1 2; Defines general parameters of the game for which wadfiles are intended. 3; 4; Name textual name for internal use 5; IWAD standard 8.3 base name and extension of main wadfile 6; NewMap default name for new map -- dictates format for all maps 7; Directory directory in which main wadfile (and game files) reside 8; Run command to execute (from the directory) for running a map 9 10[WadGame] 11Name=Heretic 12;IWAD=doom2x.wad 13IWAD=xheretic.wad 14NewMap=E1M1 15Directory=d:\Vavoom 16Run=vavoom.exe -heretic -progs progs/heretic/ -file $_Wadfile +map E1M1 17;Run=vavoom.exe -heretic -file $_Wadfile 18 19; Defines parameters of the default sector motif created when no motif 20; file can be located at startup. 21 22[Default.Sector] 23Above=GRSTNPB 24Main=GRSTNPB 25Below=GRSTNPB 26Ceiling=FLOOR03 27Floor=FLOOR03 28CeilingHeight=128 29FloorHeight=0 30Lighting=128 31 32; Defines parameters of the default door motif created when no motif 33; file can be located at startup. 34 35[Default.Door] 36Base=FLOOR10 37Door=DOORSTON 38Track=METL2 39Type=12 40 41; Defines parameters of the default stair motif created when no motif 42; file can be located at startup. 43 44[Default.Stair] 45FloorRunner=GRSTNPB 46CeilingRunner=GRSTNPB 47Stairwell=GRSTNPB 48FloorInc=8 49CeilingInc=0 50LightingInc=0 51 52; ID used to classify things 53; Flags supplies some additional information: 54; 0x0001 - indicate thing facing angle 55; Red red value for drawing things of said class 56; Green green value for drawing things of said class 57; Blue blue value for drawing things of said class 58; Name textual description of class 59 60[Things.Classes] 610x001 0x0001 255 255 255 Start 620x002 0x0001 255 0 0 Enemy 630x003 0x0000 255 255 0 Key 640x004 0x0000 0 192 0 Armor 650x005 0x0000 128 128 0 Weapon 660x006 0x0000 192 192 0 Ammo 670x007 0x0000 0 255 255 Powerup 680x008 0x0000 192 192 192 Scenery 690x009 0x0000 96 96 96 Sounds 700x00a 0x0001 255 0 255 Teleport 710x00b 0x0000 0 0 255 Healing 720x00c 0x0000 192 0 0 Hazard 730x00d 0x0001 0 128 255 Special 740x00e 0x0000 96 96 96 Sound sequences 750x00f 0x0000 128 255 128 Particle effects 760x010 0x0001 128 128 255 Cameras 770x011 0x0000 255 128 128 Slopes 780x012 0x0000 255 255 255 Static/Dynamic Lights 79 80; ID used to uniquely identify things in a map 81; Class classification (defined above) 82; Size approximate thing size (in map units) 83; Sprite name of the sprite to use for display purposes 84; Name textual description of thing 85 86[Things.Types] 870x001 1 32 playa1 Player 1 *( number, -, -, -, - ) 880x002 1 32 playa1 Player 2 *( number, -, -, -, - ) 890x003 1 32 playa1 Player 3 *( number, -, -, -, - ) 900x004 1 32 playa1 Player 4 *( number, -, -, -, - ) 910x005 2 40 impxa1 Gargoyle leader 920x006 2 64 heada1 Ironlich 930x007 2 40 srcra1 D'Sparil 940x008 6 20 bagha0 Bag of holding 950x009 2 80 mntrv1 Maulotaur 960x00a 6 20 amg1a0 Wand crystal (10) 970x00b 1 32 playf1 Deathmatch 980x00c 6 20 amg2a0 Wand crystal (50) 990x00d 6 20 amm1a0 Mace spheres (20) 1000x00e 10 20 teleg0 Destination 1010x00f 2 40 wzrda1 Disciple of D'Sparil 1020x010 6 20 amm2a0 Mace spheres (100) 1030x011 8 20 skh1a0 Skull hang (70) 1040x012 6 20 amc1a0 Crossbow bolts (5) 1050x013 6 20 amc2a0 Crossbow quiver (20) 1060x014 6 20 ams1a0 Hellstaff lesser runes (20) 1070x015 6 20 ams2a0 Hellstaff greater runes (100) 1080x016 6 20 amp1a0 Phoenix orb (1) 1090x017 6 20 amp2a0 Phoenix orb (10) 1100x018 8 20 skh2a0 Skull hang (60) 1110x019 8 20 skh3a0 Skull hang (45) 1120x01a 8 20 skh4a0 Skull hang (35) 1130x01b 8 20 srtca0 Serpent torch 1140x01c 8 20 chdlb0 Chandelier 1150x01d 8 20 smpla0 Small pillar 1160x01e 7 20 eggca0 Morph ovum 1170x01f 4 20 shd2a0 Enchanted shield 1180x020 7 20 artisphl Mystic urn 1190x021 7 20 artitrch Torch 1200x022 7 20 artifbmb Time bomb of the ancients 1210x023 7 20 spmpa0 Map scroll 1220x024 7 20 artiatlp Chaos device 1230x025 8 20 stgsa0 Stalagmite (small) 1240x026 8 20 stgla0 Stalagmite (large) 1250x027 8 20 stcsa0 Stalactite (small) 1260x028 8 20 stcla0 Stalactite (large) 1270x029 9 20 telea0 Waterfall (continuous) 1280x02a 9 20 telea0 Wind (continuous) 1290x02b 12 20 ppodk0 Pod spawner 1300x02c 12 20 barla0 Barrel 1310x02d 2 40 mummy1 Nitrogolem 1320x02e 2 40 mummy5 Nitrogolem ghost 1330x02f 8 20 brpla0 Brown pillar 1340x030 8 20 mos1a0 Moss (three) 1350x031 8 20 mos2a0 Moss (one) 1360x032 8 20 wtrhc0 Wall torch 1370x033 8 20 hcora0 Hanging corpse 1380x034 8 20 tgltg0 Blue glitter 1390x035 5 20 wblsa0 Dragon claw 1400x036 6 20 amb1a0 Energy orb (10) 1410x037 6 20 amb2a0 Energy orb (25) 1420x038 2 20 sor2i0 D'Sparil teleport spot 1430x040 2 32 kniga1 Undead warrior 1440x041 2 32 kniga5 Undead warrior ghost 1450x042 2 40 impxb1 Gargoyle 1460x044 2 40 mumme1 Golem 1470x045 2 40 mumme5 Golem ghost 1480x046 2 50 beasa1 Weredragon 1490x049 3 20 akyya0 Green key 1500x04a 8 20 tgltb0 Red glitter 1510x04b 7 20 artiinvs Invisibility 1520x04c 8 20 kfr1a0 Fire brazier 1530x04f 3 20 bkyya0 Blue key 1540x050 3 20 ckyya0 Yellow key 1550x051 11 20 ptn1a0 Crystal vial (10) 1560x052 11 20 artiptn2 Quartz flask (25) 1570x053 7 20 artisoar Wings of wrath 1580x054 7 20 artiinvu Ring of invulnerability 1590x055 4 20 shlda0 Silver shield 1600x056 7 20 artipwbk Tome of power 1610x057 8 20 vlcoe0 Volcano 1620x05a 2 20 clnka1 Sabreclaw 1630x05c 2 40 snkea1 Ophidian 1640x05e 8 20 kgzba0 Blue orb 1650x05f 8 20 kgzga0 Green orb 1660x060 8 20 kgzya0 Yellow orb 1670x4b0 9 20 telea0 Scream 1680x4b1 9 20 telea0 Squish 1690x4b2 9 20 telea0 Water drops 1700x4b3 9 20 telea0 Slow footsteps 1710x4b4 9 20 telea0 Heartbeat 1720x4b5 9 20 telea0 Bells 1730x4b6 9 20 telea0 Growl 1740x4b7 9 20 telea0 Magic 1750x4b8 9 20 telea0 Laughter 1760x4b9 9 20 telea0 Running footsteps 1770x578 14 20 teleh0 Sector sound sequence 0 1780x579 14 20 teleh0 Sector sound sequence 1 1790x57a 14 20 teleh0 Sector sound sequence 2 1800x57b 14 20 teleh0 Sector sound sequence 3 1810x57c 14 20 teleh0 Sector sound sequence 4 1820x57d 14 20 teleh0 Sector sound sequence 5 1830x57e 14 20 teleh0 Sector sound sequence 6 1840x57f 14 20 teleh0 Sector sound sequence 7 1850x580 14 20 teleh0 Sector sound sequence 8 1860x581 14 20 teleh0 Sector sound sequence 9 1870x582 14 20 teleh0 Sector sound sequence 10 1880x5dc 17 20 puf4b0 Floor slope 1890x5dd 17 20 puf4b0 Ceiling slope 1900x5de 18 20 fx01e0 Static light *( radius, -, -, -, - ) 1910x5df 18 20 fx01e0 Static colored light *( radius, r, g, b, - ) 1920x5e0 17 20 puf4b0 Vertex floor height 1930x5e1 17 20 puf4b0 Vertex ceiling height 1940x7d1 5 20 wbowa0 Crossbow 1950x7d2 5 20 wmcea0 Mace 1960x7d3 5 20 wphxa0 Phoenix rod 1970x7d4 5 20 wskla0 Hellstaff 1980x7d5 5 20 wgnta0 Gauntlets 1990x7f3 12 20 ppoda0 Pod 2000x2340 13 10 fx17b0 Patrol pt *( next, delay, -, -, - ) 2010x2341 16 16 fx17b0 Security Camera *( pitch, angles, speed, -, - ) 2020x2342 15 20 fx18q0 Sparks *( amount, -, -, -, - ) 2030x2343 15 20 fx18q0 Fountain (red) 2040x2344 15 20 fx18q0 Fountain (green) 2050x2345 15 20 fx18q0 Fountain (blue) 2060x2346 15 20 fx18q0 Fountain (yellow) 2070x2347 15 20 fx18q0 Fountain (purple) 2080x2348 15 20 fx18q0 Fountain (black) 2090x2349 15 20 fx18q0 Fountain (white) 2100x2357 13 10 fx17b0 Patrol special 2110x236e 16 16 fx17b0 Interp pt *( pitch, traveltime, holdtime, next, hinext ) 2120x236f 16 16 fx17b0 Path follower *( pt, hipt, bLinear, -, - ) 2130x2370 16 16 fx17b0 Moving camera *( pt, hipt, bLinear, lookat, - ) 2140x2371 16 16 fx17b0 Aiming camera *( pitch, maxang, maxpitch, tid, - ) 2150x2372 16 16 aclob0 Actor mover *( pt, hipt, bLinear, tid, - ) 2160x2373 16 16 aclod0 Interp special 2170x2454 13 20 telea0 Polyobject anchor 2180x2455 13 20 telea0 Start spot 2190x2456 13 20 telea0 Start spot w/crush 2200x2648 18 10 fx01e0 Point Light *( red, green, blue, radius, - ) 2210x2649 18 10 fx01e0 Pulse Light *( red, green, blue, minradius, maxradius ) 2220x2650 18 10 fx01e0 Flickering Light *( red, green, blue, minradius, maxradius ) 2230x2651 18 10 fx01e0 Sector Light *( red, green, blue, radius, scale ) 2240x2652 18 10 fx01e0 Randomly flickering Light *( red, green, blue, minradius, maxradius ) 2250x36f2 9 20 telea0 Sound sequence *( number, mode, -, -, - ) 226 227; ID used to classify linedefs 228; Name textual description of class 229; 230; Note: When converting a sector to a door, the linedef types 231; available are those in class number two. 232 233[Specials.Classes] 2340x001 Special 2350x002 Door 2360x003 Ceiling 2370x004 Lift 2380x005 Floor 2390x006 Pillar 2400x007 Stairs 2410x008 ACS 2420x009 Scroll 2430x00a Thing 2440x00b Teleport 2450x00c Lighting 2460x00d Polyobject 2470x00e Exit 2480x00f Elevator 249 250; ID 251; class 252; description 253 254[Specials.Types] 255 256; Special 2570x021 1 ForceField( -, -, -, -, - ) 2580x022 1 ClearForceField( tag, -, -, -, - ) 2590x031 1 GlassBreak( noJunk, alpha, -, -, - ) 2600x078 1 Earthquake( intensity, duration, damrad, tremrad, tag ) 2610x079 1 Line_SetIdentification( line, -, -, -, - ) 2620x081 1 UsePuzzleItem( item, script, sArg0, sArg1, sArg2 ) 2630x08c 1 Sector_ChangeSound( tag, sound, -, -, - ) 2640x0a0 1 3d floor( tag, -, -, -, - ) 2650x0a1 1 Contents( type, trans, flags, -, - ) 2660x0ad 1 NoiseAlert( source, target, -, -, - ) 2670x0b5 1 Plane_Align( floor, ceiling, line_id, -, - ) 2680x0b7 1 Line_AlignCeiling( line, side, -, -, - ) 2690x0b8 1 Line_AlignFloor( line, side, -, -, - ) 2700x0b9 1 Sector_SetRotation( tag, f_angle, c_angle, -, - ) 2710x0ba 1 Sector_SetCeilingPanning( tag, x_int, x_frac, y_int, y_frac ) 2720x0bb 1 Sector_SetFloorPanning( tag, x_int, x_frac, y_int, y_frac ) 2730x0bc 1 Sector_SetCeilingScale( tag, x_int, x_frac, y_int, y_frac ) 2740x0bd 1 Sector_SetFloorScale( tag, x_int, x_frac, y_int, y_frac ) 2750x0bf 1 SetPlayerProperty( who, set, which, -, - ) 2760x0d0 1 TranslucentLine( line, amount, -, -, - ) 2770x0d1 1 Transfer_Heights( tag, flags, -, -, - ) 2780x0d2 1 Transfer_FloorLight( tag, -, -, -, - ) 2790x0d3 1 Transfer_CeilingLight( tag, -, -, -, - ) 2800x0d4 1 Sector_SetColor( tag, red, green, blue, - ) 2810x0d5 1 Sector_SetFade( tag, red, green, blue, - ) 2820x0d6 1 Sector_SetDamage( tag, damage, mod, -, - ) 2830x0d8 1 Sector_SetGravity( tag, int, frac, -, - ) 2840x0dc 1 Sector_SetWind( tag, strength, angle, line_vector, - ) 2850x0db 1 Sector_SetFriction( tag, amount, -, -, - ) 2860x0de 1 Sector_SetCurrent( tag, strength, angle, line_vector, - ) 2870x0de 1 PointPush_SetForce( tag, tid, strength, line_vector, - ) 2880x0ed 1 ChangeCamera( tag, who, revert, -, - ) 289 290; Door 2910x00a 2 Door_Close( tag, speed, light_tag, -, - ) 2920x00b 2 Door_Open( tag, speed, light_tag, -, - ) 2930x00c 2 Door_Raise( tag, speed, delay, light_tag, - ) 2940x00d 2 Door_LockedRaise( tag, speed, delay, lock, light_tag ) 2950x0f9 2 Door_CloseWaitOpen( tag, speed, delay, light_tag, - ) 2960x0ca 2 Generic_Door( tag, speed, kind, delay, lock ) 297 298; Ceiling 2990x026 3 Ceiling_Waggle( tag, height, freq, offset, duration ) 3000x028 3 Ceiling_LowerByValue( tag, speed, height, -, - ) 3010x029 3 Ceiling_RaiseByValue( tag, speed, height, -, - ) 3020x02a 3 Ceiling_CrushAndRaise( tag, speed, crush, -, - ) 3030x02b 3 Ceiling_LowerAndCrush( tag, speed, crush, -, - ) 3040x02c 3 Ceiling_CrushStop( tag, -, -, -, - ) 3050x02d 3 Ceiling_CrushRaiseAndStay( tag, speed, crush, -, - ) 3060x02f 3 Ceiling_MoveToValue( tag, speed, height, negative, - ) 3070x045 3 Ceiling_MoveToValueTimes8( tag, speed, height, negative, - ) 3080x0c0 3 Ceiling_LowerToHighestFloor( tag, speed, -, -, - ) 3090x0c1 3 Ceiling_LowerInstant( tag, -, height, -, - ) 3100x0c2 3 Ceiling_RaiseInstant( tag, -, height, -, - ) 3110x0c3 3 Ceiling_CrushRaiseAndStayA( tag, dnspeed, upspeed, damage, - ) 3120x0c4 3 Ceiling_CrushAndRaiseA( tag, dnspeed, upspeed, damage, - ) 3130x0c5 3 Ceiling_CrushAndRaiseSilentA( tag, dnspeed, upspeed, damage, - ) 3140x0c6 3 Ceiling_RaiseByValueTimes8( tag, speed, height, -, - ) 3150x0c7 3 Ceiling_LowerByValueTimes8( tag, speed, height, -, - ) 3160x0c9 3 Generic_Ceiling( tag, speed, height, target, chg/mdl/dir/crsh ) 3170x0cd 3 Generic_Crusher( tag, dnspeed, upspeed, silent, damage ) 3180x0fc 3 Ceiling_RaiseToNearest( tag, speed, -, -, - ) 3190x0fd 3 Ceiling_LowerToLowest( tag, speed, -, -, - ) 3200x0fe 3 Ceiling_LowerToFloor( tag, speed, -, -, - ) 3210x0ff 3 Ceiling_CrushRaiseAndStaySilentA( tag, dnspeed, upspeed, damage, - ) 322 323; Lift 3240x03c 4 Plat_PerpetualRaise( tag, speed, delay, -, - ) 3250x03d 4 Plat_Stop( tag, -, -, -, - ) 3260x03e 4 Plat_DownWaitUpStay( tag, speed, delay, -, - ) 3270x03f 4 Plat_DownByValue( tag, speed, delay, height, - ) 3280x040 4 Plat_UpWaitDownStay( tag, speed, delay, -, - ) 3290x041 4 Plat_UpByValue( tag, speed, delay, height, - ) 3300x0ac 4 Plat_UpNearestWaitDownStay( tag, speed, delay, -, - ) 3310x0cb 4 Generic_Lift( tag, speed, delay, target, height ) 3320x0ce 4 Plat_DownWaitUpStayLip( tag, speed, delay, lip, floor_sound ) 3330x0cf 4 Plat_PerpetualRaiseLip( tag, speed, delay, lip, - ) 3340x0e4 4 Plat_RaiseAndStayTx0( tag, speed, -, -, - ) 3350x0e6 4 Plat_UpByValueStayTx( tag, speed, height, -, - ) 3360x0e7 4 Plat_ToggleCeiling( tag, -, -, -, - ) 337 338; Floor 3390x014 5 Floor_LowerByValue( tag, speed, height, -, - ) 3400x015 5 Floor_LowerToLowest( tag, speed, -, -, - ) 3410x016 5 Floor_LowerToNearest( tag, speed, -, -, - ) 3420x017 5 Floor_RaiseByValue( tag, speed, height, -, - ) 3430x018 5 Floor_RaiseToHighest( tag, speed, -, -, - ) 3440x019 5 Floor_RaiseToNearest( tag, speed, -, -, - ) 3450x01c 5 Floor_RaiseAndCrush( tag, speed, crush, -, - ) 3460x023 5 Floor_RaiseByValueTimes8( tag, speed, height, -, - ) 3470x024 5 Floor_LowerByValueTimes8( tag, speed, height, -, - ) 3480x025 5 Floor_MoveToValue( tag, speed, height, negative, - ) 3490x02e 5 Floor_CrushStop( tag, -, -, -, - ) 3500x042 5 Floor_LowerInstant( tag, -, height, -, - ) 3510x043 5 Floor_RaiseInstant( tag, -, height, -, - ) 3520x044 5 Floor_MoveToValueTimes8( tag, speed, height, negative, - ) 3530x08a 5 Floor_Waggle( tag, height, freq, offset, duration ) 3540x0c8 5 Generic_Floor( tag, speed, height, target, chg/mdl/dir/crsh ) 3550x0ee 5 Floor_RaiseToLowestCeiling( tag, speed, -, -, - ) 3560x0ef 5 Floor_RaiseByValueTxTy( tag, speed, height, -, - ) 3570x0f0 5 Floor_RaiseByTexture( tag, speed, -, -, - ) 3580x0f1 5 Floor_LowerToLowestTxTy( tag, speed, -, -, - ) 3590x0f2 5 Floor_LowerToHighest( tag, speed, adjust, -, - ) 3600x0fa 5 Floor_Donut( tag, pillarspeed, slimespeed, -, - ) 3610x0eb 5 Floor_TransferTrigger( tag, -, -, -, - ) 3620x0ec 5 Floor_TransferNumeric( tag, -, -, -, - ) 363 364; Pillar 3650x01d 6 Pillar_Build( tag, speed, height, -, - ) 3660x01e 6 Pillar_Open( tag, speed, f_height, c_height, - ) 3670x05e 6 Pillar_BuildAndCrush( tag, speed, height, crush, - ) 368 369; Stair 3700x01a 7 Stairs_BuildDown( tag, speed, height, delay, reset ) 3710x01b 7 Stairs_BuildUp( tag, speed, height, delay, reset ) 3720x01f 7 Stairs_BuildDownSync( tag, speed, height, reset, - ) 3730x020 7 Stairs_BuildUpSync( tag, speed, height, reset, - ) 3740x0cc 7 Generic_Stairs (tag, speed, step, dir/idntext, reset ) 3750x0d9 7 Stairs_BuildUpDoom( tag, speed, height, delay, reset ) 376 377; ACS 3780x050 8 ACS_Execute( script, map, sArg0, sArg1, sArg2 ) 3790x051 8 ACS_Suspend( script, map, -, -, - ) 3800x052 8 ACS_Terminate( script, map, -, -, - ) 3810x053 8 ACS_LockedExecute( script, map, sArg0, sArg1, lock ) 3820x054 8 ACS_ExecuteWithResult( script, map, sArg0, sArg1, sArg2 ) 3830x055 8 ACS_LockedExecuteDoor( script, map, sArg0, sArg1, lock ) 3840x0e2 8 ACS_ExecuteAlways( script, map, sArg0, sArg1, sArg2 ) 385 386; Scroll 3870x064 9 Scroll_Texture_Left( speed, -, -, -, - ) 3880x065 9 Scroll_Texture_Right( speed, -, -, -, - ) 3890x066 9 Scroll_Texture_Up( speed, -, -, -, - ) 3900x067 9 Scroll_Texture_Down( speed, -, -, -, - ) 3910x0dd 9 Scroll_Texture_Both( tag, leftSpd, rightSpd, upSpd, downSpd ) 3920x0de 9 Scroll_Texture_Model( tag, bits, -, -, - ) 3930x0df 9 Scroll_Floor( tag, bits, method, xspeed, yspeed ) 3940x0e0 9 Scroll_Ceiling( tag, bits, method, xspeed, yspeed ) 3950x0e1 9 Scroll_Texture_Offsets( -, -, -, -, - ) 396 397; Thing 3980x013 10 Thing_Stop( tag, -, -, -, - ) 3990x048 10 ThrustThing( angle, distance, -, -, - ) 4000x049 10 DamageThing( damage, -, -, -, - ) 4010x077 10 Thing_Damage( tag, damage, mod, -, - ) 4020x07d 10 Thing_Move( tid, mapspot, -, -, - ) 4030x07f 10 Thing_SetSpecial( tid, special, arg1, arg2, arg3 ) 4040x080 10 ThrustThingZ( tid, zthrust, d/u, set, - ) 4050x082 10 Thing_Activate( tag, -, -, -, - ) 4060x083 10 Thing_Deactivate( tag, -, -, -, - ) 4070x084 10 Thing_Remove( tag, -, -, -, - ) 4080x085 10 Thing_Destroy( tag, -, -, -, - ) 4090x086 10 Thing_Projectile( tag, type, angle, speed, vspeed ) 4100x087 10 Thing_Spawn( tag, spawntype, angle, NewTid, - ) 4110x088 10 Thing_ProjectileGravity( tag, type, angle, speed, vspeed ) 4120x089 10 Thing_SpawnNoFog( tag, spawntype, angle, NewTid, - ) 4130x08b 10 Thing_SpawnFacing( tag, spawntype, NoFog, NewTid, - ) 4140x0b0 10 Thing_ChangeTID( oldtid, newtid, -, -, - ) 4150x0b1 10 Thing_Hate( hater, hatee, flags, -, - ) 4160x0b2 10 Thing_ProjectileAimed( tag, type, speed, targetTag, NewTid ) 4170x0b4 10 Thing_SetTranslation( tag, range, -, -, - ) 4180x0e5 10 Thing_SetGoal( tag, goal, delay, chasegoal, - ) 4190x0f8 10 HealThing( amount, max, -, -, - ) 420 421; Teleport 4220x027 11 Teleport_ZombieChanger( tag, sector_tag, no_src_fog, -, - ) 4230x046 11 Teleport( tag, sector_tag, no_src_fog, -, - ) 4240x047 11 Teleport_NoFog( tag, use_angle, sector_tag, -, - ) 4250x04a 11 Teleport_NewMap( map, position, save_angle, -, - ) 4260x04b 11 Teleport_EndGame( -, -, -, -, - ) 4270x04c 11 TeleportOther( other_tid, dest_tid, fog, -, - ) 4280x04d 11 TeleportGroup( group_tid, source_tid, dest_tid, moveSource, fog ) 4290x04e 11 TeleportInSector( tag, source_tid, dest_tid, fog, group_tid ) 4300x0d7 11 Teleport_Line( thisline, destline, reverse, -, - ) 431 432; Lighting 4330x06d 12 Light_ForceLightning( tag, -, -, -, - ) 4340x06e 12 Light_RaiseByValue( tag, value, -, -, - ) 4350x06f 12 Light_LowerByValue( tag, value, -, -, - ) 4360x070 12 Light_ChangeToValue( tag, value, -, -, - ) 4370x071 12 Light_Fade( tag, value, tics, -, - ) 4380x072 12 Light_Glow( tag, upper, lower, tics, - ) 4390x073 12 Light_Flicker( tag, upper, lower, -, - ) 4400x074 12 Light_Strobe( tag, upper, lower, u-tics, l-tics ) 4410x075 12 Light_Stop( tag, -, -, -, -, ) 4420x0e8 12 Light_StrobeDoom( tag, u-tics, l-tics, sync, - ) 4430x0e9 12 Light_MinNeighbor( tag, -, -, -, - ) 4440x0ea 12 Light_MaxNeighbor( tag, -, -, -, - ) 445 446; Polyobject 4470x001 13 Polyobj_StartLine( po, mirror, sound, -, - ) 4480x002 13 Polyobj_RotateLeft( po, speed, angle, -, - ) 4490x003 13 Polyobj_RotateRight( po, speed, angle, -, - ) 4500x004 13 Polyobj_Move( po, speed, angle, distance, - ) 4510x005 13 Polyobj_ExplicitLine( po, order, mirror, sound, - ) 4520x006 13 Polyobj_MoveTimes8( po, speed, angle, distance, - ) 4530x007 13 Polyobj_DoorSwing( po, speed, angle, delay, - ) 4540x008 13 Polyobj_DoorSlide( po, speed, angle, distance, delay ) 4550x05a 13 Polyobj_OR_RotateLeft( po, speed, angle, -, - ) 4560x05b 13 Polyobj_OR_RotateRight( po, speed, angle, -, - ) 4570x05c 13 Polyobj_OR_Move( po, speed, angle, distance, - ) 4580x05d 13 Polyobj_OR_MoveTimes8( po, speed, angle, distance, - ) 459 460; Exit 4610x0f3 14 Exit_Normal( position, -, -, -, - ) 4620x0f4 14 Exit_Secret( position, -, -, -, - ) 463 464; Elevator 4650x05f 15 FloorAndCeiling_LowerByValue( tag, speed, height, -, - ) 4660x060 15 FloorAndCeiling_RaiseByValue( tag, speed, height, -, - ) 4670x0f5 15 Elevator_RaiseToNearest( tag, speed, -, -, - ) 4680x0f6 15 Elevator_MoveToFloor( tag, speed, -, -, - ) 4690x0f7 15 Elevator_LowerToNearest( tag, speed, -, -, - ) 4700x0fb 15 FloorAndCeiling_LowerRaise( tag, fspeed, cspeed, -, - ) 471 472[Sectors.Types] 4730x0001 Phased light (manual) 4740x0002 Phased light sequence start 4750x0003 Phased light sequence 1 4760x0004 Phased light sequence 2 4770x001a Stairs 1 4780x001b Stairs 2 4790x0028 Wind east (weak) 4800x0029 Wind east (normal) 4810x002a Wind east (strong) 4820x002b Wind north (weak) 4830x002c Wind north (normal) 4840x002d Wind north (strong) 4850x002e Wind south (weak) 4860x002f Wind south (normal) 4870x0030 Wind south (strong) 4880x0031 Wind west (weak) 4890x0032 Wind west (normal) 4900x0033 Wind west (strong) 4910x0041 Blink (random) 4920x0042 Blink (1/2 second) 4930x0043 Blink (1 second) 4940x0044 -10/20% health, blink (1/2 second) 4950x0045 -5/10% health 4960x0046 -2/4% health 4970x0047 -2/5% health 4980x0048 Light oscillates 4990x004a Ceiling drops (after 30 seconds) 5000x004b -10/20% health, end level/game 5010x004c Blink (1 second sync.) 5020x004d Blink (1/2 second sync.) 5030x004e Ceiling rises (after 300 seconds) 5040x004f Reduced floor friction 5050x0050 -10/20% health 5060x0051 Light flickers randomly 5070x0052 -5/10% health, lava 5080x0053 -10/20% health, lava 5090x0054 -10/20% health, lava, scroll east 5100x0069 Hazardous area 5110x0073 Instant death 5120x0074 Double hazardous area 5130x0076 Scroll to current orientation 5140x00c7 Outdoor lightning 5150x00c7 Indoor lightning (bright) 5160x00c6 Indoor lightning (dim) 5170x00c8 Use second sky image 5180x00c9 Scroll north (slow) 5190x00ca Scroll north (normal) 5200x00cb Scroll north (fast) 5210x00cc Scroll east (slow) 5220x00cd Scroll east (normal) 5230x00ce Scroll east (fast) 5240x00cf Scroll south (slow) 5250x00d0 Scroll south (normal) 5260x00d1 Scroll south (fast) 5270x00d2 Scroll west (slow) 5280x00d3 Scroll west (normal) 5290x00d4 Scroll west (fast) 5300x00d5 Scroll northwest (slow) 5310x00d6 Scroll northwest (normal) 5320x00d7 Scroll northwest (fast) 5330x00d8 Scroll northeast (slow) 5340x00d9 Scroll northeast (normal) 5350x00da Scroll northeast (fast) 5360x00db Scroll southeast (slow) 5370x00dc Scroll southeast (normal) 5380x00dd Scroll southeast (fast) 5390x00de Scroll southwest (slow) 5400x00df Scroll southwest (normal) 5410x00e0 Scroll southwest (fast) 5420x00e1 Scroll east (very slow) 5430x00e2 Scroll east (slow) 5440x00e3 Scroll east (normal) 5450x00e4 Scroll east (fast) 5460x00e5 Scroll east (very fast) 5470x00e6 Scroll north (very slow) 5480x00e7 Scroll north (slow) 5490x00e8 Scroll north (normal) 5500x00e9 Scroll north (fast) 5510x00ea Scroll north (very fast) 5520x00eb Scroll south (very slow) 5530x00ec Scroll south (slow) 5540x00ed Scroll south (normal) 5550x00ee Scroll south (fast) 5560x00ef Scroll south (very fast) 5570x00f0 Scroll west (very slow) 5580x00f1 Scroll west (slow) 5590x00f2 Scroll west (normal) 5600x00f3 Scroll west (fast) 5610x00f4 Scroll west (very fast) 5620x0400 Secret 563