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Text File  |  1998-12-12  |  40KB  |  1,854 lines

  1. { Lines.ddf.  By the DOSDoom Team.                                  }
  2. { A note about time:  Time in Doom is measured in tics.  There are
  3.     35 tics every second.  However because we live in the real world,
  4.     you can also specify time in seconds.  In any of the time fields,
  5.     you can put T after a number to mean tics.  35T means 35 tics.
  6.     35 means 35 seconds (big difference.)  Also, you can specify decimals
  7.     as seconds but not tics.  3.5 is three and a half seconds.      }
  8. { Many of these functions are marked *.  This means that this function
  9.     also applies to the sectors.ddf file.                           }
  10.  
  11.   Description:
  12.  *  TRIGGER:  The special number you put into your map editor
  13.     TYPE:     Can be either PUSH (for walk up to it and hit space bar)
  14.                             WALK (activates when you walk over it)
  15.                          or SHOOT(activates when a shot hits it)
  16.     ACTIVATORS: Can be PLAYER, MONSTER, or MISSILE.  This specifies if
  17.                the line is monster only or player only or whatever.
  18.                You can have more than one activator by seperating them
  19.                with commas, ie PLAYER,MONSTER means players AND monsters
  20.                (but not missiles) can activate this line.  Missile refers
  21.                to projectiles ie rockets, plasma shots, baron fireballs etc
  22.                and is used for things such as missile teleport.
  23.  
  24.     COUNT: The number of times this line can be used.  1 means use once,
  25.            -1 (or omitted) means infinte.  You can also have anything
  26.            in between, like 2, or 7455.
  27.  
  28.     KEYS: This linedef required a key to operate.  Can be RED, YELLOW or BLUE
  29.  
  30.     SECSPECIAL:  This is the special sector type that sectors tagged to this
  31.           linedef will change to.
  32.  
  33.  *  CRUSH:  Guess :-)  Crushing ceilings/floors have this set to TRUE.
  34.  
  35.  *  FLOOR_TYPE:  How the target sectors floor moves:
  36.        MOVE:  Will move once to a destination (see below)
  37.        MOVEWAITRETURN: Will move to a destination, wait, then return
  38.        CONTINUOUS: Moves to a destination, moves back, moves to a destination...
  39.        BUILDSTAIRS: Builds stairs.
  40.        STOP:  Causes a continuous floor to pause, saving processor time
  41.          and a SFX channel, because if the player can't see it there isn't
  42.          much point in moving it.
  43.  
  44.  *  FLOOR_SPEED_UP:  The speed the floor moves upward * 65536.  Floors move at
  45.             65536, plats move at 262144 (4 * 65536.)  It is multiplied by
  46.             65536 so you can specify for example 32768 and have the floor
  47.             moving at half speed
  48.  *  FLOOR_SPEED_DOWN:  The speed the floor moves downward.  See FLOOR_SPEED_UP
  49.     FLOOR_DEST_REF:
  50.             Specifies the destination height for a floor. Values are:
  51.             ABSOLUTE:  moves to the position specified by FLOOR_DEST
  52.             FLOOR:     Floor height
  53.             CEILING:   Ceiling height
  54.             LOSURROUNDINGCEILING:  The lowest surrounding ceiling height
  55.             HISURROUNDINGCEILING:  The highest surrounding ceiling height
  56.             LOSURROUNDINGFLOOR:  The lowest surrounding floor
  57.             HISURROUNDINGFLOOR:  The highest surrounding floor
  58.             NEXTHIGHESTFLOOR:  The floor surrounding that is next highest
  59.             LOWESTBOTTOMTEXTURE:  Aligns with the shortest bottom texture
  60.               surrounding.
  61.  
  62.  *  FLOOR_DEST_OFFSET: This number will be added to FLOOR_DESTREF to get the end height.
  63.             Is multiplied by 65536.
  64.              If FLOOR_DESTREF is CEILING and FLOOR_DEST is -2097152 (32*65536)
  65.                the floor will rise to 32 below the ceiling
  66.              If FLOOR_DESTREF is ABSOLUTE and FLOOR_DEST is 2097152 the floor
  67.                will move to height 32.
  68.  *  FLOOR_TEXTURE: Specifies that the floor texture should change.
  69.              Specify the texture to change to (eg "FLAT1")
  70.              or '-' to change to the surrounding texture and special sector
  71.              or '+' to change to the floor texture on the front side of
  72.              the switch linedef.
  73.  *  FLOOR_PAUSE_TIME: Specifies the time that MOVEWAITRETURN and CONTINUOUS floors
  74.              wait between moves.  Specified in tics, there are 35 tics per
  75.              second. eg Plats wait 105T. (3 seconds)
  76.  *  FLOOR_WAIT_TIME:  Specifies the time from being triggered to when the floor
  77.              actually starts moving.  If you put 105T in here, when you push
  78.              the switch nothing will happen for 3 seconds, then the floor will
  79.              start moving.
  80.  *  FLOOR_SFX_START:  Specifies the sound the floor makes when is starts to move,
  81.              eg PSTART
  82.  *  FLOOR_SFX_UP: Specifies the sound the floor makes when moving up. eg STNMOV
  83.  *  FLOOR_SFX_DOWN: Specifies the sound the floor makes when moving down. eg STNMOV
  84.  *  FLOOR_SFX_STOP: Specifies the sound the floor makes when stopping.
  85.  
  86.  
  87.     These functions all do the same as their corresponding FLOOR_ function, but
  88.      work the ceiling instead of the floor.
  89.  *  CEILING_TYPE:
  90.  *  CEILING_SPEED_UP:  Doors are 131072 (65536*2)
  91.  *  CEILING_SPEED_DOWN:
  92.  *  CEILING_DEST_REF:
  93.  *  CEILING_DEST_OFFSET:
  94.  *  CEILING_TEXTURE: (Unimplemented)
  95.  *  CEILING_PAUSE_TIME:  (Doors wait 4.29)
  96.  *  CEILING_WAIT_TIME:
  97.  *  CEILING_SFX_START:
  98.  *  CEILING_SFX_UP:
  99.  *  CEILING_SFX_DOWN:
  100.  *  CEILING_SFX_STOP:
  101.  
  102.     DONUT:  TRUE means this is a donut.  A donut is two sectors, one a
  103.      donut around the middle.  The 'hole' is a tall pillar, and the 'donut'
  104.      is sunk in slime.  When the switch is pushed, the slime raises and
  105.      changes, and the pillar falls till it is all level.
  106.  
  107.     DONUT_IN_SFX: Sound the 'hole' makes while moving
  108.     DONUT_IN_SFXSTOP: Sound the 'hole' makes when stopping
  109.     DONUT_OUT_SFX: Sound the 'donut' makes while moving
  110.     DONUT_OUT_SFXSTOP: Sound the 'donut' makes when stopping
  111.  
  112.     TELEPORT: TRUE means the activating thing will be teleported.
  113.     TELEPORT_DELAY: The time before you can move again
  114.     TELEIN_EFFECTOBJ: This object will be spawned where you teleport from
  115.     TELEOUT_EFFECTOBJ: This object will be spawned where you teleport to
  116.  
  117.  *  LIGHT_TYPE: The light level changes in the tagged sector.
  118.       SET:  Sets the light level
  119.       STROBE: Starts the light strobing.  Light alternates between light and dark
  120.         according to LIGHT_BRIGHT_TIME and LIGHT_DARK_TIME
  121.       FLASH: Starts the light flashing randomly.  Light alternates between light and
  122.         dark according to LIGHT_PROBABILITY, LIGHT_BRIGHT_TIME, LIGHT_DARK_TIME.
  123.         If LIGHT_PROBABILITY goes up, there will be more darkness.
  124.         If LIGHT_BRIGHT_TIME goes up, there will be more brightness.
  125.         If LIGHT_DARK_TIME goes up, there will be more darkness.
  126.       GLOW: Starts the light glowing.  Light alternates smoothly between light and
  127.         dark.
  128.       FLICKER: Light flickers like fire.
  129.  *  LIGHT_SYNC: Gives a time value for syncing.  If sync is 2, for example, the light
  130.       will start glowing/flashing when the level time is a multiple of two seconds.
  131.  
  132.  *  LIGHT_LEVEL: if L_TYPE is SET, this is the light level to change to. 0 means
  133.       find the lowest surrounding light level.
  134.  
  135.  *  LIGHT_DARK_TIME:  This indicates how long a light should stay dark for.
  136.       Increasing this increases the time a light stays dark for, or how long it
  137.        takes to get dark.
  138.  
  139.  *  LIGHT_BRIGHT_TIME: This indicates how long a light should stay bright for, in
  140.       seconds.  Increasing this increases the time a light stays bright for, or how
  141.       long it takes to get bright.
  142.  
  143.  *  LIGHT_PROBABILITY: Ranges from 0 - 255.  Only used if type = FLASH.  The game
  144.       chooses a random number between 0 and 255.  If it is smaller than
  145.       LIGHT_PROBABILITY, the light goes dark for LIGHT_DARK_TIME.  If it is larger,
  146.       the light goes bright for LIGHT_BRIGHT_TIME.
  147.  
  148.  *  EXIT:  This line will exit the level.
  149.       EXIT the next level is the next level
  150.       SECRET the next level is the secret level
  151.  
  152.     SCROLL: Specifies that this line's texture should scroll.
  153.       LEFT: scrolls left
  154.       RIGHT: scrolls right
  155.       UP: scrolls up
  156.       DOWN: scrolls down
  157.       You can specify more than one direction by seperating with commas,
  158.        eg SCROLL=LEFT,RIGHT;
  159.     SCROLLING_SPEED: Specifies how fast the texture scrolls.  Normal value is 1.
  160.  
  161.  *  COLOURMAPLUMP: Changes the tagged sector's colourmap to the specified lump,
  162.        eg COLOURMAPLUMP=COLORMAPS; or COLOURMAPLUMP=FOGMAP;  Used for coloured
  163.        lighting and fog.
  164.  *  COLOURMAP:  Sets the colourmap for the sector to the specified colourmap,
  165.        eg, COLOURMAP=32; Sets the sector to invulnerability
  166.  *  GRAVITY:  Changes the tagged sector's gravity. Normal gravity is 8.
  167.       No one said anything about gravity <= 0 being bad...
  168.  *  FRICTION: Changes the tagged sector's friction.  Normal friction is 59392.
  169.  
  170.       If you use 0 or negative friction, you have to provide a way for the
  171.       player to get down/stop...
  172.  
  173.  *  SOUND:  Starts the specified sound playing in the tagged sector
  174.     MUSIC:  Changes the music.
  175.     AUTO:  This line will be activated automatically.  AUTO lines must be
  176.       pushable.
  177.     SINGLESIDED: If True this line can only be activated from one side,
  178.       the front (sometimes called 'right' side.)  This is important for
  179.       eg teleport lines so you can get out of the teleporter...
  180.  
  181.  
  182. }
  183. [-1]
  184. TRIGGER=-1;
  185.  
  186. { Open Door (closes) }
  187. [1]
  188. TRIGGER=1;
  189. TYPE=PUSH;
  190. ACTIVATORS=PLAYER, MONSTER;
  191. CEILING_TYPE=MOVEWAITRETURN;
  192. CEILING_SPEED_UP=2;
  193. CEILING_SPEED_DOWN=2;
  194. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  195. CEILING_DEST_OFFSET=-4;
  196. CEILING_PAUSE_TIME=150T;
  197. CEILING_SFX_UP=DOROPN;
  198. CEILING_SFX_DOWN=DORCLS;
  199.  
  200. { Walk Once - Open the Door }
  201. [2]
  202. TRIGGER=2;
  203. TYPE=WALK;
  204. ACTIVATORS=PLAYER;
  205. COUNT=1;
  206. CEILING_TYPE=MOVE;
  207. CEILING_SPEED_UP=2; 
  208. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  209. CEILING_DEST_OFFSET=-4;
  210. CEILING_SFX_UP=DOROPN;
  211.  
  212. { Walk Once - Close the door }
  213. [3]
  214. TRIGGER=3;
  215. TYPE=WALK;
  216. ACTIVATORS=PLAYER;
  217. COUNT=1;
  218. CEILING_TYPE=MOVE;
  219. CEILING_SPEED_DOWN=2;
  220. CEILING_DEST_REF=FLOOR;
  221. CEILING_SFX_DOWN=DORCLS;
  222.  
  223. { Walk Once - Raise the door (with close) }
  224. [4]
  225. TRIGGER=4;
  226. TYPE=WALK;
  227. ACTIVATORS=PLAYER, MONSTER;
  228. COUNT=1;
  229. CEILING_TYPE=MOVEWAITRETURN;
  230. CEILING_SPEED_UP=2;
  231. CEILING_SPEED_DOWN=2;
  232. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  233. CEILING_DEST_OFFSET=-4;
  234. CEILING_SFX_UP=DOROPN;
  235. CEILING_SFX_DOWN=DORCLS;
  236. CEILING_PAUSE_TIME=150T;
  237.  
  238. { Walk Once - Raise the floor to the next highest neighbour floor height }
  239. [5]
  240. TRIGGER=5;
  241. TYPE=WALK;
  242. ACTIVATORS=PLAYER;
  243. COUNT=1;
  244. FLOOR_TYPE=MOVE;
  245. FLOOR_SPEED_UP=1;
  246. FLOOR_DEST_REF=LOSURROUNDINGCEILING;
  247. FLOOR_DEST_OFFSET=-8;
  248. FLOOR_SFX_UP=STNMOV;
  249.  
  250. { Walk Once - Fast ceiling crush }
  251. [6]
  252. TRIGGER=6;
  253. TYPE=WALK;
  254. ACTIVATORS=PLAYER;
  255. COUNT=1;
  256. CRUSH=TRUE;
  257. CEILING_TYPE=CONTINUOUS;
  258. CEILING_SPEED_UP=2;
  259. CEILING_SPEED_DOWN=2;
  260. CEILING_DEST_REF=FLOOR;
  261. CEILING_DEST_OFFSET=8;
  262. CEILING_SFX_UP=STNMOV;
  263. CEILING_SFX_DOWN=STNMOV;
  264.  
  265. { Walk once - Build stairs }
  266. [8]
  267. TRIGGER=8;
  268. TYPE=WALK;
  269. ACTIVATORS=PLAYER;
  270. COUNT=1;
  271. FLOOR_TYPE=BUILDSTAIRS;
  272. FLOOR_SPEED_UP=0.25;
  273. FLOOR_DEST_REF=FLOOR;
  274. FLOOR_DEST_OFFSET=8;
  275. FLOOR_SFX_STOP=PSTOP;
  276. FLOOR_SFX_UP=STNMOV;
  277.  
  278. { Walk once - Platform down, wait, and then back up }
  279. [10]
  280. TRIGGER=10;
  281. TYPE=WALK;
  282. ACTIVATORS=PLAYER, MONSTER;
  283. COUNT=1;
  284. FLOOR_TYPE=MOVEWAITRETURN;
  285. FLOOR_SPEED_UP=4;
  286. FLOOR_SPEED_DOWN=4;
  287. FLOOR_DEST_REF=LOSURROUNDINGFLOOR;
  288. FLOOR_PAUSE_TIME=105T;
  289. FLOOR_SFX_START=PSTART;
  290. FLOOR_SFX_STOP=PSTOP;
  291.  
  292. { Walk once - Lights to the level of brightest neighbour }
  293. [12]
  294. TRIGGER=12;
  295. TYPE=WALK;
  296. ACTIVATORS=PLAYER;
  297. COUNT=1;
  298. LIGHT_TYPE=SET;
  299. LIGHT_LEVEL=0;
  300.  
  301. { Walk once - Lights to brightest (255) }
  302. [13]
  303. TRIGGER=13;
  304. TYPE=WALK;
  305. ACTIVATORS=PLAYER;
  306. COUNT=1;
  307. LIGHT_TYPE=SET;
  308. LIGHT_LEVEL=255;
  309.  
  310. { Walk once - CLOSE DOOR 30 W1 }
  311. [16]
  312. TRIGGER=16;
  313. TYPE=WALK;
  314. ACTIVATORS=PLAYER;
  315. COUNT=1;
  316. CEILING_TYPE=MOVEWAITRETURN;
  317. CEILING_SPEED_UP=2;
  318. CEILING_SPEED_DOWN=2;
  319. CEILING_DEST_REF=FLOOR;
  320. CEILING_SFX_UP=DOROPN;
  321. CEILING_SFX_DOWN=DORCLS;
  322.  
  323. { Walk once - Start light strobing }
  324. [17]
  325. TRIGGER=17;
  326. TYPE=WALK;
  327. ACTIVATORS=PLAYER;
  328. COUNT=1;
  329. LIGHT_TYPE=STROBE;
  330. LIGHT_BRIGHT_TIME=5T;
  331. LIGHT_DARK_TIME=35T;
  332.  
  333. { Walk once - Lower floor to the next lowest floor }
  334. [19]
  335. TRIGGER=19;
  336. TYPE=WALK;
  337. ACTIVATORS=PLAYER;
  338. COUNT=1;
  339. FLOOR_TYPE=MOVE;
  340. FLOOR_SPEED_DOWN=1;
  341. FLOOR_DEST_REF=HISURROUNDINGFLOOR;
  342. FLOOR_SFX_DOWN=STNMOV;
  343.  
  344. { Walk once - Raise to to next highest floor }
  345. [22]
  346. TRIGGER=22;
  347. TYPE=WALK;
  348. ACTIVATORS=PLAYER;
  349. COUNT=1;
  350. SECSPECIAL=0;
  351. FLOOR_TYPE=MOVE;
  352. FLOOR_SPEED_UP=0.5;
  353. FLOOR_SPEED_DOWN=0.5;
  354. FLOOR_DEST_REF=NEXTHIGHESTFLOOR;
  355. FLOOR_TEXTURE="+";
  356. FLOOR_SFX_UP=STNMOV;
  357.  
  358. { Walk once - CEILING CRUSH AND RAISE W1 }
  359. [25]
  360. TRIGGER=25;
  361. TYPE=WALK;
  362. ACTIVATORS=PLAYER;
  363. COUNT=1;
  364. CRUSH=TRUE;
  365. CEILING_TYPE=CONTINUOUS;
  366. CEILING_SPEED_UP=1;
  367. CEILING_SPEED_DOWN=1;
  368. CEILING_DEST_REF=FLOOR;
  369. CEILING_DEST_OFFSET=0.80091;
  370. CEILING_SFX_UP=STNMOV;
  371. CEILING_SFX_DOWN=STNMOV;
  372.  
  373. { RAISE FLOOR TO TEXTURE }
  374. [30]
  375. TRIGGER=30;
  376. TYPE=WALK;
  377. ACTIVATORS=PLAYER;
  378. COUNT=1;
  379. FLOOR_TYPE=MOVE;
  380. FLOOR_SPEED_UP=1;
  381. FLOOR_DEST_REF=LOWESTBOTTOMTEXTURE;
  382. FLOOR_SFX_UP=STNMOV;
  383.  
  384. { LIGHTS 35 }
  385. [35]
  386. TRIGGER=35;
  387. TYPE=WALK;
  388. ACTIVATORS=PLAYER;
  389. COUNT=1;
  390. LIGHT_TYPE=SET;
  391. LIGHT_LEVEL=35;
  392.  
  393. { LOWER FLOOR (TURBO) W1 }
  394. [36]
  395. TRIGGER=36;
  396. TYPE=WALK;
  397. ACTIVATORS=PLAYER;
  398. COUNT=1;
  399. FLOOR_TYPE=MOVE;
  400. FLOOR_SPEED_DOWN=4;
  401. FLOOR_DEST_REF=HISURROUNDINGFLOOR;
  402. FLOOR_DEST_OFFSET=8;
  403. FLOOR_SFX_DOWN=STNMOV;
  404.  
  405. { LOWER AND CHANGE W1 }
  406. [37]
  407. TRIGGER=37;
  408. TYPE=WALK;
  409. ACTIVATORS=PLAYER;
  410. COUNT=1;
  411. FLOOR_TYPE=MOVE;
  412. FLOOR_SPEED_DOWN=1;
  413. FLOOR_DEST_REF=LOSURROUNDINGFLOOR;
  414. FLOOR_TEXTURE="-";
  415. FLOOR_SFX_DOWN=STNMOV;
  416.  
  417. { LOWER FLOOR TO LOWEST W1 }
  418. [38]
  419. TRIGGER=38;
  420. TYPE=WALK;
  421. ACTIVATORS=PLAYER;
  422. COUNT=1;
  423. FLOOR_TYPE=MOVE;
  424. FLOOR_SPEED_DOWN=1;
  425. FLOOR_DEST_REF=LOSURROUNDINGFLOOR;
  426. FLOOR_SFX_DOWN=STNMOV;
  427.  
  428. { Walk Once - Player and Creature Teleport }
  429. [39]
  430. TRIGGER=39;
  431. TYPE=WALK;
  432. ACTIVATORS=PLAYER, MONSTER;
  433. COUNT=1;
  434. TELEPORT=TRUE;
  435. TELEPORT_DELAY=18T;
  436. TELEIN_EFFECTOBJ=TELEPORT_FLASH;
  437. TELEOUT_EFFECTOBJ=TELEPORT_FLASH;
  438. SINGLESIDED=TRUE;
  439.  
  440. { RAISE CEILING LOWER FLOOR W1 }
  441. [40]
  442. TRIGGER=40;
  443. TYPE=WALK;
  444. ACTIVATORS=PLAYER;
  445. COUNT=1;
  446. FLOOR_TYPE=MOVE;
  447. FLOOR_SPEED_DOWN=1;
  448. FLOOR_DEST_REF=LOSURROUNDINGFLOOR;
  449. FLOOR_SFX_DOWN=STNMOV;
  450. CEILING_TYPE=MOVE;
  451. CEILING_SPEED_UP=1;
  452. CEILING_DEST_REF=HISURROUNDINGCEILING;
  453. CEILING_SFX_UP=STNMOV;
  454.  
  455. { CEILING CRUSH W1 }
  456. [44]
  457. TRIGGER=44;
  458. TYPE=WALK;
  459. ACTIVATORS=PLAYER;
  460. COUNT=1;
  461. CRUSH=TRUE;
  462. CEILING_TYPE=MOVE;
  463. CEILING_SPEED_DOWN=1;
  464. CEILING_DEST_REF=FLOOR;
  465. CEILING_DEST_OFFSET=8;
  466. CEILING_SFX_UP=STNMOV;
  467. CEILING_SFX_DOWN=STNMOV;
  468.  
  469. { EXIT W1 }
  470. [52]
  471. TRIGGER=52;
  472. TYPE=WALK;
  473. ACTIVATORS=PLAYER;
  474. COUNT=1;
  475. EXIT=EXIT;
  476.  
  477. { PERPETUAL RAISE W1 }
  478. [53]
  479. TRIGGER=53;
  480. TYPE=WALK;
  481. ACTIVATORS=PLAYER;
  482. COUNT=1;
  483. FLOOR_TYPE=CONTINUOUS;
  484. FLOOR_SPEED_UP=1;
  485. FLOOR_SPEED_DOWN=1;
  486. FLOOR_DEST_REF=HISURROUNDINGFLOOR;
  487. FLOOR_PAUSE_TIME=105T;
  488. FLOOR_SFX_START=PSTART;
  489. FLOOR_SFX_STOP=PSTOP;
  490.  
  491. { PLATFORM STOP W1 }
  492. [54]
  493. TRIGGER=54;
  494. TYPE=WALK;
  495. ACTIVATORS=PLAYER;
  496. COUNT=1;
  497. FLOOR_TYPE=STOP;
  498.  
  499. { RAISE FLOOR CRUSH W1 }
  500. [56]
  501. TRIGGER=56;
  502. TYPE=WALK;
  503. ACTIVATORS=PLAYER;
  504. COUNT=1;
  505. CRUSH=TRUE;
  506. FLOOR_TYPE=MOVE;
  507. FLOOR_SPEED_UP=1;
  508. FLOOR_DEST_REF=LOSURROUNDINGCEILING;
  509. FLOOR_DEST_OFFSET=-8;
  510. FLOOR_SFX_UP=STNMOV;
  511.  
  512. { CEILING CRUSH STOP W1 }
  513. [57]
  514. TRIGGER=57;
  515. TYPE=WALK;
  516. ACTIVATORS=PLAYER;
  517. COUNT=1;
  518. CEILING_TYPE=STOP;
  519.  
  520. { RAISE FLOOR 24 }
  521. [58]
  522. TRIGGER=58;
  523. TYPE=WALK;
  524. ACTIVATORS=PLAYER;
  525. COUNT=1;
  526. FLOOR_TYPE=MOVE;
  527. FLOOR_SPEED_UP=1;
  528. FLOOR_DEST_REF=FLOOR;
  529. FLOOR_DEST_OFFSET=24;
  530. FLOOR_SFX_UP=STNMOV;
  531.  
  532. { RAISE FLOOR 24 AND CHANGE W1 }
  533. [9]
  534. TRIGGER=59;
  535. TYPE=WALK;
  536. ACTIVATORS=PLAYER;
  537. COUNT=1;
  538. FLOOR_TYPE=MOVE;
  539. FLOOR_SPEED_UP=1;
  540. FLOOR_DEST_REF=FLOOR;
  541. FLOOR_DEST_OFFSET=24;
  542. FLOOR_TEXTURE="+";
  543. FLOOR_SFX_UP=STNMOV;
  544.  
  545. { LIGHTS OFF W1 }
  546. [104]
  547. TRIGGER=104;
  548. TYPE=WALK;
  549. ACTIVATORS=PLAYER;
  550. COUNT=1;
  551. LIGHT_TYPE=SET;
  552. LIGHT_LEVEL=1;
  553.  
  554. { BLAZING DOOR RAISE W1 }
  555. [108]
  556. TRIGGER=108;
  557. TYPE=WALK;
  558. ACTIVATORS=PLAYER;
  559. COUNT=1;
  560. CEILING_TYPE=MOVEWAITRETURN;
  561. CEILING_SPEED_UP=8;
  562. CEILING_SPEED_DOWN=8;
  563. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  564. CEILING_DEST_OFFSET=4;
  565. CEILING_PAUSE_TIME=150T;
  566. CEILING_SFX_UP=BDOPN;
  567. CEILING_SFX_DOWN=BDCLS;
  568.  
  569. { BLAZING DOOR OPEN W1 }
  570. [109]
  571. TRIGGER=109;
  572. TYPE=WALK;
  573. ACTIVATORS=PLAYER;
  574. COUNT=1;
  575. CEILING_TYPE=MOVE;
  576. CEILING_SPEED_UP=8;
  577. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  578. CEILING_DEST_OFFSET=-4;
  579. CEILING_SFX_UP=BDOPN;
  580.  
  581. { BUILD STAIRS TURBO 16 W1 }
  582. [100]
  583. TRIGGER=100;
  584. TYPE=WALK;
  585. ACTIVATORS=PLAYER;
  586. COUNT=1;
  587. FLOOR_TYPE=BUILDSTAIRS;
  588. FLOOR_SPEED_UP=4;
  589. FLOOR_DEST_REF=FLOOR;
  590. FLOOR_DEST_OFFSET=16;
  591. FLOOR_SFX_UP=STNMOV;
  592.  
  593. { BLAZING DOOR CLOSE W1 }
  594. [110]
  595. TRIGGER=110;
  596. TYPE=WALK;
  597. ACTIVATORS=PLAYER;
  598. COUNT=1;
  599. CEILING_TYPE=MOVE;
  600. CEILING_SPEED_DOWN=8;
  601. CEILING_DEST_REF=FLOOR;
  602. CEILING_SFX_DOWN=BDCLS;
  603.  
  604. { RAISE FLOOR TO NEXT HIGHEST W1 }
  605. [119]
  606. TRIGGER=119;
  607. TYPE=WALK;
  608. ACTIVATORS=PLAYER;
  609. COUNT=1;
  610. FLOOR_TYPE=MOVE;
  611. FLOOR_SPEED_UP=1;
  612. FLOOR_DEST_REF=NEXTHIGHESTFLOOR;
  613. FLOOR_SFX_UP=STNMOV;
  614.  
  615. { BLAZING PLAT DOWNWAITUPSTAY W1 }
  616. [121]
  617. TRIGGER=121;
  618. TYPE=WALK;
  619. ACTIVATORS=PLAYER;
  620. COUNT=1;
  621. FLOOR_TYPE=MOVEWAITRETURN;
  622. FLOOR_SPEED_UP=8;
  623. FLOOR_SPEED_DOWN=8;
  624. FLOOR_DEST_REF=LOSURROUNDINGFLOOR;
  625. FLOOR_PAUSE_TIME=105T;
  626. FLOOR_SFX_START=PSTART;
  627. FLOOR_SFX_STOP=PSTOP;
  628.  
  629. { SECRET EXIT W1 }
  630. [124]
  631. TRIGGER=124;
  632. TYPE=WALK;
  633. ACTIVATORS=PLAYER;
  634. COUNT=1;
  635. EXIT=SECRET;
  636.  
  637. { MONSTER TELEPORT W1 }
  638. [125]
  639. TRIGGER=125;
  640. TYPE=WALK;
  641. ACTIVATORS=MONSTER;
  642. COUNT=1;
  643. TELEPORT=TRUE;
  644. TELEPORT_DELAY=18T;
  645. TELEIN_EFFECTOBJ=TELEPORT_FLASH;
  646. TELEOUT_EFFECTOBJ=TELEPORT_FLASH;
  647. SINGLESIDED=TRUE;
  648.  
  649. { RAISE FLOOR TURBO W1 }
  650. [130]
  651. TRIGGER=130;
  652. TYPE=WALK;
  653. ACTIVATORS=PLAYER;
  654. COUNT=1;
  655. FLOOR_TYPE=MOVE;
  656. FLOOR_SPEED_UP=4;
  657. FLOOR_DEST_REF=NEXTHIGHESTFLOOR;
  658. FLOOR_SFX_UP=STNMOV;
  659.  
  660. { SILENT CRUSHING CEILING W1 }
  661. [141]
  662. TRIGGER=141;
  663. TYPE=WALK;
  664. ACTIVATORS=PLAYER;
  665. COUNT=1;
  666. CRUSH=TRUE;
  667. CEILING_TYPE=CONTINUOUS;
  668. CEILING_SPEED_UP=1;
  669. CEILING_SPEED_DOWN=1;
  670. CEILING_DEST_REF=FLOOR;
  671. CEILING_DEST_OFFSET=8;
  672. CEILING_SFX_START=PSTART;
  673. CEILING_SFX_STOP=PSTOP;
  674.  
  675. { CEILING CRUSH WR }
  676. [72]
  677. TRIGGER=72;
  678. TYPE=WALK;
  679. ACTIVATORS=PLAYER;
  680. CRUSH=TRUE;
  681. CEILING_TYPE=MOVE;
  682. CEILING_SPEED_DOWN=1;
  683. CEILING_DEST_REF=FLOOR;
  684. CEILING_DEST_OFFSET=8;
  685. CEILING_SFX_DOWN=STNMOV;
  686.  
  687. { CEILING CRUSH AND RAISE WR }
  688. [73]
  689. TRIGGER=73;
  690. TYPE=WALK;
  691. ACTIVATORS=PLAYER;
  692. CRUSH=TRUE;
  693. CEILING_TYPE=CONTINUOUS;
  694. CEILING_SPEED_UP=1;
  695. CEILING_SPEED_DOWN=1;
  696. CEILING_DEST_REF=FLOOR;
  697. CEILING_DEST_OFFSET=8;
  698. CEILING_SFX_UP=STNMOV;
  699. CEILING_SFX_DOWN=STNMOV;
  700.  
  701. { CEILING CRUSH STOP WR }
  702. [74]
  703. TRIGGER=74;
  704. TYPE=WALK;
  705. ACTIVATORS=PLAYER;
  706. CEILING_TYPE=STOP;
  707.  
  708. { CLOSE DOOR WR }
  709. [75]
  710. TRIGGER=75;
  711. TYPE=WALK;
  712. ACTIVATORS=PLAYER;
  713. CEILING_TYPE=MOVE;
  714. CEILING_SPEED_DOWN=2;
  715. CEILING_DEST_REF=FLOOR;
  716. CEILING_SFX_DOWN=DORCLS;
  717.  
  718. { CLOSE DOOR FOR 30 WR }
  719. [76]
  720. TRIGGER=76;
  721. TYPE=WALK;
  722. ACTIVATORS=PLAYER;
  723. CEILING_TYPE=MOVEWAITRETURN;
  724. CEILING_SPEED_UP=2;
  725. CEILING_SPEED_DOWN=2;
  726. CEILING_DEST_REF=FLOOR;
  727. CEILING_SFX_UP=DOROPN;
  728. CEILING_SFX_DOWN=DORCLS;
  729.  
  730. { FAST CRUSHING CEILING WR }
  731. [77]
  732. TRIGGER=77;
  733. TYPE=WALK;
  734. ACTIVATORS=PLAYER;
  735. CRUSH=TRUE;
  736. CEILING_TYPE=CONTINUOUS;
  737. CEILING_SPEED_UP=2;
  738. CEILING_SPEED_DOWN=2;
  739. CEILING_DEST_REF=FLOOR;
  740. CEILING_DEST_OFFSET=8;
  741. CEILING_SFX_UP=STNMOV;
  742. CEILING_SFX_DOWN=STNMOV;
  743.  
  744. { LIGHTS DARK 35 WR }
  745. [79]
  746. TRIGGER=79;
  747. TYPE=WALK;
  748. ACTIVATORS=PLAYER;
  749. LIGHT_TYPE=SET;
  750. LIGHT_LEVEL=35;
  751.  
  752. { LIGHTS NEIGHBOUR WR }
  753. [80]
  754. TRIGGER=80;
  755. TYPE=WALK;
  756. ACTIVATORS=PLAYER;
  757. LIGHT_TYPE=SET;
  758. LIGHT_LEVEL=0;
  759.  
  760. { LIGHTS 255 WR }
  761. [81]
  762. TRIGGER=81;
  763. TYPE=WALK;
  764. ACTIVATORS=PLAYER;
  765. LIGHT_TYPE=SET;
  766. LIGHT_LEVEL=255;
  767.  
  768. { LOWER FLOOR TO LOWEST WR }
  769. [82]
  770. TRIGGER=82;
  771. TYPE=WALK;
  772. ACTIVATORS=PLAYER;
  773. FLOOR_TYPE=MOVE;
  774. FLOOR_SPEED_DOWN=1;
  775. FLOOR_DEST_REF=LOSURROUNDINGFLOOR;
  776. FLOOR_SFX_UP=STNMOV;
  777. FLOOR_SFX_DOWN=STNMOV;
  778.  
  779. { LOWER FLOOR WR }
  780. [83]
  781. TRIGGER=83;
  782. TYPE=WALK;
  783. ACTIVATORS=PLAYER;
  784. FLOOR_TYPE=MOVE;
  785. FLOOR_SPEED_DOWN=1;
  786. FLOOR_DEST_REF=HISURROUNDINGFLOOR;
  787. FLOOR_SFX_DOWN=STNMOV;
  788.  
  789. { LOWER AND CHANGE WR }
  790. [84]
  791. TRIGGER=84;
  792. TYPE=WALK;
  793. ACTIVATORS=PLAYER;
  794. FLOOR_TYPE=MOVE;
  795. FLOOR_SPEED_DOWN=1;
  796. FLOOR_DEST_REF=LOSURROUNDINGFLOOR;
  797. FLOOR_TEXTURE="-";
  798. FLOOR_SFX_DOWN=STNMOV;
  799.  
  800. { OPEN DOOR WR }
  801. [86]
  802. TRIGGER=86;
  803. TYPE=WALK;
  804. ACTIVATORS=PLAYER;
  805. CEILING_TYPE=MOVE;
  806. CEILING_SPEED_UP=2;
  807. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  808. CEILING_DEST_OFFSET=-4;
  809. CEILING_SFX_UP=DOROPN;
  810.  
  811. { PERPETUAL PLAT RAISE WR }
  812. [87]
  813. TRIGGER=87;
  814. TYPE=WALK;
  815. ACTIVATORS=PLAYER;
  816. FLOOR_TYPE=CONTINUOUS;
  817. FLOOR_SPEED_UP=1;
  818. FLOOR_SPEED_DOWN=1;
  819. FLOOR_DEST_REF=HISURROUNDINGFLOOR;
  820. FLOOR_PAUSE_TIME=105T;
  821. FLOOR_SFX_START=PSTART;
  822. FLOOR_SFX_STOP=PSTOP;
  823.  
  824. { PLAT DOWN WAIT UP STAY WR }
  825. [88]
  826. TRIGGER=88;
  827. TYPE=WALK;
  828. ACTIVATORS=PLAYER, MONSTER;
  829. FLOOR_TYPE=MOVEWAITRETURN;
  830. FLOOR_SPEED_UP=4;
  831. FLOOR_SPEED_DOWN=4;
  832. FLOOR_DEST_REF=LOSURROUNDINGFLOOR;
  833. FLOOR_PAUSE_TIME=105T;
  834. FLOOR_SFX_START=PSTART;
  835. FLOOR_SFX_STOP=PSTOP;
  836.  
  837. { PLAT STOP WR }
  838. [89]
  839. TRIGGER=89;
  840. TYPE=WALK;
  841. ACTIVATORS=PLAYER;
  842. FLOOR_TYPE=STOP;
  843.  
  844. { RAISE DOOR WR }
  845. [90]
  846. TRIGGER=90;
  847. TYPE=WALK;
  848. ACTIVATORS=PLAYER;
  849. CEILING_TYPE=MOVEWAITRETURN;
  850. CEILING_SPEED_UP=2;
  851. CEILING_SPEED_DOWN=2;
  852. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  853. CEILING_DEST_OFFSET=-4;
  854. CEILING_PAUSE_TIME=150T;
  855. CEILING_SFX_UP=DOROPN;
  856. CEILING_SFX_DOWN=DORCLS;
  857.  
  858. { RAISE FLOOR WR }
  859. [91]
  860. TRIGGER=91;
  861. TYPE=WALK;
  862. ACTIVATORS=PLAYER;
  863. FLOOR_TYPE=MOVE;
  864. FLOOR_SPEED_UP=1;
  865. FLOOR_DEST_REF=LOSURROUNDINGCEILING;
  866. FLOOR_SFX_UP=STNMOV;
  867.  
  868. { RAISE FLOOR 24 WR }
  869. [92]
  870. TRIGGER=92;
  871. TYPE=WALK;
  872. ACTIVATORS=PLAYER;
  873. FLOOR_TYPE=MOVE;
  874. FLOOR_SPEED_UP=1;
  875. FLOOR_DEST_REF=FLOOR;
  876. FLOOR_DEST_OFFSET=24;
  877. FLOOR_SFX_UP=STNMOV;
  878.  
  879. { RAISE FLOOR 24 AND CHANGE WR }
  880. [93]
  881. TRIGGER=93;
  882. TYPE=WALK;
  883. ACTIVATORS=PLAYER;
  884. FLOOR_TYPE=MOVE;
  885. FLOOR_SPEED_UP=1;
  886. FLOOR_DEST_REF=FLOOR;
  887. FLOOR_DEST_OFFSET=24;
  888. FLOOR_TEXTURE="+";
  889. FLOOR_SFX_UP=STNMOV;
  890.  
  891. { RAISE FLOOR CRUSH WR }
  892. [94]
  893. TRIGGER=94;
  894. TYPE=WALK;
  895. ACTIVATORS=PLAYER;
  896. CRUSH=TRUE;
  897. FLOOR_TYPE=MOVE;
  898. FLOOR_SPEED_UP=1;
  899. FLOOR_DEST_REF=LOSURROUNDINGCEILING;
  900. FLOOR_DEST_OFFSET=-8;
  901. FLOOR_SFX_UP=STNMOV;
  902.  
  903. { RAISE FLOOR TO NEAREST AND CHANGE WR }
  904. [95]
  905. TRIGGER=95;
  906. TYPE=WALK;
  907. ACTIVATORS=PLAYER;
  908. SECSPECIAL=0;
  909. FLOOR_TYPE=MOVE;
  910. FLOOR_SPEED_UP=0.5;
  911. FLOOR_DEST_REF=NEXTHIGHESTFLOOR;
  912. FLOOR_TEXTURE="+";
  913. FLOOR_SFX_UP=STNMOV;
  914.  
  915. { RAISE TO TEXTURE WR }
  916. [96]
  917. TRIGGER=96;
  918. TYPE=WALK;
  919. ACTIVATORS=PLAYER;
  920. FLOOR_TYPE=MOVE;
  921. FLOOR_SPEED_UP=1;
  922. FLOOR_DEST_REF=LOWESTBOTTOMTEXTURE;
  923. FLOOR_SFX_UP=STNMOV;
  924.  
  925. { TELEPORT WR }
  926. [97]
  927. TRIGGER=97;
  928. TYPE=WALK;
  929. ACTIVATORS=PLAYER, MONSTER;
  930. TELEPORT=TRUE;
  931. TELEPORT_DELAY=18T;
  932. TELEIN_EFFECTOBJ=TELEPORT_FLASH;
  933. TELEOUT_EFFECTOBJ=TELEPORT_FLASH;
  934. SINGLESIDED=TRUE;
  935.  
  936. { LOWER FLOOR TURBO WR }
  937. [98]
  938. TRIGGER=98;
  939. TYPE=WALK;
  940. ACTIVATORS=PLAYER;
  941. FLOOR_TYPE=MOVE;
  942. FLOOR_SPEED_DOWN=4;
  943. FLOOR_DEST_REF=HISURROUNDINGFLOOR;
  944. FLOOR_DEST_OFFSET=8;
  945. FLOOR_SFX_DOWN=STNMOV;
  946.  
  947. { BLAZING DOOR RAISE WR }
  948. [105]
  949. TRIGGER=105;
  950. TYPE=WALK;
  951. ACTIVATORS=PLAYER;
  952. CEILING_TYPE=MOVEWAITRETURN;
  953. CEILING_SPEED_UP=8;
  954. CEILING_SPEED_DOWN=8;
  955. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  956. CEILING_DEST_OFFSET=-4;
  957. CEILING_SFX_UP=BDOPN;
  958. CEILING_PAUSE_TIME=150T;
  959. CEILING_SFX_DOWN=BDCLS;
  960.  
  961. { BLAZING DOOR OPEN WR }
  962. [106]
  963. TRIGGER=106;
  964. TYPE=WALK;
  965. ACTIVATORS=PLAYER;
  966. CEILING_TYPE=MOVE;
  967. CEILING_SPEED_UP=8;
  968. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  969. CEILING_DEST_OFFSET=-4;
  970. CEILING_SFX_UP=BDOPN;
  971.  
  972. { BLAZING DOOR CLOSE WR }
  973. [107]
  974. TRIGGER=107;
  975. TYPE=WALK;
  976. ACTIVATORS=PLAYER;
  977. CEILING_TYPE=MOVE;
  978. CEILING_SPEED_DOWN=8;
  979. CEILING_DEST_REF=FLOOR;
  980. CEILING_SFX_DOWN=BDCLS;
  981.  
  982. { BLAZING PLAT DOWN WAIT UP STAY WR }
  983. [120]
  984. TRIGGER=120;
  985. TYPE=WALK;
  986. ACTIVATORS=PLAYER;
  987. FLOOR_TYPE=MOVEWAITRETURN;
  988. FLOOR_SPEED_UP=8;
  989. FLOOR_SPEED_DOWN=8;
  990. FLOOR_DEST_REF=LOSURROUNDINGFLOOR;
  991. FLOOR_PAUSE_TIME=105T;
  992. FLOOR_SFX_START=PSTART;
  993. FLOOR_SFX_STOP=PSTOP;
  994.  
  995. { TELEPORT MONSTERS WR }
  996. [126]
  997. TRIGGER=126;
  998. TYPE=WALK;
  999. ACTIVATORS=MONSTER;
  1000. TELEPORT=TRUE;
  1001. TELEPORT_DELAY=18T;
  1002. TELEIN_EFFECTOBJ=TELEPORT_FLASH;
  1003. TELEOUT_EFFECTOBJ=TELEPORT_FLASH;
  1004. SINGLESIDED=TRUE;
  1005.  
  1006. { RAISE TO NEAREST FLOOR WR }
  1007. [128]
  1008. TRIGGER=128;
  1009. TYPE=WALK;
  1010. ACTIVATORS=PLAYER;
  1011. FLOOR_TYPE=MOVE;
  1012. FLOOR_SPEED_UP=65536;
  1013. FLOOR_DEST_REF=NEXTHIGHESTFLOOR;
  1014. FLOOR_SFX_UP=STNMOV;
  1015.  
  1016. { RAISE FLOOR TURBO WR }
  1017. [129]
  1018. TRIGGER=129;
  1019. TYPE=WALK;
  1020. ACTIVATORS=PLAYER;
  1021. FLOOR_TYPE=MOVE;
  1022. FLOOR_SPEED_UP=4;
  1023. FLOOR_DEST_REF=NEXTHIGHESTFLOOR;
  1024. FLOOR_SFX_UP=STNMOV;
  1025.  
  1026. { RAISE FLOOR GR }
  1027. [24]
  1028. TRIGGER=24;
  1029. TYPE=SHOOT;
  1030. ACTIVATORS=PLAYER;
  1031. FLOOR_TYPE=MOVE;
  1032. FLOOR_SPEED_UP=1;
  1033. FLOOR_DEST_REF=LOSURROUNDINGCEILING;
  1034. FLOOR_SFX_UP=STNMOV;
  1035.  
  1036. { OPEN DOOR GR }
  1037. [46]
  1038. TRIGGER=46;
  1039. TYPE=SHOOT;
  1040. ACTIVATORS=PLAYER, MONSTER;
  1041. CEILING_TYPE=MOVE;
  1042. CEILING_SPEED_UP=2;
  1043. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1044. CEILING_DEST_OFFSET=4;
  1045. CEILING_SFX_UP=DOROPN;
  1046.  
  1047. { RAISE FLOOR TO NEAREST AND CHANGE GR }
  1048. [47]
  1049. TRIGGER=47;
  1050. TYPE=SHOOT;
  1051. ACTIVATORS=PLAYER;
  1052. FLOOR_TYPE=MOVE;
  1053. FLOOR_SPEED_UP=0.5;
  1054. FLOOR_DEST_REF=NEXTHIGHESTFLOOR;
  1055. FLOOR_TEXTURE="+";
  1056. FLOOR_SFX_UP=STNMOV;
  1057.  
  1058. { BLUE DOOR SR }
  1059. [26]
  1060. TRIGGER=26;
  1061. TYPE=PUSH;
  1062. ACTIVATORS=PLAYER;
  1063. KEYS=BLUE_CARD,BLUE_SKULL;
  1064. CEILING_TYPE=MOVEWAITRETURN;
  1065. CEILING_SPEED_UP=2;
  1066. CEILING_SPEED_DOWN=2;
  1067. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1068. CEILING_DEST_OFFSET=-4;
  1069. CEILING_PAUSE_TIME=150T;
  1070. CEILING_SFX_UP=DOROPN;
  1071. CEILING_SFX_DOWN=DORCLS;
  1072. FAILED_MESSAGE=NeedBlueForDoor;
  1073.  
  1074. { YELLOW DOOR SR }
  1075. [27]
  1076. TRIGGER=27;
  1077. TYPE=PUSH;
  1078. ACTIVATORS=PLAYER;
  1079. KEYS=YELLOW_CARD, YELLOW_SKULL;
  1080. CEILING_TYPE=MOVEWAITRETURN;
  1081. CEILING_SPEED_UP=2;
  1082. CEILING_SPEED_DOWN=2;
  1083. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1084. CEILING_DEST_OFFSET=-4;
  1085. CEILING_PAUSE_TIME=150T;
  1086. CEILING_SFX_UP=DOROPN;
  1087. CEILING_SFX_DOWN=DORCLS;
  1088. FAILED_MESSAGE=NeedYellowForDoor;
  1089.  
  1090. { RED DOOR SR }
  1091. [28]
  1092. TRIGGER=28;
  1093. TYPE=PUSH;
  1094. ACTIVATORS=PLAYER;
  1095. KEYS=RED_CARD, RED_SKULL;
  1096. CEILING_TYPE=MOVEWAITRETURN;
  1097. CEILING_SPEED_UP=2;
  1098. CEILING_SPEED_DOWN=2;
  1099. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1100. CEILING_DEST_OFFSET=-4;
  1101. CEILING_PAUSE_TIME=150T;
  1102. CEILING_SFX_UP=DOROPN;
  1103. CEILING_SFX_DOWN=DORCLS;
  1104. FAILED_MESSAGE=NeedRedForDoor;
  1105.  
  1106. { MANUAL DOOR OPEN SR }
  1107. [31]
  1108. TRIGGER=31;
  1109. TYPE=PUSH;
  1110. ACTIVATORS=PLAYER;
  1111. CEILING_TYPE=MOVE;
  1112. CEILING_SPEED_UP=2;
  1113. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1114. CEILING_DEST_OFFSET=-4;
  1115. CEILING_SFX_UP=DOROPN;
  1116.  
  1117. { BLUE DOOR OPEN SR }
  1118. [32]
  1119. TRIGGER=32;
  1120. TYPE=PUSH;
  1121. KEYS=BLUE_CARD, BLUE_SKULL;
  1122. ACTIVATORS=PLAYER;
  1123. CEILING_TYPE=MOVE;
  1124. CEILING_SPEED_UP=2;
  1125. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1126. CEILING_DEST_OFFSET=-4;
  1127. CEILING_SFX_UP=DOROPN;
  1128. FAILED_MESSAGE=NeedBlueForDoor;
  1129.  
  1130. { RED DOOR OPEN SR }
  1131. [33]
  1132. TRIGGER=33;
  1133. TYPE=PUSH;
  1134. KEYS=RED_CARD, RED_SKULL;
  1135. ACTIVATORS=PLAYER;
  1136. CEILING_TYPE=MOVE;
  1137. CEILING_SPEED_UP=2;
  1138. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1139. CEILING_DEST_OFFSET=-4;
  1140. CEILING_SFX_UP=DOROPN;
  1141. FAILED_MESSAGE=NeedRedForDoor;
  1142.  
  1143. { YELLOW DOOR OPEN SR }
  1144. [34]
  1145. TRIGGER=34;
  1146. TYPE=PUSH;
  1147. KEYS=YELLOW_CARD, YELLOW_SKULL;
  1148. ACTIVATORS=PLAYER;
  1149. CEILING_TYPE=MOVE;
  1150. CEILING_SPEED_UP=2;
  1151. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1152. CEILING_DEST_OFFSET=-4;
  1153. CEILING_SFX_UP=DOROPN;
  1154. FAILED_MESSAGE=NeedYellowForDoor;
  1155.  
  1156. { BLAZING DOOR RAISE SR }
  1157. [117]
  1158. TRIGGER=117;
  1159. TYPE=PUSH;
  1160. ACTIVATORS=PLAYER;
  1161. CEILING_TYPE=MOVEWAITRETURN;
  1162. CEILING_SPEED_UP=8;
  1163. CEILING_SPEED_DOWN=8;
  1164. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1165. CEILING_DEST_OFFSET=-4;
  1166. CEILING_PAUSE_TIME=150T;
  1167. CEILING_SFX_UP=BDOPN;
  1168. CEILING_SFX_DOWN=BDCLS;
  1169.  
  1170. { BLAZING DOOR OPEN SR }
  1171. [118]
  1172. TRIGGER=118;
  1173. TYPE=PUSH;
  1174. ACTIVATORS=PLAYER;
  1175. CEILING_TYPE=MOVE;
  1176. CEILING_SPEED_UP=8;
  1177. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1178. CEILING_DEST_OFFSET=-4;
  1179. CEILING_SFX_UP=BDOPN;
  1180.  
  1181. { BUILD STAIRS S1 }
  1182. [7]
  1183. TRIGGER=7;
  1184. TYPE=PUSH;
  1185. ACTIVATORS=PLAYER;
  1186. COUNT=1;
  1187. FLOOR_TYPE=BUILDSTAIRS;
  1188. FLOOR_SPEED_UP=0.25;
  1189. FLOOR_DEST_REF=FLOOR;
  1190. FLOOR_DEST_OFFSET=8;
  1191. FLOOR_SFX_UP=STNMOV;
  1192.  
  1193. { DONUT S1 }
  1194. [9]
  1195. TRIGGER=9;
  1196. TYPE=PUSH;
  1197. ACTIVATORS=PLAYER;
  1198. COUNT=1;
  1199. DONUT=TRUE;
  1200. DONUT_IN_SFX=STNMOV;
  1201. DONUT_OUT_SFX=STNMOV;
  1202.  
  1203. { EXIT LEVEL S1 }
  1204. [11]
  1205. TRIGGER=11;
  1206. TYPE=PUSH;
  1207. ACTIVATORS=PLAYER;
  1208. COUNT=1;
  1209. EXIT=EXIT;
  1210.  
  1211. { RAISE FLOOR 32 AND CHANGE S1 }
  1212. [14]
  1213. TRIGGER=14;
  1214. TYPE=PUSH;
  1215. ACTIVATORS=PLAYER;
  1216. COUNT=1;
  1217. FLOOR_TYPE=MOVE;
  1218. FLOOR_SPEED_UP=0.5;
  1219. FLOOR_DEST_REF=FLOOR;
  1220. FLOOR_DEST_OFFSET=32;
  1221. FLOOR_TEXTURE="+";
  1222. FLOOR_SFX_UP=STNMOV;
  1223.  
  1224. { RAISE FLOOR 24 AND CHANGE S1 }
  1225. [15]
  1226. TRIGGER=15;
  1227. TYPE=PUSH;
  1228. ACTIVATORS=PLAYER;
  1229. COUNT=1;
  1230. FLOOR_TYPE=MOVE;
  1231. FLOOR_SPEED_UP=0.5;
  1232. FLOOR_DEST_REF=FLOOR;
  1233. FLOOR_DEST_OFFSET=24;
  1234. FLOOR_TEXTURE="+";
  1235. FLOOR_SFX_UP=STNMOV;
  1236.  
  1237. { RAISE FLOOR TO NEXT S1 }
  1238. [18]
  1239. TRIGGER=18;
  1240. TYPE=PUSH;
  1241. ACTIVATORS=PLAYER;
  1242. COUNT=1;
  1243. FLOOR_TYPE=MOVE;
  1244. FLOOR_SPEED_UP=1;
  1245. FLOOR_DEST_REF=NEXTHIGHESTFLOOR;
  1246. FLOOR_SFX_DOWN=STNMOV;
  1247.  
  1248. { RAISE FLOOR TO NEXT HIGHEST AND CHANGE S1 }
  1249. [20]
  1250. TRIGGER=20;
  1251. TYPE=PUSH;
  1252. ACTIVATORS=PLAYER;
  1253. COUNT=1;
  1254. FLOOR_TYPE=MOVE;
  1255. FLOOR_SPEED_UP=0.5;
  1256. FLOOR_DEST_REF=NEXTHIGHESTFLOOR;
  1257. FLOOR_TEXTURE="-";
  1258. FLOOR_SFX_UP=STNMOV;
  1259.  
  1260. { PLAT DOWN WAIT UP STAY S1 }
  1261. [21]
  1262. TRIGGER=21;
  1263. TYPE=PUSH;
  1264. ACTIVATORS=PLAYER;
  1265. COUNT=1;
  1266. FLOOR_TYPE=MOVEWAITRETURN;
  1267. FLOOR_SPEED_UP=4;
  1268. FLOOR_SPEED_DOWN=4;
  1269. FLOOR_DEST_REF=LOSURROUNDINGFLOOR;
  1270. FLOOR_PAUSE_TIME=105T;
  1271. FLOOR_SFX_START=PSTART;
  1272. FLOOR_SFX_STOP=PSTOP;
  1273.  
  1274. { LOWER FLOOR TO LOWEST S1 }
  1275. [23]
  1276. TRIGGER=23;
  1277. TYPE=PUSH;
  1278. ACTIVATORS=PLAYER;
  1279. COUNT=1;
  1280. FLOOR_TYPE=MOVE;
  1281. FLOOR_SPEED_DOWN=1;
  1282. FLOOR_DEST_REF=LOSURROUNDINGFLOOR;
  1283. FLOOR_SFX_DOWN=STNMOV;
  1284.  
  1285. { RAISE DOOR S1 }
  1286. [29]
  1287. TRIGGER=29;
  1288. TYPE=PUSH;
  1289. ACTIVATORS=PLAYER;
  1290. COUNT=1;
  1291. CEILING_TYPE=MOVEWAITRETURN;
  1292. CEILING_SPEED_UP=2;
  1293. CEILING_SPEED_DOWN=2;
  1294. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1295. CEILING_DEST_OFFSET=-4;
  1296. CEILING_PAUSE_TIME=150T;
  1297. CEILING_SFX_UP=DOROPN;
  1298. CEILING_SFX_DOWN=DORCLS;
  1299.  
  1300. { LOWER CEILING TO FLOOR S1 }
  1301. [41]
  1302. TRIGGER=41;
  1303. TYPE=PUSH;
  1304. ACTIVATORS=PLAYER;
  1305. COUNT=1;
  1306. CEILING_TYPE=MOVE;
  1307. CEILING_SPEED_DOWN=1;
  1308. CEILING_DEST_REF=FLOOR;
  1309. CEILING_SFX_DOWN=STNMOV;
  1310.  
  1311. { CEILING CRUSH AND RAISE S1 }
  1312. [49]
  1313. TRIGGER=49;
  1314. TYPE=PUSH;
  1315. ACTIVATORS=PLAYER;
  1316. COUNT=1;
  1317. CRUSH=TRUE;
  1318. CEILING_TYPE=CONTINUOUS;
  1319. CEILING_SPEED_UP=1;
  1320. CEILING_SPEED_DOWN=1;
  1321. CEILING_DEST_REF=FLOOR;
  1322. CEILING_DEST_OFFSET=8;
  1323. CEILING_SFX_UP=STNMOV;
  1324. CEILING_SFX_DOWN=STNMOV;
  1325.  
  1326. { CLOSE DOOR S1 }
  1327. [50]
  1328. TRIGGER=50;
  1329. TYPE=PUSH;
  1330. ACTIVATORS=PLAYER;
  1331. COUNT=1;
  1332. CEILING_TYPE=MOVE;
  1333. CEILING_SPEED_DOWN=2;
  1334. CEILING_DEST_REF=FLOOR;
  1335. CEILING_SFX_DOWN=DORCLS;
  1336.  
  1337. { SECRET EXIT S1 }
  1338. [51]
  1339. TRIGGER=51;
  1340. TYPE=PUSH;
  1341. ACTIVATORS=PLAYER;
  1342. COUNT=1;
  1343. EXIT=SECRET;
  1344.  
  1345. { RAISE FLOOR CRUSH S1 }
  1346. [55]
  1347. TRIGGER=55;
  1348. TYPE=PUSH;
  1349. ACTIVATORS=PLAYER;
  1350. COUNT=1;
  1351. CRUSH=TRUE;
  1352. FLOOR_TYPE=MOVE;
  1353. FLOOR_SPEED_UP=1;
  1354. FLOOR_DEST_REF=LOSURROUNDINGCEILING;
  1355. FLOOR_DEST_OFFSET=-8;
  1356. FLOOR_SFX_UP=STNMOV;
  1357.  
  1358. { TURBO LOWER FLOOR 71 S1 }
  1359. [71]
  1360. TRIGGER=71;
  1361. TYPE=PUSH;
  1362. ACTIVATORS=PLAYER;
  1363. COUNT=1;
  1364. FLOOR_TYPE=MOVE;
  1365. FLOOR_SPEED_DOWN=4;
  1366. FLOOR_DEST_REF=HISURROUNDINGFLOOR;
  1367. FLOOR_DEST_OFFSET=8;
  1368. FLOOR_SFX_DOWN=STNMOV;
  1369.  
  1370. { RAISE FLOOR S1 }
  1371. [101]
  1372. TRIGGER=101;
  1373. TYPE=PUSH;
  1374. ACTIVATORS=PLAYER;
  1375. COUNT=1;
  1376. FLOOR_TYPE=MOVE;
  1377. FLOOR_SPEED_UP=1;
  1378. FLOOR_DEST_REF=LOSURROUNDINGCEILING;
  1379. FLOOR_SFX_UP=STNMOV;
  1380.  
  1381. { LOWER FLOOR TO SURROUNDING S1 }
  1382. [102]
  1383. TRIGGER=102;
  1384. TYPE=PUSH;
  1385. ACTIVATORS=PLAYER;
  1386. COUNT=1;
  1387. FLOOR_TYPE=MOVE;
  1388. FLOOR_SPEED_DOWN=1;
  1389. FLOOR_DEST_REF=HISURROUNDINGFLOOR;
  1390. FLOOR_SFX_DOWN=STNMOV;
  1391.  
  1392. { OPEN DOOR S1 }
  1393. [103]
  1394. TRIGGER=103;
  1395. TYPE=PUSH;
  1396. ACTIVATORS=PLAYER;
  1397. COUNT=1;
  1398. CEILING_TYPE=MOVE;
  1399. CEILING_SPEED_UP=2;
  1400. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1401. CEILING_DEST_OFFSET=-4;
  1402. CEILING_SFX_UP=DOROPN;
  1403.  
  1404. { BLAZING DOOR RAISE S1 }
  1405. [111]
  1406. TRIGGER=111;
  1407. TYPE=PUSH;
  1408. ACTIVATORS=PLAYER;
  1409. COUNT=1;
  1410. CEILING_TYPE=MOVEWAITRETURN;
  1411. CEILING_SPEED_UP=8;
  1412. CEILING_SPEED_DOWN=8;
  1413. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1414. CEILING_DEST_OFFSET=-4;
  1415. CEILING_PAUSE_TIME=150T;
  1416. CEILING_SFX_UP=BDOPN;
  1417. CEILING_SFX_DOWN=BDCLS;
  1418.  
  1419. { BLAZING DOOR OPEN S1 }
  1420. [112]
  1421. TRIGGER=112;
  1422. TYPE=PUSH;
  1423. ACTIVATORS=PLAYER;
  1424. COUNT=1;
  1425. CEILING_TYPE=MOVE;
  1426. CEILING_SPEED_UP=8;
  1427. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1428. CEILING_DEST_OFFSET=-4;
  1429. CEILING_SFX_UP=BDOPN;
  1430.  
  1431. { BLAZING DOOR CLOSE S1 }
  1432. [113]
  1433. TRIGGER=113;
  1434. TYPE=PUSH;
  1435. ACTIVATORS=PLAYER;
  1436. COUNT=1;
  1437. CEILING_TYPE=MOVE;
  1438. CEILING_SPEED_DOWN=8;
  1439. CEILING_DEST_REF=FLOOR;
  1440. CEILING_SFX_DOWN=BDCLS;
  1441.  
  1442. { BLAZING PLAT DOWN WAIT UP STAY S1 }
  1443. [122]
  1444. TRIGGER=122;
  1445. TYPE=PUSH;
  1446. ACTIVATORS=PLAYER;
  1447. COUNT=1;
  1448. FLOOR_TYPE=MOVEWAITRETURN;
  1449. FLOOR_SPEED_UP=8;
  1450. FLOOR_SPEED_DOWN=8;
  1451. FLOOR_DEST_REF=LOSURROUNDINGFLOOR;
  1452. FLOOR_PAUSE_TIME=105T;
  1453. FLOOR_SFX_START=PSTART;
  1454. FLOOR_SFX_STOP=PSTOP;
  1455.  
  1456. { BUILD STAIRS TURBO 16 S1 }
  1457. [127]
  1458. TRIGGER=127;
  1459. TYPE=PUSH;
  1460. ACTIVATORS=PLAYER;
  1461. COUNT=1;
  1462. FLOOR_TYPE=BUILDSTAIRS;
  1463. FLOOR_SPEED_UP=4;
  1464. FLOOR_SPEED_DOWN=4;
  1465. FLOOR_DEST_REF=FLOOR;
  1466. FLOOR_DEST_OFFSET=16;
  1467. FLOOR_SFX_UP=STNMOV;
  1468.  
  1469. { RAISE FLOOR TURBO S1 }
  1470. [131]
  1471. TRIGGER=131;
  1472. TYPE=PUSH;
  1473. ACTIVATORS=PLAYER;
  1474. COUNT=1;
  1475. FLOOR_TYPE=MOVE;
  1476. FLOOR_SPEED_UP=4;
  1477. FLOOR_DEST_REF=NEXTHIGHESTFLOOR;
  1478. FLOOR_SFX_UP=STNMOV;
  1479.  
  1480. { BLAZING OPEN DOOR BLUE S1 }
  1481. [133]
  1482. TRIGGER=133;
  1483. TYPE=PUSH;
  1484. ACTIVATORS=PLAYER;
  1485. KEYS=BLUE_CARD, BLUE_SKULL;
  1486. COUNT=1;
  1487. CEILING_TYPE=MOVE;
  1488. CEILING_SPEED_UP=8;
  1489. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1490. CEILING_DEST_OFFSET=-4;
  1491. CEILING_SFX_UP=BDOPN;
  1492. FAILED_MESSAGE=NeedBlueForObject;
  1493.  
  1494. { BLAZING OPEN DOOR RED S1 }
  1495. [135]
  1496. TRIGGER=135;
  1497. TYPE=PUSH;
  1498. ACTIVATORS=PLAYER;
  1499. KEYS=RED_CARD, RED_SKULL;
  1500. COUNT=1;
  1501. CEILING_TYPE=MOVE;
  1502. CEILING_SPEED_UP=8;
  1503. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1504. CEILING_DEST_OFFSET=-4;
  1505. CEILING_SFX_UP=BDOPN;
  1506. FAILED_MESSAGE=NeedRedForObject;
  1507.  
  1508. { BLAZING OPEN DOOR YELLOW S1 }
  1509. [137]
  1510. TRIGGER=137;
  1511. TYPE=PUSH;
  1512. ACTIVATORS=PLAYER;
  1513. KEYS=YELLOW_CARD, YELLOW_SKULL;
  1514. COUNT=1;
  1515. CEILING_TYPE=MOVE;
  1516. CEILING_SPEED_UP=8;
  1517. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1518. CEILING_DEST_OFFSET=-4;
  1519. CEILING_SFX_UP=BDOPN;
  1520. FAILED_MESSAGE=NeedYellowForObject;
  1521.  
  1522. { Switch Once - Raise the floor up by 512 }
  1523. [140]
  1524. TRIGGER=140;
  1525. TYPE=PUSH;
  1526. ACTIVATORS=PLAYER;
  1527. COUNT=1;
  1528. FLOOR_TYPE=MOVE;
  1529. FLOOR_SPEED_UP=1;
  1530. FLOOR_DEST_REF=FLOOR;
  1531. FLOOR_DEST_OFFSET=512;
  1532. FLOOR_SFX_UP=STNMOV;
  1533.  
  1534. { Switch repeater - Close Door }
  1535. [42]
  1536. TRIGGER=42;
  1537. TYPE=PUSH;
  1538. ACTIVATORS=PLAYER;
  1539. CEILING_TYPE=MOVE;
  1540. CEILING_SPEED_DOWN=2;
  1541. CEILING_DEST_REF=FLOOR;
  1542. CEILING_SFX_DOWN=DORCLS;
  1543.  
  1544. { Switch Repeater -  Lower ceiling the the floor }
  1545. [43]
  1546. TRIGGER=43;
  1547. TYPE=PUSH;
  1548. ACTIVATORS=PLAYER;
  1549. CEILING_TYPE=MOVE;
  1550. CEILING_SPEED_DOWN=1;
  1551. CEILING_DEST_REF=FLOOR;
  1552. CEILING_SFX_DOWN=STNMOV;
  1553.  
  1554. { Switch Repeater - Lower floor to the next lowest surrounding floor }
  1555. [45]
  1556. TRIGGER=45;
  1557. TYPE=PUSH;
  1558. ACTIVATORS=PLAYER;
  1559. FLOOR_TYPE=MOVE;
  1560. FLOOR_SPEED_DOWN=1;
  1561. FLOOR_DEST_REF=HISURROUNDINGFLOOR;
  1562. FLOOR_SFX_DOWN=STNMOV;
  1563.  
  1564. { Switch Repeater - Lower floor to the lowest surrounding floor }
  1565. [60]
  1566. TRIGGER=60;
  1567. TYPE=PUSH;
  1568. ACTIVATORS=PLAYER;
  1569. FLOOR_TYPE=MOVE;
  1570. FLOOR_SPEED_DOWN=1;
  1571. FLOOR_DEST_REF=LOSURROUNDINGFLOOR;
  1572. FLOOR_SFX_DOWN=STNMOV;
  1573.  
  1574. { Switch Repeater - Open door }
  1575. [61]
  1576. TRIGGER=61;
  1577. TYPE=PUSH;
  1578. ACTIVATORS=PLAYER;
  1579. CEILING_TYPE=MOVE;
  1580. CEILING_SPEED_UP=2;
  1581. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1582. CEILING_DEST_OFFSET=-4;
  1583. CEILING_SFX_UP=DOROPN;
  1584.  
  1585. { Switch Repeater - Platform goes down, wait, then up and stay }
  1586. [62]
  1587. TRIGGER=62;
  1588. TYPE=PUSH;
  1589. ACTIVATORS=PLAYER;
  1590. FLOOR_TYPE=MOVEWAITRETURN;
  1591. FLOOR_SPEED_UP=4;
  1592. FLOOR_SPEED_DOWN=4;
  1593. FLOOR_DEST_REF=LOSURROUNDINGFLOOR;
  1594. FLOOR_PAUSE_TIME=105T;
  1595. FLOOR_SFX_START=PSTART;
  1596. FLOOR_SFX_STOP=PSTOP;
  1597.  
  1598. { Switch Repeater - Raise the door (closes after pause) }
  1599. [63]
  1600. TRIGGER=63;
  1601. TYPE=PUSH;
  1602. ACTIVATORS=PLAYER;
  1603. CEILING_TYPE=MOVEWAITRETURN;
  1604. CEILING_SPEED_UP=2;
  1605. CEILING_SPEED_DOWN=2;
  1606. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1607. CEILING_DEST_OFFSET=-4;
  1608. CEILING_PAUSE_TIME=150T;
  1609. CEILING_SFX_UP=DOROPN;
  1610. CEILING_SFX_DOWN=DORCLS;
  1611.  
  1612. { RAISE FLOOR TO CEILING SR }
  1613. [64]
  1614. TRIGGER=64;
  1615. TYPE=PUSH;
  1616. ACTIVATORS=PLAYER;
  1617. FLOOR_TYPE=MOVE;
  1618. FLOOR_SPEED_UP=1;
  1619. FLOOR_DEST_REF=LOSURROUNDINGCEILING;
  1620. FLOOR_SFX_UP=STNMOV;
  1621.  
  1622. { RAISE FLOOR 24 AND CHANGE SR }
  1623. [66]
  1624. TRIGGER=66;
  1625. TYPE=PUSH;
  1626. ACTIVATORS=PLAYER;
  1627. FLOOR_TYPE=MOVE;
  1628. FLOOR_SPEED_UP=0.5;
  1629. FLOOR_DEST_REF=FLOOR;
  1630. FLOOR_DEST_OFFSET=24;
  1631. FLOOR_SFX_UP=STNMOV;
  1632. FLOOR_TEXTURE="+";
  1633.  
  1634. { RAISE FLOOR 32 AND CHANGE SR }
  1635. [67]
  1636. TRIGGER=67;
  1637. TYPE=PUSH;
  1638. ACTIVATORS=PLAYER;
  1639. FLOOR_TYPE=MOVE;
  1640. FLOOR_SPEED_UP=0.5;
  1641. FLOOR_DEST_REF=FLOOR;
  1642. FLOOR_DEST_OFFSET=32;
  1643. FLOOR_SFX_UP=STNMOV;
  1644. FLOOR_TEXTURE="+";
  1645.  
  1646. { RAISE FLOOR CRUSH SR }
  1647. [65]
  1648. TRIGGER=65;
  1649. TYPE=PUSH;
  1650. ACTIVATORS=PLAYER;
  1651. FLOOR_DEST_OFFSET=8;
  1652. CRUSH=TRUE;
  1653. FLOOR_TYPE=MOVE;
  1654. FLOOR_SPEED_UP=1;
  1655. FLOOR_DEST_REF=LOSURROUNDINGCEILING;
  1656. FLOOR_SFX_UP=STNMOV;
  1657.  
  1658. { RAISE FLOOR TO NEAREST AND CHANGE SR }
  1659. [68]
  1660. TRIGGER=68;
  1661. TYPE=PUSH;
  1662. ACTIVATORS=PLAYER;
  1663. SECSPECIAL=0;
  1664. FLOOR_TYPE=MOVE;
  1665. FLOOR_SPEED_UP=0.5;
  1666. FLOOR_DEST_REF=NEXTHIGHESTFLOOR;
  1667. FLOOR_TEXTURE="+";
  1668. FLOOR_SFX_UP=STNMOV;
  1669.  
  1670. { RAISE FLOOR TO NEAREST SR }
  1671. [69]
  1672. TRIGGER=69;
  1673. TYPE=PUSH;
  1674. ACTIVATORS=PLAYER;
  1675. FLOOR_TYPE=MOVE;
  1676. FLOOR_SPEED_UP=1;
  1677. FLOOR_DEST_REF=NEXTHIGHESTFLOOR;
  1678. FLOOR_SFX_UP=STNMOV;
  1679.  
  1680. { TURBO LOWER FLOOR SR }
  1681. [70]
  1682. TRIGGER=70;
  1683. TYPE=PUSH;
  1684. ACTIVATORS=PLAYER;
  1685. FLOOR_TYPE=MOVE;
  1686. FLOOR_SPEED_DOWN=4;
  1687. FLOOR_DEST_REF=HISURROUNDINGFLOOR;
  1688. FLOOR_DEST_OFFSET=8;
  1689. FLOOR_SFX_DOWN=STNMOV;
  1690.  
  1691. { BLAZE OPEN DOOR BLUE SR }
  1692. [99]
  1693. TRIGGER=99;
  1694. TYPE=PUSH;
  1695. ACTIVATORS=PLAYER;
  1696. KEYS=BLUE_CARD, BLUE_SKULL;
  1697. CEILING_TYPE=MOVE;
  1698. CEILING_SPEED_UP=8;
  1699. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1700. CEILING_DEST_OFFSET=-4;
  1701. CEILING_SFX_UP=BDOPN;
  1702. FAILED_MESSAGE=NeedBlueForDoor;
  1703.  
  1704. { BLAZING DOOR RAISE SR }
  1705. [114]
  1706. TRIGGER=114;
  1707. TYPE=PUSH;
  1708. ACTIVATORS=PLAYER;
  1709. CEILING_TYPE=MOVEWAITRETURN;
  1710. CEILING_SPEED_UP=8;
  1711. CEILING_SPEED_DOWN=8;
  1712. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1713. CEILING_DEST_OFFSET=-4;
  1714. CEILING_PAUSE_TIME=150T;
  1715. CEILING_SFX_UP=BDOPN;
  1716. CEILING_SFX_DOWN=BDCLS;
  1717.  
  1718. { BLAZING DOOR OPEN SR }
  1719. [115]
  1720. TRIGGER=115;
  1721. TYPE=PUSH;
  1722. ACTIVATORS=PLAYER;
  1723. CEILING_TYPE=MOVE;
  1724. CEILING_SPEED_UP=8;
  1725. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1726. CEILING_DEST_OFFSET=-4;
  1727. CEILING_SFX_UP=BDOPN;
  1728.  
  1729. { BLAZING DOOR CLOSE SR }
  1730. [116]
  1731. TRIGGER=116;
  1732. TYPE=PUSH;
  1733. ACTIVATORS=PLAYER;
  1734. CEILING_TYPE=MOVE;
  1735. CEILING_SPEED_DOWN=8;
  1736. CEILING_DEST_REF=FLOOR;
  1737. CEILING_SFX_DOWN=BDCLS;
  1738.  
  1739. { BLAZING PLAT DOWN WAIT UP STAY SR }
  1740. [123]
  1741. TRIGGER=123;
  1742. TYPE=PUSH;
  1743. ACTIVATORS=PLAYER;
  1744. FLOOR_TYPE=MOVEWAITRETURN;
  1745. FLOOR_SPEED_UP=8;
  1746. FLOOR_SPEED_DOWN=8;
  1747. FLOOR_DEST_REF=LOSURROUNDINGFLOOR;
  1748. FLOOR_PAUSE_TIME=105T;
  1749. FLOOR_SFX_START=PSTART;
  1750. FLOOR_SFX_STOP=PSTOP;
  1751.  
  1752. { RAISE FLOOR TURBO SR }
  1753. [132]
  1754. TRIGGER=132;
  1755. TYPE=PUSH;
  1756. ACTIVATORS=PLAYER;
  1757. FLOOR_TYPE=MOVE;
  1758. FLOOR_SPEED_UP=4;
  1759. FLOOR_SPEED_DOWN=4;
  1760. FLOOR_DEST_REF=NEXTHIGHESTFLOOR;
  1761. FLOOR_SFX_UP=STNMOV;
  1762.  
  1763. { BLAZE OPEN DOOR RED SR }
  1764. [134]
  1765. TRIGGER=134;
  1766. TYPE=PUSH;
  1767. ACTIVATORS=PLAYER;
  1768. KEYS=RED_CARD, RED_SKULL;
  1769. CEILING_TYPE=MOVE;
  1770. CEILING_SPEED_UP=8;
  1771. CEILING_SPEED_DOWN=8;
  1772. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1773. CEILING_DEST_OFFSET=-4;
  1774. CEILING_SFX_UP=BDOPN;
  1775. FAILED_MESSAGE=NeedRedForObject;
  1776.  
  1777. { BLAZING DOOR OPEN YELLOW SR }
  1778. [136]
  1779. TRIGGER=136;
  1780. TYPE=PUSH;
  1781. ACTIVATORS=PLAYER;
  1782. KEYS=YELLOW_CARD, YELLOW_SKULL;
  1783. CEILING_TYPE=MOVE;
  1784. CEILING_SPEED_UP=8;
  1785. CEILING_DEST_REF=LOSURROUNDINGCEILING;
  1786. CEILING_DEST_OFFSET=-4;
  1787. CEILING_SFX_UP=BDOPN;
  1788. FAILED_MESSAGE=NeedYellowForObject;
  1789.  
  1790. { LIGHTS ON SR }
  1791. [138]
  1792. TRIGGER=138;
  1793. TYPE=PUSH;
  1794. ACTIVATORS=PLAYER;
  1795. LIGHT_TYPE=SET;
  1796. LIGHT_LEVEL=255;
  1797.  
  1798. { LIGHTS 35 SR }
  1799. [139]
  1800. TRIGGER=139;
  1801. TYPE=PUSH;
  1802. ACTIVATORS=PLAYER;
  1803. LIGHT_TYPE=SET;
  1804. LIGHT_LEVEL=35;
  1805.  
  1806. { SCROLL LEFT }
  1807. [48]
  1808. TRIGGER=48;
  1809. SCROLL=LEFT;
  1810. SCROLLING_SPEED=1;
  1811.  
  1812. { SCROLL RIGHT }
  1813. [9000]
  1814. TRIGGER=9000;
  1815. SCROLL=RIGHT;
  1816. SCROLLING_SPEED=1;
  1817.  
  1818. { SCROLL UP }
  1819. [9001]
  1820. TRIGGER=9001;
  1821. SCROLL=UP;
  1822. SCROLLING_SPEED=1;
  1823.  
  1824. { SCROLL DOWN }
  1825. [9002]
  1826. TRIGGER=9002;
  1827. SCROLL=DOWN;
  1828. SCROLLING_SPEED=1;
  1829.  
  1830. { SCROLL LEFT AND UP }
  1831. [9003]
  1832. TRIGGER=9003;
  1833. SCROLL=LEFT,UP;
  1834. SCROLLING_SPEED=1;
  1835.  
  1836. { SCROLL LEFT AND DOWN }
  1837. [9004]
  1838. TRIGGER=9004;
  1839. SCROLL=LEFT,DOWN;
  1840. SCROLLING_SPEED=1;
  1841.  
  1842. { SCROLL RIGHT AND UP }
  1843. [9005]
  1844. TRIGGER=9005;
  1845. SCROLL=RIGHT,UP;
  1846. SCROLLING_SPEED=1;
  1847.  
  1848. { SCROLL RIGHT AND DOWN }
  1849. [9006]
  1850. TRIGGER=9006;
  1851. SCROLL=DOWN,RIGHT;
  1852. SCROLLING_SPEED=1;
  1853.  
  1854.