSLUCENCY=80%;
2642
2643[405] // EDGE Liquid Extrafloor (40% Translucent)
2644TYPE=PUSH;
2645ACTIVATORS=PLAYER;
2646AUTO=TRUE;
2647EXTRAFLOOR_TYPE=LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER;
2648TRANSLUCENCY=60%;
2649
2650[406] // EDGE Liquid Extrafloor (60% Translucent)
2651TYPE=PUSH;
2652ACTIVATORS=PLAYER;
2653AUTO=TRUE;
2654EXTRAFLOOR_TYPE=LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER;
2655TRANSLUCENCY=40%;
2656
2657[407] // EDGE Liquid Extrafloor (80% Translucent)
2658TYPE=PUSH;
2659ACTIVATORS=PLAYER;
2660AUTO=TRUE;
2661EXTRAFLOOR_TYPE=LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER;
2662TRANSLUCENCY=20%;
2663
2664[408] // EDGE Liquid Extrafloor (Invisible) -NOTE: THIS ONE IS DIFFERENT! USED FOR VERTICLE LIGHTING EFFECTS!
2665TYPE=PUSH;
2666ACTIVATORS=PLAYER;
2667AUTO=TRUE;
2668EXTRAFLOOR_TYPE=LIQUID,SEE_THROUGH,SHOOT_THROUGH;
2669TRANSLUCENCY=0%;
2670
2671[409] // EDGE Translucent Linedef (20%)
2672TYPE=PUSH;
2673ACTIVATORS=PLAYER;
2674TRANSLUCENCY=80%;
2675
2676[410] // EDGE Translucent Linedef (40%)
2677TYPE=PUSH;
2678ACTIVATORS=PLAYER;
2679TRANSLUCENCY=60%;
2680
2681[411] // EDGE Translucent Linedef (60%)
2682TYPE=PUSH;
2683ACTIVATORS=PLAYER;
2684TRANSLUCENCY=40%;
2685
2686[412] // EDGE Translucent Linedef (80%)
2687TYPE=PUSH;
2688ACTIVATORS=PLAYER;
2689TRANSLUCENCY=20%;
2690
2691[413] // EDGE Thin Extrafloor (opaque)
2692TYPE=PUSH;
2693ACTIVATORS=PLAYER;
2694AUTO=TRUE;
2695EXTRAFLOOR_TYPE=THIN;
2696
2697[414] // EDGE Thin Extrafloor (20% Translucent)
2698TYPE=PUSH;
2699ACTIVATORS=PLAYER;
2700AUTO=TRUE;
2701EXTRAFLOOR_TYPE=THIN,SEE_THROUGH;
2702TRANSLUCENCY=80%;
2703
2704[415] // EDGE Thin Extrafloor (40% Translucent)
2705TYPE=PUSH;
2706ACTIVATORS=PLAYER;
2707AUTO=TRUE;
2708EXTRAFLOOR_TYPE=THIN,SEE_THROUGH;
2709TRANSLUCENCY=60%;
2710
2711[416] // EDGE Thin Extrafloor (60% Translucent)
2712TYPE=PUSH;
2713ACTIVATORS=PLAYER;
2714AUTO=TRUE;
2715EXTRAFLOOR_TYPE=THIN,SEE_THROUGH;
2716TRANSLUCENCY=40%;
2717
2718[417] // EDGE Thin Extrafloor (80% Translucent)
2719TYPE=PUSH;
2720ACTIVATORS=PLAYER;
2721AUTO=TRUE;
2722EXTRAFLOOR_TYPE=THIN,SEE_THROUGH;
2723TRANSLUCENCY=20%;
2724
2725// NOTE: next 4 entries, see RTS Online's TAG function for implementation of your script
2726
2727[418] // EDGE Enable Tagged RTS - S1
2728TYPE=PUSH;
2729ACTIVATORS=PLAYER;
2730COUNT=1;
2731RADIUS_TRIGGER=ENABLE_TAGGED;
2732
2733[419] // EDGE Enable Tagged RTS - SR
2734TYPE=PUSH;
2735ACTIVATORS=PLAYER;
2736RADIUS_TRIGGER=ENABLE_TAGGED;
2737
2738[420] // EDGE Enable Tagged RTS - W1
2739TYPE=WALK;
2740ACTIVATORS=PLAYER;
2741COUNT=1;
2742RADIUS_TRIGGER=ENABLE_TAGGED;
2743
2744[421] // EDGE Enable Tagged RTS - WR
2745TYPE=WALK;
2746ACTIVATORS=PLAYER;
2747RADIUS_TRIGGER=ENABLE_TAGGED;
2748
2749[422] // EDGE SCROLL RIGHT
2750SCROLL=RIGHT;
2751SCROLLING_SPEED=1;
2752
2753[423] // EDGE SCROLL UP
2754SCROLL=UP;
2755SCROLLING_SPEED=1;
2756
2757[424] // EDGE SCROLL DOWN
2758SCROLL=DOWN;
2759SCROLLING_SPEED=1;
2760
2761[425] // EDGE SCROLL LEFT AND UP
2762SCROLL=LEFT,UP;
2763SCROLLING_SPEED=1;
2764
2765[426] // EDGE SCROLL LEFT AND DOWN
2766SCROLL=LEFT,DOWN;
2767SCROLLING_SPEED=1;
2768
2769[427] // EDGE SCROLL RIGHT AND UP
2770SCROLL=RIGHT,UP;
2771SCROLLING_SPEED=1;
2772
2773[428] // EDGE SCROLL RIGHT AND DOWN
2774SCROLL=DOWN,RIGHT;
2775SCROLLING_SPEED=1;
2776
2777[429]  // EDGE SCROLL FAST LOWER AND MIDDLE TEXTURE (LIQUID FALLS)
2778SCROLL_PARTS=RIGHT_LOWER,LEFT_LOWER,RIGHT_MIDDLE,LEFT_MIDDLE;
2779SCROLL_XSPEED=0.0;  // CENTERED
2780SCROLL_YSPEED=-4.0; // DOWN
2781
2782// NOTE: TYPES 430-433 USE THE UPPER MASTER TEXTURE FOR THE SIDE TEXTURE OF THE EXTRAFLOOR!
2783//       THEY ARE ONLY GOOD FOR MAKING FALLS, OR EDGES OF RIVERS THAT FALLS OFF A LEDGE!
2784
2785[430] // EDGE THICK TRANSLUCENT LIQUID EXTRAFLOOR SCROLL DOWN (20% TRANSLUCENT)
2786TYPE=PUSH;
2787ACTIVATORS=PLAYER;
2788AUTO=TRUE;
2789SCROLL_PARTS=RIGHT;
2790SCROLL_XSPEED=0.0;  // CENTERED
2791SCROLL_YSPEED=-3; // DOWN
2792TRANSLUCENCY=80%;
2793EXTRAFLOOR_TYPE=THICK,LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER,SIDE_UPPER;
2794
2795[431] // EDGE THICK TRANSLUCENT LIQUID EXTRAFLOOR SCROLL DOWN (40% TRANSLUCENT)
2796TYPE=PUSH;
2797ACTIVATORS=PLAYER;
2798AUTO=TRUE;
2799SCROLL_PARTS=RIGHT;
2800SCROLL_XSPEED=0.0;  // CENTERED
2801SCROLL_YSPEED=-3; // DOWN
2802TRANSLUCENCY=60%;
2803EXTRAFLOOR_TYPE=THICK,LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER,SIDE_UPPER;
2804
2805[432] // EDGE THICK TRANSLUCENT LIQUID EXTRAFLOOR SCROLL DOWN (60% TRANSLUCENT)
2806TYPE=PUSH;
2807ACTIVATORS=PLAYER;
2808AUTO=TRUE;
2809SCROLL_PARTS=RIGHT;
2810SCROLL_XSPEED=0.0;  // CENTERED
2811SCROLL_YSPEED=-3; // DOWN
2812TRANSLUCENCY=40%;
2813EXTRAFLOOR_TYPE=THICK,LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER,SIDE_UPPER;
2814
2815[433] // EDGE THICK TRANSLUCENT LIQUID EXTRAFLOOR SCROLL DOWN (80% TRANSLUCENT)
2816TYPE=PUSH;
2817ACTIVATORS=PLAYER;
2818AUTO=TRUE;
2819SCROLL_PARTS=RIGHT;
2820SCROLL_XSPEED=0.0;  // CENTERED
2821SCROLL_YSPEED=-3; // DOWN
2822TRANSLUCENCY=20%;
2823EXTRAFLOOR_TYPE=THICK,LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER,SIDE_UPPER;
2824
2825[434] // EDGE SWITCH ONCE, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)
2826TYPE=PUSH;
2827ACTIVATORS=PLAYER;
2828COUNT=1;
2829SPECIAL=SWITCH_SEPARATE;
2830FLOOR.TYPE=MOVE;
2831FLOOR.SPEED_UP=1;
2832FLOOR.DEST_REF=FLOOR;
2833FLOOR.DEST_OFFSET=2;
2834
2835[435] // EDGE SWITCH REPEAT, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)
2836TYPE=PUSH;
2837ACTIVATORS=PLAYER;
2838SPECIAL=SWITCH_SEPARATE;
2839FLOOR.TYPE=MOVE;
2840FLOOR.SPEED_UP=1;
2841FLOOR.DEST_REF=FLOOR;
2842FLOOR.DEST_OFFSET=2;
2843
2844[436] // EDGE WALK ONCE, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)
2845TYPE=WALK;
2846ACTIVATORS=PLAYER;
2847COUNT=1;
2848SPECIAL=SWITCH_SEPARATE;
2849FLOOR.TYPE=MOVE;
2850FLOOR.SPEED_UP=1;
2851FLOOR.DEST_REF=FLOOR;
2852FLOOR.DEST_OFFSET=2;
2853
2854[437] // EDGE WALK REPEAT, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)
2855TYPE=WALK;
2856ACTIVATORS=PLAYER;
2857SPECIAL=SWITCH_SEPARATE;
2858FLOOR.TYPE=MOVE;
2859FLOOR.SPEED_UP=1;
2860FLOOR.DEST_REF=FLOOR;
2861FLOOR.DEST_OFFSET=2;
2862
2863[438] // EDGE SHOOT ONCE, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)
2864TYPE=SHOOT;
2865ACTIVATORS=PLAYER,MISSILE;
2866COUNT=1;
2867SPECIAL=SWITCH_SEPARATE;
2868FLOOR.TYPE=MOVE;
2869FLOOR.SPEED_UP=1;
2870FLOOR.DEST_REF=FLOOR;
2871FLOOR.DEST_OFFSET=2;
2872
2873[439] // EDGE SHOOT REPEAT, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)
2874TYPE=SHOOT;
2875ACTIVATORS=PLAYER,MISSILE;
2876SPECIAL=SWITCH_SEPARATE;
2877FLOOR.TYPE=MOVE;
2878FLOOR.SPEED_UP=1;
2879FLOOR.DEST_REF=FLOOR;
2880FLOOR.DEST_OFFSET=2;
2881
2882[440] // EDGE Enable Tagged RTS - G1
2883TYPE=SHOOT;
2884ACTIVATORS=PLAYER;
2885COUNT=1;
2886RADIUS_TRIGGER=ENABLE_TAGGED;
2887
2888[441] // EDGE Enable Tagged RTS - GR
2889TYPE=SHOOT;
2890ACTIVATORS=PLAYER;
2891RADIUS_TRIGGER=ENABLE_TAGGED;
2892
2893[442]  // EDGE Sliding door (LEFT), DR + MONSTERS
2894TYPE=MANUAL;
2895ACTIVATORS=PLAYER,MONSTER;
2896SLIDER.TYPE=LEFT;
2897
2898[443]  // EDGE Sliding door (LEFT), DR
2899TYPE=MANUAL;
2900ACTIVATORS=PLAYER;
2901SLIDER.TYPE=LEFT;
2902
2903[444]  // EDGE Sliding door (LEFT), DR + FAST
2904TYPE=MANUAL;
2905ACTIVATORS=PLAYER;
2906SLIDER.TYPE=LEFT;
2907SLIDER.SPEED=8;
2908
2909[445]  // EDGE Sliding door (LEFT), D1
2910TYPE=MANUAL;
2911ACTIVATORS=PLAYER;
2912COUNT=1;
2913SLIDER.TYPE=LEFT;
2914SLIDER.DISTANCE=100%;
2915
2916[446]  // EDGE Sliding door (RIGHT), DR + MONSTERS
2917TYPE=MANUAL;
2918ACTIVATORS=PLAYER,MONSTER;
2919SLIDER.TYPE=RIGHT;
2920
2921[447]  // EDGE Sliding door (RIGHT), DR
2922TYPE=MANUAL;
2923ACTIVATORS=PLAYER;
2924SLIDER.TYPE=RIGHT;
2925
2926[448]  // EDGE Sliding door (RIGHT), DR + FAST
2927TYPE=MANUAL;
2928ACTIVATORS=PLAYER;
2929SLIDER.TYPE=RIGHT;
2930SLIDER.SPEED=8;
2931
2932[449]  // EDGE Sliding door (RIGHT), D1
2933TYPE=MANUAL;
2934ACTIVATORS=PLAYER;
2935COUNT=1;
2936SLIDER.TYPE=RIGHT;
2937SLIDER.DISTANCE=100%;
2938
2939[450]  // EDGE Sliding door (CENTER), DR + MONSTERS
2940TYPE=MANUAL;
2941ACTIVATORS=PLAYER,MONSTER;
2942SLIDER.TYPE=CENTER;
2943
2944[451]  // EDGE Sliding door (CENTER), DR
2945TYPE=MANUAL;
2946ACTIVATORS=PLAYER;
2947SLIDER.TYPE=CENTER;
2948
2949[452]  // EDGE Sliding door (CENTER), DR + FAST
2950TYPE=MANUAL;
2951ACTIVATORS=PLAYER;
2952SLIDER.TYPE=CENTER;
2953SLIDER.SPEED=8;
2954
2955[453]  // EDGE Sliding door (CENTER), D1
2956TYPE=MANUAL;
2957ACTIVATORS=PLAYER;
2958COUNT=1;
2959SLIDER.TYPE=CENTER;
2960SLIDER.DISTANCE=100%;
2961
2962[454] // EDGE Enable Tagged RTS - W1 MONSTER
2963TYPE=WALK;
2964ACTIVATORS=MONSTER;
2965COUNT=1;
2966RADIUS_TRIGGER=ENABLE_TAGGED;
2967
2968[455] // EDGE Enable Tagged RTS - WR MONSTER
2969TYPE=WALK;
2970ACTIVATORS=MONSTER;
2971RADIUS_TRIGGER=ENABLE_TAGGED;
2972
2973[456] // EDGE Enable Tagged RTS - GR MONSTER
2974TYPE=SHOOT;
2975ACTIVATORS=MONSTER;
2976RADIUS_TRIGGER=ENABLE_TAGGED;
2977
2978[457] // EDGE Disable Tagged RTS - SR
2979TYPE=PUSH;
2980ACTIVATORS=PLAYER;
2981RADIUS_TRIGGER=DISABLE_TAGGED;
2982
2983[458] // EDGE Disable Tagged RTS - WR
2984TYPE=WALK;
2985ACTIVATORS=PLAYER;
2986RADIUS_TRIGGER=DISABLE_TAGGED;
2987
2988[459] // EDGE Disable Tagged RTS - GR
2989TYPE=SHOOT;
2990ACTIVATORS=PLAYER;
2991RADIUS_TRIGGER=DISABLE_TAGGED;
2992
2993[460] // EDGE Disable Tagged RTS - WR MONSTER
2994TYPE=WALK;
2995ACTIVATORS=MONSTER;
2996RADIUS_TRIGGER=DISABLE_TAGGED;
2997
2998[461] // EDGE Disable Tagged RTS - GR MONSTER
2999TYPE=SHOOT;
3000ACTIVATORS=MONSTER;
3001RADIUS_TRIGGER=DISABLE_TAGGED;
3002
3003[462] // EDGE Mirror, Plain
3004TYPE=PUSH;
3005ACTIVATORS=PLAYER;
3006PORTAL_TYPE=MIRROR;
3007COLOUR=#000000;
3008
3009[463] // EDGE Mirror, White
3010TYPE=PUSH;
3011ACTIVATORS=PLAYER;
3012PORTAL_TYPE=MIRROR;
3013COLOUR=#FFFFFF;
3014
3015[464] // EDGE Mirror, Blue
3016TYPE=PUSH;
3017ACTIVATORS=PLAYER;
3018PORTAL_TYPE=MIRROR;
3019COLOUR=#0000FF;
3020
3021[465] // EDGE Mirror, Red
3022TYPE=PUSH;
3023ACTIVATORS=PLAYER;
3024PORTAL_TYPE=MIRROR;
3025COLOUR=#FF0000;
3026
3027[466] // EDGE Mirror, Green
3028TYPE=PUSH;
3029ACTIVATORS=PLAYER;
3030PORTAL_TYPE=MIRROR;
3031COLOUR=#009977;
3032
3033[470] // EDGE Ladder, 48 units high
3034TYPE=WALK;
3035ACTIVATORS=PLAYER;
3036LADDER.HEIGHT=48;
3037
3038[471] // EDGE Ladder, 80 units high
3039TYPE=WALK;
3040ACTIVATORS=PLAYER;
3041LADDER.HEIGHT=80;
3042
3043[472] // EDGE Ladder, 120 units high
3044TYPE=WALK;
3045ACTIVATORS=PLAYER;
3046LADDER.HEIGHT=120;
3047
3048[473] // EDGE Ladder, 160 units high
3049TYPE=WALK;
3050ACTIVATORS=PLAYER;
3051LADDER.HEIGHT=160;
3052
3053[474] // EDGE Ladder, 192 units high
3054TYPE=WALK;
3055ACTIVATORS=PLAYER;
3056LADDER.HEIGHT=192;
3057
3058[475] // EDGE Ladder, 256 units high
3059TYPE=WALK;
3060ACTIVATORS=PLAYER;
3061LADDER.HEIGHT=256;
3062
3063[476] // EDGE Ladder, 384 units high
3064TYPE=WALK;
3065ACTIVATORS=PLAYER;
3066LADDER.HEIGHT=384;
3067
3068[477] // EDGE Ladder, 512 units high
3069TYPE=WALK;
3070ACTIVATORS=PLAYER;
3071LADDER.HEIGHT=512;
3072
3073[478] // EDGE Ladder, 768 units high
3074TYPE=WALK;
3075ACTIVATORS=PLAYER;
3076LADDER.HEIGHT=768;
3077
3078[479] // EDGE Ladder, no limit
3079TYPE=WALK;
3080ACTIVATORS=PLAYER;
3081LADDER.HEIGHT=9999;
3082
3083[480] // EDGE Portal, 20% Translucent
3084TYPE=PUSH;
3085ACTIVATORS=PLAYER;
3086PORTAL_TYPE=STANDARD;
3087COLOUR=#FFFFFF;
3088TRANSLUCENCY=20%;
3089
3090[481] // EDGE Portal, 30% Translucent
3091TYPE=PUSH;
3092ACTIVATORS=PLAYER;
3093PORTAL_TYPE=STANDARD;
3094COLOUR=#FFFFFF;
3095TRANSLUCENCY=30%;
3096
3097[482] // EDGE Portal, 40% Translucent
3098TYPE=PUSH;
3099ACTIVATORS=PLAYER;
3100PORTAL_TYPE=STANDARD;
3101COLOUR=#FFFFFF;
3102TRANSLUCENCY=40%;
3103
3104[483] // EDGE Portal, Blue 40%
3105TYPE=PUSH;
3106ACTIVATORS=PLAYER;
3107PORTAL_TYPE=STANDARD;
3108COLOUR=#5555FF;
3109TRANSLUCENCY=40%;
3110
3111[484] // EDGE Portal, Green 30%
3112TYPE=PUSH;
3113ACTIVATORS=PLAYER;
3114PORTAL_TYPE=STANDARD;
3115COLOUR=#55FF55;
3116TRANSLUCENCY=30%;
3117
3118[485] // EDGE Camera Portal, Plain
3119TYPE=PUSH;
3120ACTIVATORS=PLAYER;
3121PORTAL_TYPE=CAMERA;
3122COLOUR=#007FFF;
3123
3124[486] // EDGE Camera Portal, White
3125TYPE=PUSH;
3126ACTIVATORS=PLAYER;
3127PORTAL_TYPE=CAMERA;
3128COLOUR=#FFFFFF;
3129
3130[487] // EDGE Camera Portal, Cyan
3131TYPE=PUSH;
3132ACTIVATORS=PLAYER;
3133PORTAL_TYPE=CAMERA;
3134COLOUR=#0077FF;
3135
3136[488] // EDGE Camera Portal, Rusty
3137TYPE=PUSH;
3138ACTIVATORS=PLAYER;
3139PORTAL_TYPE=CAMERA;
3140COLOUR=#FF4400;
3141
3142[489] // EDGE Camera Portal, Green
3143TYPE=PUSH;
3144ACTIVATORS=PLAYER;
3145PORTAL_TYPE=CAMERA;
3146COLOUR=#00FF00;
3147
3148[490] // EDGE Green Key MANUAL DOOR : SR
3149TYPE=MANUAL;
3150ACTIVATORS=PLAYER;
3151KEYS=GREEN_CARD, GREEN_SKULL;
3152FAILED_MESSAGE=NeedGreenForDoor;
3153CEILING.TYPE=MOVEWAITRETURN;
3154CEILING.SPEED_UP=2;
3155CEILING.SPEED_DOWN=2;
3156CEILING.DEST_REF=LOSURROUNDINGCEILING;
3157CEILING.DEST_OFFSET=-4;
3158CEILING.PAUSE_TIME=150T;
3159CEILING.SFX_UP=DOROPN;
3160CEILING.SFX_DOWN=DORCLS;
3161
3162[491] // EDGE Green Key MANUAL DOOR : S1
3163TYPE=MANUAL;
3164ACTIVATORS=PLAYER;
3165COUNT=1;
3166KEYS=GREEN_CARD, GREEN_SKULL;
3167FAILED_MESSAGE=NeedGreenForDoor;
3168CEILING.TYPE=MOVE;
3169CEILING.SPEED_UP=2;
3170CEILING.DEST_REF=LOSURROUNDINGCEILING;
3171CEILING.DEST_OFFSET=-4;
3172CEILING.SFX_UP=DOROPN;
3173
3174[492] // EDGE Green Key TAGGED DOOR : SR
3175TYPE=PUSH;
3176ACTIVATORS=PLAYER;
3177KEYS=GREEN_CARD, GREEN_SKULL;
3178FAILED_MESSAGE=NeedGreenForObject;
3179CEILING.TYPE=MOVEWAITRETURN;
3180CEILING.SPEED_UP=2;
3181CEILING.SPEED_DOWN=2;
3182CEILING.DEST_REF=LOSURROUNDINGCEILING;
3183CEILING.DEST_OFFSET=-4;
3184CEILING.PAUSE_TIME=150T;
3185CEILING.SFX_UP=DOROPN;
3186CEILING.SFX_DOWN=DORCLS;
3187
3188[493] // EDGE Green Key TAGGED DOOR : S1
3189TYPE=PUSH;
3190ACTIVATORS=PLAYER;
3191COUNT=1;
3192KEYS=GREEN_CARD, GREEN_SKULL;
3193FAILED_MESSAGE=NeedGreenForObject;
3194CEILING.TYPE=MOVE;
3195CEILING.SPEED_UP=2;
3196CEILING.DEST_REF=LOSURROUNDINGCEILING;
3197CEILING.DEST_OFFSET=-4;
3198CEILING.SFX_UP=DOROPN;
3199
3200[494] // EDGE Green Key BLAZING DOOR : S1
3201TYPE=MANUAL;
3202ACTIVATORS=PLAYER;
3203COUNT=1;
3204KEYS=GREEN_CARD, GREEN_SKULL;
3205FAILED_MESSAGE=NeedGreenForDoor;
3206CEILING.TYPE=MOVE;
3207CEILING.SPEED_UP=8;
3208CEILING.DEST_REF=LOSURROUNDINGCEILING;
3209CEILING.DEST_OFFSET=-4;
3210CEILING.SFX_UP=BDOPN;
3211
3212[501] // Hub Exit to MAP01 / E1M1
3213TYPE=WALK;
3214ACTIVATORS=PLAYER,NOBOT;
3215HUB_EXIT=1;
3216
3217[502] // Hub Exit to MAP02 / E1M2
3218TYPE=WALK;
3219ACTIVATORS=PLAYER,NOBOT;
3220HUB_EXIT=2;
3221
3222[503] // Hub Exit to MAP03 / E1M3
3223TYPE=WALK;
3224ACTIVATORS=PLAYER,NOBOT;
3225HUB_EXIT=3;
3226
3227[504] // Hub Exit to MAP04 / E1M4
3228TYPE=WALK;
3229ACTIVATORS=PLAYER,NOBOT;
3230HUB_EXIT=4;
3231
3232[505] // Hub Exit to MAP05 / E1M5
3233TYPE=WALK;
3234ACTIVATORS=PLAYER,NOBOT;
3235HUB_EXIT=5;
3236
3237[506] // Hub Exit to MAP06 / E1M6
3238TYPE=WALK;
3239ACTIVATORS=PLAYER,NOBOT;
3240HUB_EXIT=6;
3241
3242[507] // Hub Exit to MAP07 / E1M7
3243TYPE=WALK;
3244ACTIVATORS=PLAYER,NOBOT;
3245HUB_EXIT=7;
3246
3247[508] // Hub Exit to MAP08 / E1M8
3248TYPE=WALK;
3249ACTIVATORS=PLAYER,NOBOT;
3250HUB_EXIT=8;
3251
3252[509] // Hub Exit to MAP09 / E1M9
3253TYPE=WALK;
3254ACTIVATORS=PLAYER,NOBOT;
3255HUB_EXIT=9;
3256
3257[510] // Hub Exit to MAP10
3258TYPE=WALK;
3259ACTIVATORS=PLAYER,NOBOT;
3260HUB_EXIT=10;
3261
3262[511] // Hub Exit to MAP11 / E2M1
3263TYPE=WALK;
3264ACTIVATORS=PLAYER,NOBOT;
3265HUB_EXIT=11;
3266
3267[512] // Hub Exit to MAP12 / E2M2
3268TYPE=WALK;
3269ACTIVATORS=PLAYER,NOBOT;
3270HUB_EXIT=12;
3271
3272[513] // Hub Exit to MAP13 / E2M3
3273TYPE=WALK;
3274ACTIVATORS=PLAYER,NOBOT;
3275HUB_EXIT=13;
3276
3277[514] // Hub Exit to MAP14 / E2M4
3278TYPE=WALK;
3279ACTIVATORS=PLAYER,NOBOT;
3280HUB_EXIT=14;
3281
3282[515] // Hub Exit to MAP15 / E2M5
3283TYPE=WALK;
3284ACTIVATORS=PLAYER,NOBOT;
3285HUB_EXIT=15;
3286
3287[516] // Hub Exit to MAP16 / E2M6
3288TYPE=WALK;
3289ACTIVATORS=PLAYER,NOBOT;
3290HUB_EXIT=16;
3291
3292[517] // Hub Exit to MAP17 / E2M7
3293TYPE=WALK;
3294ACTIVATORS=PLAYER,NOBOT;
3295HUB_EXIT=17;
3296
3297[518] // Hub Exit to MAP18 / E2M8
3298TYPE=WALK;
3299ACTIVATORS=PLAYER,NOBOT;
3300HUB_EXIT=18;
3301
3302[519] // Hub Exit to MAP19 / E2M9
3303TYPE=WALK;
3304ACTIVATORS=PLAYER,NOBOT;
3305HUB_EXIT=19;
3306
3307[520] // Hub Exit to MAP20
3308TYPE=WALK;
3309ACTIVATORS=PLAYER,NOBOT;
3310HUB_EXIT=20;
3311
3312[521] // Hub Exit to MAP21 / E3M1
3313TYPE=WALK;
3314ACTIVATORS=PLAYER,NOBOT;
3315HUB_EXIT=21;
3316
3317[522] // Hub Exit to MAP22 / E3M2
3318TYPE=WALK;
3319ACTIVATORS=PLAYER,NOBOT;
3320HUB_EXIT=22;
3321
3322[523] // Hub Exit to MAP23 / E3M3
3323TYPE=WALK;
3324ACTIVATORS=PLAYER,NOBOT;
3325HUB_EXIT=23;
3326
3327[524] // Hub Exit to MAP24 / E3M4
3328TYPE=WALK;
3329ACTIVATORS=PLAYER,NOBOT;
3330HUB_EXIT=24;
3331
3332[525] // Hub Exit to MAP25 / E3M5
3333TYPE=WALK;
3334ACTIVATORS=PLAYER,NOBOT;
3335HUB_EXIT=25;
3336
3337[526] // Hub Exit to MAP26 / E3M6
3338TYPE=WALK;
3339ACTIVATORS=PLAYER,NOBOT;
3340HUB_EXIT=26;
3341
3342[527] // Hub Exit to MAP27 / E3M7
3343TYPE=WALK;
3344ACTIVATORS=PLAYER,NOBOT;
3345HUB_EXIT=27;
3346
3347[528] // Hub Exit to MAP28 / E3M8
3348TYPE=WALK;
3349ACTIVATORS=PLAYER,NOBOT;
3350HUB_EXIT=28;
3351
3352[529] // Hub Exit to MAP29 / E3M9
3353TYPE=WALK;
3354ACTIVATORS=PLAYER,NOBOT;
3355HUB_EXIT=29;
3356
3357[530] // Hub Exit to MAP30
3358TYPE=WALK;
3359ACTIVATORS=PLAYER,NOBOT;
3360HUB_EXIT=30;
3361
3362[531] // Hub Exit to MAP31 / E4M1
3363TYPE=WALK;
3364ACTIVATORS=PLAYER,NOBOT;
3365HUB_EXIT=31;
3366
3367[532] // Hub Exit to MAP32 / E4M2
3368TYPE=WALK;
3369ACTIVATORS=PLAYER,NOBOT;
3370HUB_EXIT=32;
3371
3372[533] // Hub Exit to MAP33 / E4M3
3373TYPE=WALK;
3374ACTIVATORS=PLAYER,NOBOT;
3375HUB_EXIT=33;
3376
3377[534] // Hub Exit to MAP34 / E4M4
3378TYPE=WALK;
3379ACTIVATORS=PLAYER,NOBOT;
3380HUB_EXIT=34;
3381
3382[535] // Hub Exit to MAP35 / E4M5
3383TYPE=WALK;
3384ACTIVATORS=PLAYER,NOBOT;
3385HUB_EXIT=35;
3386
3387[536] // Hub Exit to MAP36 / E4M6
3388TYPE=WALK;
3389ACTIVATORS=PLAYER,NOBOT;
3390HUB_EXIT=36;
3391
3392[537] // Hub Exit to MAP37 / E4M7
3393TYPE=WALK;
3394ACTIVATORS=PLAYER,NOBOT;
3395HUB_EXIT=37;
3396
3397[538] // Hub Exit to MAP38 / E4M8
3398TYPE=WALK;
3399ACTIVATORS=PLAYER,NOBOT;
3400HUB_EXIT=38;
3401
3402[539] // Hub Exit to MAP39 / E4M9
3403TYPE=WALK;
3404ACTIVATORS=PLAYER,NOBOT;
3405HUB_EXIT=39;
3406
3407[542]  // EDGE Remote Slider (LEFT), SR + MONSTERS
3408TYPE=PUSH;
3409ACTIVATORS=PLAYER,MONSTER;
3410SLIDER.TYPE=LEFT;
3411
3412[543]  // EDGE Remote Slider (LEFT), SR
3413TYPE=PUSH;
3414ACTIVATORS=PLAYER;
3415SLIDER.TYPE=LEFT;
3416
3417[544]  // EDGE Remote Slider (LEFT), SR + FAST
3418TYPE=PUSH;
3419ACTIVATORS=PLAYER;
3420SLIDER.TYPE=LEFT;
3421SLIDER.SPEED=8;
3422
3423[545]  // EDGE Remote Slider (LEFT), S1
3424TYPE=PUSH;
3425ACTIVATORS=PLAYER;
3426COUNT=1;
3427SLIDER.TYPE=LEFT;
3428SLIDER.DISTANCE=100%;
3429
3430[546]  // EDGE Remote Slider (RIGHT), SR + MONSTERS
3431TYPE=PUSH;
3432ACTIVATORS=PLAYER,MONSTER;
3433SLIDER.TYPE=RIGHT;
3434
3435[547]  // EDGE Remote Slider (RIGHT), SR
3436TYPE=PUSH;
3437ACTIVATORS=PLAYER;
3438SLIDER.TYPE=RIGHT;
3439
3440[548]  // EDGE Remote Slider (RIGHT), SR + FAST
3441TYPE=PUSH;
3442ACTIVATORS=PLAYER;
3443SLIDER.TYPE=RIGHT;
3444SLIDER.SPEED=8;
3445
3446[549]  // EDGE Remote Slider (RIGHT), S1
3447TYPE=PUSH;
3448ACTIVATORS=PLAYER;
3449COUNT=1;
3450SLIDER.TYPE=RIGHT;
3451SLIDER.DISTANCE=100%;
3452
3453[550]  // EDGE Remote Slider (CENTER), SR + MONSTERS
3454TYPE=PUSH;
3455ACTIVATORS=PLAYER,MONSTER;
3456SLIDER.TYPE=CENTER;
3457
3458[551]  // EDGE Remote Slider (CENTER), SR
3459TYPE=PUSH;
3460ACTIVATORS=PLAYER;
3461SLIDER.TYPE=CENTER;
3462
3463[552]  // EDGE Remote Slider (CENTER), SR + FAST
3464TYPE=PUSH;
3465ACTIVATORS=PLAYER;
3466SLIDER.TYPE=CENTER;
3467SLIDER.SPEED=8;
3468
3469[553]  // EDGE Remote Slider (CENTER), S1
3470TYPE=PUSH;
3471ACTIVATORS=PLAYER;
3472COUNT=1;
3473SLIDER.TYPE=CENTER;
3474SLIDER.DISTANCE=100%;
3475
3476[554]  // EDGE Remote Slider (LEFT), WR
3477TYPE=WALK;
3478ACTIVATORS=PLAYER;
3479SLIDER.TYPE=LEFT;
3480
3481[555]  // EDGE Remote Slider (LEFT), WR + FAST
3482TYPE=WALK;
3483ACTIVATORS=PLAYER;
3484SLIDER.TYPE=LEFT;
3485SLIDER.SPEED=8;
3486
3487[556]  // EDGE Remote Slider (RIGHT), WR
3488TYPE=WALK;
3489ACTIVATORS=PLAYER;
3490SLIDER.TYPE=RIGHT;
3491
3492[557]  // EDGE Remote Slider (RIGHT), WR + FAST
3493TYPE=WALK;
3494ACTIVATORS=PLAYER;
3495SLIDER.TYPE=RIGHT;
3496SLIDER.SPEED=8;
3497
3498[558]  // EDGE Remote Slider (CENTER), WR
3499TYPE=WALK;
3500ACTIVATORS=PLAYER;
3501SLIDER.TYPE=CENTER;
3502
3503[559]  // EDGE Remote Slider (CENTER), WR + FAST
3504TYPE=WALK;
3505ACTIVATORS=PLAYER;
3506SLIDER.TYPE=CENTER;
3507SLIDER.SPEED=8;
3508
3509[567]  // EDGE Detail Slope : FLOOR
3510TYPE=PUSH;
3511ACTIVATORS=PLAYER;
3512SLOPE_TYPE=FAKE_FLOOR;
3513
3514[568]  // EDGE Detail Slope : CEILING
3515TYPE=PUSH;
3516ACTIVATORS=PLAYER;
3517SLOPE_TYPE=FAKE_CEILING;
3518
3519[569]  // EDGE Detail Slope : FLOOR+CEILING
3520TYPE=PUSH;
3521ACTIVATORS=PLAYER;
3522SLOPE_TYPE=FAKE_FLOOR,FAKE_CEILING;
3523
3524[580] // EDGE Gold Key MANUAL DOOR : SR
3525TYPE=MANUAL;
3526ACTIVATORS=PLAYER;
3527KEYS=GOLD_KEY;
3528FAILED_MESSAGE=NeedGoldKey;
3529CEILING.TYPE=MOVEWAITRETURN;
3530CEILING.SPEED_UP=4;
3531CEILING.SPEED_DOWN=4;
3532CEILING.DEST_REF=LOSURROUNDINGCEILING;
3533CEILING.DEST_OFFSET=-4;
3534CEILING.PAUSE_TIME=150T;
3535CEILING.SFX_UP=DOROPN;
3536CEILING.SFX_DOWN=DORCLS;
3537
3538[581] // EDGE Gold Key MANUAL DOOR : S1
3539TYPE=MANUAL;
3540ACTIVATORS=PLAYER;
3541COUNT=1;
3542KEYS=GOLD_KEY;
3543FAILED_MESSAGE=NeedGoldKey;
3544CEILING.TYPE=MOVE;
3545CEILING.SPEED_UP=4;
3546CEILING.DEST_REF=LOSURROUNDINGCEILING;
3547CEILING.DEST_OFFSET=-4;
3548CEILING.SFX_UP=DOROPN;
3549
3550[582] // EDGE Gold Key TAGGED DOOR : SR
3551TYPE=PUSH;
3552ACTIVATORS=PLAYER;
3553KEYS=GOLD_KEY;
3554FAILED_MESSAGE=NeedGoldKey;
3555CEILING.TYPE=MOVEWAITRETURN;
3556CEILING.SPEED_UP=4;
3557CEILING.SPEED_DOWN=4;
3558CEILING.DEST_REF=LOSURROUNDINGCEILING;
3559CEILING.DEST_OFFSET=-4;
3560CEILING.PAUSE_TIME=150T;
3561CEILING.SFX_UP=DOROPN;
3562CEILING.SFX_DOWN=DORCLS;
3563
3564[583] // EDGE Gold Key TAGGED DOOR : S1
3565TYPE=PUSH;
3566ACTIVATORS=PLAYER;
3567KEYS=GOLD_KEY;
3568FAILED_MESSAGE=NeedGoldKey;
3569CEILING.TYPE=MOVEWAITRETURN;
3570CEILING.SPEED_UP=4;
3571CEILING.SPEED_DOWN=4;
3572CEILING.DEST_REF=LOSURROUNDINGCEILING;
3573CEILING.DEST_OFFSET=-4;
3574CEILING.PAUSE_TIME=150T;
3575CEILING.SFX_UP=DOROPN;
3576CEILING.SFX_DOWN=DORCLS;
3577
3578[584] // EDGE Silver Key MANUAL DOOR : SR
3579TYPE=MANUAL;
3580ACTIVATORS=PLAYER;
3581KEYS=SILVER_KEY;
3582FAILED_MESSAGE=NeedSilverKey;
3583CEILING.TYPE=MOVEWAITRETURN;
3584CEILING.SPEED_UP=4;
3585CEILING.SPEED_DOWN=4;
3586CEILING.DEST_REF=LOSURROUNDINGCEILING;
3587CEILING.DEST_OFFSET=-4;
3588CEILING.PAUSE_TIME=150T;
3589CEILING.SFX_UP=DOROPN;
3590CEILING.SFX_DOWN=DORCLS;
3591
3592[585] // EDGE Silver Key MANUAL DOOR : S1
3593TYPE=MANUAL;
3594ACTIVATORS=PLAYER;
3595COUNT=1;
3596KEYS=SILVER_KEY;
3597FAILED_MESSAGE=NeedSilverKey;
3598CEILING.TYPE=MOVE;
3599CEILING.SPEED_UP=4;
3600CEILING.DEST_REF=LOSURROUNDINGCEILING;
3601CEILING.DEST_OFFSET=-4;
3602CEILING.SFX_UP=DOROPN;
3603
3604[586] // EDGE Silver Key TAGGED DOOR : SR
3605TYPE=PUSH;
3606ACTIVATORS=PLAYER;
3607KEYS=SILVER_KEY;
3608FAILED_MESSAGE=NeedSilverKey;
3609CEILING.TYPE=MOVEWAITRETURN;
3610CEILING.SPEED_UP=4;
3611CEILING.SPEED_DOWN=4;
3612CEILING.DEST_REF=LOSURROUNDINGCEILING;
3613CEILING.DEST_OFFSET=-4;
3614CEILING.PAUSE_TIME=150T;
3615CEILING.SFX_UP=DOROPN;
3616CEILING.SFX_DOWN=DORCLS;
3617
3618[587] // EDGE Silver Key TAGGED DOOR : S1
3619TYPE=PUSH;
3620ACTIVATORS=PLAYER;
3621KEYS=SILVER_KEY;
3622FAILED_MESSAGE=NeedSilverKey;
3623CEILING.TYPE=MOVEWAITRETURN;
3624CEILING.SPEED_UP=4;
3625CEILING.SPEED_DOWN=4;
3626CEILING.DEST_REF=LOSURROUNDINGCEILING;
3627CEILING.DEST_OFFSET=-4;
3628CEILING.PAUSE_TIME=150T;
3629CEILING.SFX_UP=DOROPN;
3630CEILING.SFX_DOWN=DORCLS;
3631
3632[588] // EDGE Brass Key MANUAL DOOR : SR
3633TYPE=MANUAL;
3634ACTIVATORS=PLAYER;
3635KEYS=BRASS_KEY;
3636FAILED_MESSAGE=NeedBrassKey;
3637CEILING.TYPE=MOVEWAITRETURN;
3638CEILING.SPEED_UP=4;
3639CEILING.SPEED_DOWN=4;
3640CEILING.DEST_REF=LOSURROUNDINGCEILING;
3641CEILING.DEST_OFFSET=-4;
3642CEILING.PAUSE_TIME=150T;
3643CEILING.SFX_UP=DOROPN;
3644CEILING.SFX_DOWN=DORCLS;
3645
3646[589] // EDGE Brass Key MANUAL DOOR : S1
3647TYPE=MANUAL;
3648ACTIVATORS=PLAYER;
3649COUNT=1;
3650KEYS=BRASS_KEY;
3651FAILED_MESSAGE=NeedBrassKey;
3652CEILING.TYPE=MOVE;
3653CEILING.SPEED_UP=4;
3654CEILING.DEST_REF=LOSURROUNDINGCEILING;
3655CEILING.DEST_OFFSET=-4;
3656CEILING.SFX_UP=DOROPN;
3657
3658[590] // EDGE Copper Key MANUAL DOOR : SR
3659TYPE=MANUAL;
3660ACTIVATORS=PLAYER;
3661KEYS=COPPER_KEY;
3662FAILED_MESSAGE=NeedCopperKey;
3663CEILING.TYPE=MOVEWAITRETURN;
3664CEILING.SPEED_UP=4;
3665CEILING.SPEED_DOWN=4;
3666CEILING.DEST_REF=LOSURROUNDINGCEILING;
3667CEILING.DEST_OFFSET=-4;
3668CEILING.PAUSE_TIME=150T;
3669CEILING.SFX_UP=DOROPN;
3670CEILING.SFX_DOWN=DORCLS;
3671
3672[591] // EDGE Copper Key MANUAL DOOR : S1
3673TYPE=MANUAL;
3674ACTIVATORS=PLAYER;
3675COUNT=1;
3676KEYS=COPPER_KEY;
3677FAILED_MESSAGE=NeedCopperKey;
3678CEILING.TYPE=MOVE;
3679CEILING.SPEED_UP=4;
3680CEILING.DEST_REF=LOSURROUNDINGCEILING;
3681CEILING.DEST_OFFSET=-4;
3682CEILING.SFX_UP=DOROPN;
3683
3684[592] // EDGE Steel Key MANUAL DOOR : SR
3685TYPE=MANUAL;
3686ACTIVATORS=PLAYER;
3687KEYS=STEEL_KEY;
3688FAILED_MESSAGE=NeedSteelKey;
3689CEILING.TYPE=MOVEWAITRETURN;
3690CEILING.SPEED_UP=4;
3691CEILING.SPEED_DOWN=4;
3692CEILING.DEST_REF=LOSURROUNDINGCEILING;
3693CEILING.DEST_OFFSET=-4;
3694CEILING.PAUSE_TIME=150T;
3695CEILING.SFX_UP=DOROPN;
3696CEILING.SFX_DOWN=DORCLS;
3697
3698[593] // EDGE Steel Key MANUAL DOOR : S1
3699TYPE=MANUAL;
3700ACTIVATORS=PLAYER;
3701COUNT=1;
3702KEYS=STEEL_KEY;
3703FAILED_MESSAGE=NeedSteelKey;
3704CEILING.TYPE=MOVE;
3705CEILING.SPEED_UP=4;
3706CEILING.DEST_REF=LOSURROUNDINGCEILING;
3707CEILING.DEST_OFFSET=-4;
3708CEILING.SFX_UP=DOROPN;
3709
3710[594] // EDGE Wooden Key MANUAL DOOR : SR
3711TYPE=MANUAL;
3712ACTIVATORS=PLAYER;
3713KEYS=WOODEN_KEY;
3714FAILED_MESSAGE=NeedWoodenKey;
3715CEILING.TYPE=MOVEWAITRETURN;
3716CEILING.SPEED_UP=4;
3717CEILING.SPEED_DOWN=4;
3718CEILING.DEST_REF=LOSURROUNDINGCEILING;
3719CEILING.DEST_OFFSET=-4;
3720CEILING.PAUSE_TIME=150T;
3721CEILING.SFX_UP=DOROPN;
3722CEILING.SFX_DOWN=DORCLS;
3723
3724[595] // EDGE Wooden Key MANUAL DOOR : S1
3725TYPE=MANUAL;
3726ACTIVATORS=PLAYER;
3727COUNT=1;
3728KEYS=WOODEN_KEY;
3729FAILED_MESSAGE=NeedWoodenKey;
3730CEILING.TYPE=MOVE;
3731CEILING.SPEED_UP=4;
3732CEILING.DEST_REF=LOSURROUNDINGCEILING;
3733CEILING.DEST_OFFSET=-4;
3734CEILING.SFX_UP=DOROPN;
3735
3736[596] // EDGE Fire Key MANUAL DOOR : SR
3737TYPE=MANUAL;
3738ACTIVATORS=PLAYER;
3739KEYS=FIRE_KEY;
3740FAILED_MESSAGE=NeedFireKey;
3741CEILING.TYPE=MOVEWAITRETURN;
3742CEILING.SPEED_UP=4;
3743CEILING.SPEED_DOWN=4;
3744CEILING.DEST_REF=LOSURROUNDINGCEILING;
3745CEILING.DEST_OFFSET=-4;
3746CEILING.PAUSE_TIME=150T;
3747CEILING.SFX_UP=DOROPN;
3748CEILING.SFX_DOWN=DORCLS;
3749
3750[597] // EDGE Fire Key MANUAL DOOR : S1
3751TYPE=MANUAL;
3752ACTIVATORS=PLAYER;
3753COUNT=1;
3754KEYS=FIRE_KEY;
3755FAILED_MESSAGE=NeedFireKey;
3756CEILING.TYPE=MOVE;
3757CEILING.SPEED_UP=4;
3758CEILING.DEST_REF=LOSURROUNDINGCEILING;
3759CEILING.DEST_OFFSET=-4;
3760CEILING.SFX_UP=DOROPN;
3761
3762[598] // EDGE Water Key MANUAL DOOR : SR
3763TYPE=MANUAL;
3764ACTIVATORS=PLAYER;
3765KEYS=WATER_KEY;
3766FAILED_MESSAGE=NeedWaterKey;
3767CEILING.TYPE=MOVEWAITRETURN;
3768CEILING.SPEED_UP=4;
3769CEILING.SPEED_DOWN=4;
3770CEILING.DEST_REF=LOSURROUNDINGCEILING;
3771CEILING.DEST_OFFSET=-4;
3772CEILING.PAUSE_TIME=150T;
3773CEILING.SFX_UP=DOROPN;
3774CEILING.SFX_DOWN=DORCLS;
3775
3776[599] // EDGE Water Key MANUAL DOOR : S1
3777TYPE=MANUAL;
3778ACTIVATORS=PLAYER;
3779COUNT=1;
3780KEYS=WATER_KEY;
3781FAILED_MESSAGE=NeedWaterKey;
3782CEILING.TYPE=MOVE;
3783CEILING.SPEED_UP=4;
3784CEILING.DEST_REF=LOSURROUNDINGCEILING;
3785CEILING.DEST_OFFSET=-4;
3786CEILING.SFX_UP=DOROPN;
3787
3788[800] // Align and rotate front sector's FLOOR
3789TYPE=PUSH;
3790ACTIVATORS=PLAYER;
3791AUTO=TRUE;
3792SECTOR_EFFECT=ALIGN_FLOOR;
3793
3794[801] // Align and rotate back  sector's FLOOR
3795TYPE=PUSH;
3796ACTIVATORS=PLAYER;
3797AUTO=TRUE;
3798SPECIAL=BACK_SECTOR;
3799SECTOR_EFFECT=ALIGN_FLOOR;
3800
3801[802] // Align and rotate front sector's CEILING
3802TYPE=PUSH;
3803ACTIVATORS=PLAYER;
3804AUTO=TRUE;
3805SECTOR_EFFECT=ALIGN_CEILING;
3806
3807[803] // Align and rotate back  sector's CEILING
3808TYPE=PUSH;
3809ACTIVATORS=PLAYER;
3810AUTO=TRUE;
3811SPECIAL=BACK_SECTOR;
3812SECTOR_EFFECT=ALIGN_CEILING;
3813
3814[804] // Align and rotate front sector's FLOOR+CEILING
3815TYPE=PUSH;
3816ACTIVATORS=PLAYER;
3817AUTO=TRUE;
3818SECTOR_EFFECT=ALIGN_FLOOR,ALIGN_CEILING;
3819
3820[805] // Align and rotate back  sector's FLOOR+CEILING
3821TYPE=PUSH;
3822ACTIVATORS=PLAYER;
3823AUTO=TRUE;
3824SPECIAL=BACK_SECTOR;
3825SECTOR_EFFECT=ALIGN_FLOOR,ALIGN_CEILING;
3826
3827[810] // Align, scale and rotate front sector's FLOOR
3828TYPE=PUSH;
3829ACTIVATORS=PLAYER;
3830AUTO=TRUE;
3831SECTOR_EFFECT=ALIGN_FLOOR,SCALE_FLOOR;
3832
3833[811] // Align, scale and rotate back  sector's FLOOR
3834TYPE=PUSH;
3835ACTIVATORS=PLAYER;
3836AUTO=TRUE;
3837SPECIAL=BACK_SECTOR;
3838SECTOR_EFFECT=ALIGN_FLOOR,SCALE_FLOOR;
3839
3840[812] // Align, scale and rotate front sector's CEILING
3841TYPE=PUSH;
3842ACTIVATORS=PLAYER;
3843AUTO=TRUE;
3844SECTOR_EFFECT=ALIGN_CEILING,SCALE_CEILING;
3845
3846[813] // Align, scale and rotate back  sector's CEILING
3847TYPE=PUSH;
3848ACTIVATORS=PLAYER;
3849AUTO=TRUE;
3850SPECIAL=BACK_SECTOR;
3851SECTOR_EFFECT=ALIGN_CEILING,SCALE_CEILING;
3852
3853[814] // Align, scale and rotate front sector's FLOOR+CEILING
3854TYPE=PUSH;
3855ACTIVATORS=PLAYER;
3856AUTO=TRUE;
3857SECTOR_EFFECT=ALIGN_FLOOR,SCALE_FLOOR,ALIGN_CEILING,SCALE_CEILING;
3858
3859[815] // Align, scale and rotate back  sector's FLOOR+CEILING
3860TYPE=PUSH;
3861ACTIVATORS=PLAYER;
3862AUTO=TRUE;
3863SPECIAL=BACK_SECTOR;
3864SECTOR_EFFECT=ALIGN_FLOOR,SCALE_FLOOR,ALIGN_CEILING,SCALE_CEILING;
3865
3866[820] // Scale front sector's FLOOR
3867TYPE=PUSH;
3868ACTIVATORS=PLAYER;
3869AUTO=TRUE;
3870SECTOR_EFFECT=SCALE_FLOOR;
3871
3872[821] // Scale back  sector's FLOOR
3873TYPE=PUSH;
3874ACTIVATORS=PLAYER;
3875AUTO=TRUE;
3876SPECIAL=BACK_SECTOR;
3877SECTOR_EFFECT=SCALE_FLOOR;
3878
3879[822] // Scale front sector's CEILING
3880TYPE=PUSH;
3881ACTIVATORS=PLAYER;
3882AUTO=TRUE;
3883SECTOR_EFFECT=SCALE_CEILING;
3884
3885[823] // Scale back  sector's CEILING
3886TYPE=PUSH;
3887ACTIVATORS=PLAYER;
3888AUTO=TRUE;
3889SPECIAL=BACK_SECTOR;
3890SECTOR_EFFECT=SCALE_CEILING;
3891
3892[824] // Scale front sector's FLOOR+CEILING
3893TYPE=PUSH;
3894ACTIVATORS=PLAYER;
3895AUTO=TRUE;
3896SECTOR_EFFECT=SCALE_FLOOR,SCALE_CEILING;
3897
3898[825] // Scale back  sector's FLOOR+CEILING
3899TYPE=PUSH;
3900ACTIVATORS=PLAYER;
3901AUTO=TRUE;
3902SPECIAL=BACK_SECTOR;
3903SECTOR_EFFECT=SCALE_FLOOR,SCALE_CEILING;
3904
3905// [840] Enable Dynamic Lights
3906// [842] Enable Jumping
3907// [843] Enable Crouching
3908// [844] Enable FreeLook
3909// [845] Enable Autoaim
3910// [846] Enable Fast Monsters
3911// [847] Enable Infighting
3912
3913// [860] Disable Dynamic Lights
3914// [862] Disable Jumping
3915// [863] Disable Crouching
3916// [864] Disable FreeLook
3917// [865] Disable Autoaim
3918// [866] Disable Fast Monsters
3919// [867] Disable Infighting
3920
3921