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Text File  |  1998-11-17  |  13KB  |  616 lines

  1. { DOSDoom Scenery Objects Files }
  2.  
  3. [SMALL_BOLLARD_LAMP]
  4. MAPNUMBER=2028;        { Mapnumber used by every Doom Editor }
  5.  
  6. RADIUS=16;             { Radius & Height: All needed, but as a word of }
  7. HEIGHT=16;             { warning: Id's specs are not accurate          }
  8.  
  9. SPECIAL=SOLID;         { Solid object, can't walk through it }
  10.  
  11. STATES=COLU:A:-1:BRIGHT:NOTHING;
  12.                             { SPRITENAME: COLU  4 characters of spritename }
  13.                             { SPRITE:     AX; X being the sprite number    }
  14.                             { DURATION:   -1;     Infinite Duration        }
  15.                             { LIGHTS:     BRIGHT; Always displayed bright  }
  16.                             { ACTION:     NOTHING; Does Nothing            }
  17.  
  18. [SMALL_TECH_LAMP]
  19. MAPNUMBER=86;
  20. RADIUS=16;
  21. HEIGHT=16;
  22. SPECIAL=SOLID;
  23.  
  24. STATES=TLP2:A:4:BRIGHT:NOTHING,
  25.        TLP2:B:4:BRIGHT:NOTHING,
  26.        TLP2:C:4:BRIGHT:NOTHING,
  27.        TLP2:D:4:BRIGHT:NOTHING;
  28.  
  29. [TALL_TECH_LAMP]
  30. MAPNUMBER=85;
  31. RADIUS=16;
  32. HEIGHT=16;
  33. SPECIAL=SOLID;
  34.  
  35. STATES=TLMP:A:4:BRIGHT:NOTHING,
  36.        TLMP:B:4:BRIGHT:NOTHING,
  37.        TLMP:C:4:BRIGHT:NOTHING,
  38.        TLMP:D:4:BRIGHT:NOTHING;
  39.  
  40. [BRONZE_BLUE_TORCH]
  41. MAPNUMBER=44;
  42. RADIUS=16;
  43. HEIGHT=16;
  44. SPECIAL=SOLID;
  45.  
  46. STATES=TBLU:A:4:BRIGHT:NOTHING,
  47.        TBLU:B:4:BRIGHT:NOTHING,
  48.        TBLU:C:4:BRIGHT:NOTHING,
  49.        TBLU:D:4:BRIGHT:NOTHING;
  50.  
  51. [BRONZE_GREEN_TORCH]
  52. MAPNUMBER=45;
  53. RADIUS=16;
  54. HEIGHT=16;
  55. SPECIAL=SOLID;
  56.  
  57. STATES=TGRN:A:4:BRIGHT:NOTHING,
  58.        TGRN:B:4:BRIGHT:NOTHING,
  59.        TGRN:C:4:BRIGHT:NOTHING,
  60.        TGRN:D:4:BRIGHT:NOTHING;
  61.  
  62. [BRONZE_RED_TORCH]
  63. MAPNUMBER=46;
  64. RADIUS=16;
  65. HEIGHT=16;
  66. SPECIAL=SOLID;
  67.  
  68. STATES=TRED:A:4:BRIGHT:NOTHING,
  69.        TRED:B:4:BRIGHT:NOTHING,
  70.        TRED:C:4:BRIGHT:NOTHING,
  71.        TRED:D:4:BRIGHT:NOTHING;
  72.  
  73. [WOODEN_BLUE_TORCH]
  74. MAPNUMBER=55;
  75. RADIUS=16;
  76. HEIGHT=16;
  77. SPECIAL=SOLID;
  78.  
  79. STATES=SMBT:A:4:BRIGHT:NOTHING,
  80.        SMBT:B:4:BRIGHT:NOTHING,
  81.        SMBT:C:4:BRIGHT:NOTHING,
  82.        SMBT:D:4:BRIGHT:NOTHING;
  83.                          
  84. [WOODEN_GREEN_TORCH]
  85. MAPNUMBER=56;
  86. RADIUS=16;
  87. HEIGHT=16;
  88. SPECIAL=SOLID;
  89.  
  90. STATES=SMGT:A:4:BRIGHT:NOTHING,
  91.        SMGT:B:4:BRIGHT:NOTHING,
  92.        SMGT:C:4:BRIGHT:NOTHING,
  93.        SMGT:D:4:BRIGHT:NOTHING;
  94.  
  95. [WOODEN_RED_TORCH]
  96. MAPNUMBER=57;
  97. RADIUS=16;
  98. HEIGHT=16;
  99. SPECIAL=SOLID;
  100.  
  101. STATES=SMRT:A:4:BRIGHT:NOTHING,
  102.        SMRT:B:4:BRIGHT:NOTHING,
  103.        SMRT:C:4:BRIGHT:NOTHING,
  104.        SMRT:D:4:BRIGHT:NOTHING;
  105.  
  106. [BURNING_BARREL]
  107. MAPNUMBER=70;
  108. RADIUS=16;
  109. HEIGHT=16;
  110. SPECIAL=SOLID;
  111.  
  112. STATES=FCAN:A:4:BRIGHT:NOTHING,
  113.        FCAN:B:4:BRIGHT:NOTHING,
  114.        FCAN:C:4:BRIGHT:NOTHING;
  115.        
  116. { This something I cannot explain, according to the mobjinfo table }
  117. { things #10 and #12 are identical with the exception of the       }
  118. { mapnumbers, am I missing something? -ACB- 1998/07/18             } 
  119. [DEAD_GIBBER_PLAYER1]
  120. MAPNUMBER=10;
  121. RADIUS=20;
  122. HEIGHT=16;
  123.  
  124. STATES=PLAY:W:-1:NORMAL:NOTHING;
  125.  
  126. [DEAD_GIBBED_PLAYER2]
  127. MAPNUMBER=12;
  128. RADIUS=20;
  129. HEIGHT=16;
  130.  
  131. STATES=PLAY:W:-1:NORMAL:NOTHING;
  132.  
  133. [DEAD_PLAYER]
  134. MAPNUMBER=15;
  135. RADIUS=20;
  136. HEIGHT=16;
  137.  
  138. STATES=PLAY:N:-1:NORMAL:NOTHING;
  139.  
  140. [DEAD_FORMER_HUMAN]
  141. MAPNUMBER=18;
  142. RADIUS=20;
  143. HEIGHT=16;
  144.  
  145. STATES=POSS:L:-1:NORMAL:NOTHING;
  146.  
  147. [DEAD_FORMER_SARG]
  148. MAPNUMBER=19;
  149. RADIUS=20;
  150. HEIGHT=16;
  151.  
  152. STATES=SPOS:L:-1:NORMAL:NOTHING;
  153.  
  154. [DEAD_IMP]
  155. MAPNUMBER=20;
  156. RADIUS=20;
  157. HEIGHT=16;
  158.  
  159. STATES=TROO:M:-1:NORMAL:NOTHING;
  160.  
  161. [DEAD_DEMON]
  162. MAPNUMBER=21;
  163. RADIUS=20;
  164. HEIGHT=16;
  165.  
  166. STATES=SARG:N:-1:NORMAL:NOTHING;
  167.  
  168. [DEAD_CACODEMON]
  169. MAPNUMBER=22;
  170. RADIUS=20;
  171. HEIGHT=16;
  172.  
  173. STATES=HEAD:L:-1:NORMAL:NOTHING;
  174.  
  175. { No i do not see the reason for this either, a dead lost soul (invisible), }
  176. { I have included just in case I've missed the point or some designed a     }
  177. { level with it in. -ACB- 1998/07/18                                        }
  178. [DEAD_LOSTSOUL]
  179. MAPNUMBER=23;
  180. RADIUS=20;
  181. HEIGHT=16;
  182.  
  183. SPECIAL=INVISIBLE; { Could use any sprite and it would make no odds }
  184.  
  185. STATES=SKUL:K:-1:NORMAL:NOTHING;
  186.  
  187. [POOL_OF_BLOOD]
  188. MAPNUMBER=24;
  189. RADIUS=20;
  190. HEIGHT=16;
  191.  
  192. STATES=POL5:A:-1:NORMAL:NOTHING;
  193.  
  194. [SKEWERED_BLOKE]
  195. MAPNUMBER=25;
  196. RADIUS=20;
  197. HEIGHT=16;
  198. SPECIAL=SOLID;
  199.  
  200. STATES=POL1:A:-1:NORMAL:NOTHING;
  201.  
  202. [DYING_SKEWERED_BLOKE]
  203. MAPNUMBER=26;
  204. RADIUS=16;
  205. HEIGHT=16;
  206. SPECIAL=SOLID;
  207.  
  208. STATES=POL6:A:6:NORMAL:NOTHING,
  209.        POL6:B:6:NORMAL:NOTHING;
  210.  
  211. [SKULL_ON_A_STICK]
  212. MAPNUMBER=27;
  213. RADIUS=16;
  214. HEIGHT=16;
  215. SPECIAL=SOLID;
  216.  
  217. STATES=POL4:A:-1:NORMAL:NOTHING;
  218.  
  219. [HEADS_ON_A_STICK]
  220. MAPNUMBER=28;
  221. RADIUS=20;
  222. HEIGHT=16;
  223. SPECIAL=SOLID;
  224.  
  225. STATES=POL2:A:-1:NORMAL:NOTHING;
  226.  
  227. [SKULL_CENTREPIECE]
  228. MAPNUMBER=29;
  229. RADIUS=20;
  230. HEIGHT=16;
  231. SPECIAL=SOLID;
  232.  
  233. STATES=POL3:A:6:BRIGHT:NOTHING,
  234.        POL3:B:6:BRIGHT:NOTHING;
  235.  
  236. [TALL_GREEN_COLUMN]
  237. MAPNUMBER=30;
  238. RADIUS=16;
  239. HEIGHT=16;
  240. SPECIAL=SOLID;
  241.  
  242. STATES=COL1:A:-1:NORMAL:NOTHING;
  243.  
  244. [SHORT_GREEN_COLUMN]
  245. MAPNUMBER=31;
  246. RADIUS=16;
  247. HEIGHT=16;
  248. SPECIAL=SOLID;
  249.  
  250. STATES=COL2:A:-1:NORMAL:NOTHING;
  251.  
  252. [TALL_RED_COLUMN]
  253. MAPNUMBER=32;
  254. RADIUS=16;
  255. HEIGHT=16;
  256. SPECIAL=SOLID;
  257.  
  258. STATES=COL3:A:-1:NORMAL:NOTHING;
  259.  
  260. [SHORT_RED_COLUMN]
  261. MAPNUMBER=33;
  262. RADIUS=16;
  263. HEIGHT=16;
  264. SPECIAL=SOLID;
  265.  
  266. STATES=COL4:A:-1:NORMAL:NOTHING;
  267.  
  268. [BLACK_CANDLE]
  269. MAPNUMBER=34;
  270. RADIUS=16;
  271. HEIGHT=16;
  272.  
  273. STATES=CAND:A:-1:BRIGHT:NOTHING;
  274.  
  275. [CANDELABRA]
  276. MAPNUMBER=35;
  277. RADIUS=16;
  278. HEIGHT=16;
  279. SPECIAL=SOLID;
  280.  
  281. STATES=CBRA:A:-1:BRIGHT:NOTHING;
  282.  
  283. [BEATING_HEART_COLUMN]
  284. MAPNUMBER=36;
  285. RADIUS=16;
  286. HEIGHT=16;
  287. SPECIAL=SOLID;
  288.  
  289. STATES=COL5:A:14:NORMAL:NOTHING,
  290.        COL5:B:14:NORMAL:NOTHING;
  291.  
  292. [SKULL_ON_COLUMN]
  293. MAPNUMBER=37;
  294. RADIUS=16;
  295. HEIGHT=16;
  296. SPECIAL=SOLID;
  297.  
  298. STATES=COL6:A:-1:NORMAL:NOTHING;
  299.  
  300. [EYE_SYMBOL] { Jason's Dodgy Eye Symbol :-) }
  301. MAPNUMBER=41;
  302. RADIUS=16;
  303. HEIGHT=16;
  304. SPECIAL=SOLID;
  305.  
  306. STATES=CEYE:A:6:BRIGHT:NOTHING,
  307.        CEYE:B:6:BRIGHT:NOTHING,
  308.        CEYE:C:6:BRIGHT:NOTHING,
  309.        CEYE:B:6:BRIGHT:NOTHING;
  310.  
  311. [FLOATING_SKULLROCK]
  312. MAPNUMBER=42;
  313. RADIUS=16;
  314. HEIGHT=16;
  315. SPECIAL=SOLID;
  316.  
  317. STATES=FSKU:A:6:BRIGHT:NOTHING,
  318.        FSKU:B:6:BRIGHT:NOTHING,
  319.        FSKU:C:6:BRIGHT:NOTHING;
  320.  
  321. [TORCHED_TREE]
  322. MAPNUMBER=43;
  323. RADIUS=16;
  324. HEIGHT=16;
  325. SPECIAL=SOLID;
  326.  
  327. STATES=TRE1:A:-1:NORMAL:NOTHING;
  328.  
  329. [SPIKY_STUMP]
  330. MAPNUMBER=47;
  331. RADIUS=16;
  332. HEIGHT=16;
  333. SPECIAL=SOLID;
  334.  
  335. STATES=SMIT:A:-1:NORMAL:NOTHING;
  336.  
  337. [TECHNOCOLUMN]
  338. MAPNUMBER=48;
  339. RADIUS=16;
  340. HEIGHT=128;
  341. SPECIAL=SOLID;
  342.  
  343. STATES=ELEC:A:-1:NORMAL:NOTHING;
  344.  
  345. { The difference between the TWITCHING_BLOKEs is the fact that one is solid }
  346. { and one in not. Based on the original gameplay this makes the world of    }
  347. { difference as it could block the vital escape or not. When True3d is      }
  348. { enabled you may walk under/over a SOLID object, but not through it.       }
  349. { So being SOLID does make a difference in either gameplay mode.            }        
  350. [TWITCHING_BLOKE_I]
  351. MAPNUMBER=49;
  352. RADIUS=16;
  353. HEIGHT=68;
  354. SPECIAL=SOLID,ON_CEILING;
  355.  
  356. STATES=GOR1:A:10:NORMAL:NOTHING,
  357.        GOR1:B:15:NORMAL:NOTHING,
  358.        GOR1:C:8:NORMAL:NOTHING,
  359.        GOR1:B:6:NORMAL:NOTHING;
  360.  
  361. [TWITCHING_BLOKE_II]
  362. MAPNUMBER=63;
  363. RADIUS=20;
  364. HEIGHT=68;
  365. SPECIAL=ON_CEILING;
  366.  
  367. STATES=GOR1:A:10:NORMAL:NOTHING,
  368.        GOR1:B:15:NORMAL:NOTHING,
  369.        GOR1:C:8:NORMAL:NOTHING,
  370.        GOR1:B:6:NORMAL:NOTHING;
  371.  
  372. { As with the TWITCHING BLOKE, the difference between a lot of these objects }
  373. { is whether they are solid or not.                                          }
  374. [HANGING_DEAD_BLOKE_I]
  375. MAPNUMBER=50;
  376. RADIUS=16;
  377. HEIGHT=68;
  378. SPECIAL=SOLID,ON_CEILING;
  379.  
  380. STATES=GOR2:A:-1:NORMAL:NOTHING;
  381.  
  382. [HANGING_DEAD_BLOKE_II]
  383. MAPNUMBER=51;
  384. RADIUS=16;
  385. HEIGHT=84;
  386. SPECIAL=SOLID,ON_CEILING;
  387.  
  388. STATES=GOR3:A:-1:NORMAL:NOTHING;
  389.  
  390. [HANGING_DEAD_BLOKE_III]
  391. MAPNUMBER=52;
  392. RADIUS=16;
  393. HEIGHT=68;
  394. SPECIAL=SOLID,ON_CEILING;
  395.  
  396. STATES=GOR4:A:-1:NORMAL:NOTHING;
  397.  
  398. [HANGING_DEAD_BLOKE_IV]
  399. MAPNUMBER=53;
  400. RADIUS=16;
  401. HEIGHT=68;
  402. SPECIAL=SOLID,ON_CEILING;
  403.  
  404. STATES=GOR5:A:-1:NORMAL:NOTHING;
  405.  
  406. [HANGING_DEAD_BLOKE_V]
  407. MAPNUMBER=59;
  408. RADIUS=20;
  409. HEIGHT=84;
  410. SPECIAL=ON_CEILING;
  411.  
  412. STATES=GOR2:A:-1:NORMAL:NOTHING;
  413.  
  414. [HANGING_DEAD_BLOKE_VI]
  415. MAPNUMBER=60;
  416. RADIUS=20;
  417. HEIGHT=68;
  418. SPECIAL=ON_CEILING;
  419.  
  420. STATES=GOR4:A:-1:NORMAL:NOTHING;
  421.  
  422. [HANGING_DEAD_BLOKE_VII]
  423. MAPNUMBER=61;
  424. RADIUS=20;
  425. HEIGHT=52;
  426. SPECIAL=ON_CEILING;
  427.  
  428. STATES=GOR3:A:-1:NORMAL:NOTHING;
  429.  
  430. [HANGING_DEAD_BLOKE_VIII]
  431. MAPNUMBER=62;
  432. RADIUS=20;
  433. HEIGHT=52;
  434. SPECIAL=ON_CEILING;
  435.  
  436. STATES=GOR5:A:-1:NORMAL:NOTHING;
  437.  
  438. [BIG_TREE]
  439. MAPNUMBER=54;
  440. RADIUS=32;
  441. HEIGHT=16;
  442. SPECIAL=SOLID;
  443.  
  444. STATES=TRE2:A:-1:NORMAL:NOTHING;
  445.  
  446. [GUTTED_HUNG_BLOKE_I]
  447. MAPNUMBER=73;
  448. RADIUS=16;
  449. HEIGHT=88;
  450. SPECIAL=SOLID,ON_CEILING;
  451.  
  452. STATES=HDB1:A:-1:NORMAL:NOTHING;
  453.  
  454. [GUTTED_HUNG_BLOKE_II]
  455. MAPNUMBER=74;
  456. RADIUS=16;
  457. HEIGHT=88;
  458. SPECIAL=SOLID,ON_CEILING;
  459.  
  460. STATES=HDB2:A:-1:NORMAL:NOTHING;
  461.  
  462. [GUTTED_TORSO_I]
  463. MAPNUMBER=75;
  464. RADIUS=16;
  465. HEIGHT=64;
  466. SPECIAL=SOLID,ON_CEILING;
  467.  
  468. STATES=HDB3:A:-1:NORMAL:NOTHING;
  469.  
  470. [GUTTED_TORSO_II]
  471. MAPNUMBER=76;
  472. RADIUS=16;
  473. HEIGHT=64;
  474. SPECIAL=SOLID,ON_CEILING;
  475.  
  476. STATES=HDB4:A:-1:NORMAL:NOTHING;
  477.  
  478. [GUTTED_TORSO_III]
  479. MAPNUMBER=77;
  480. RADIUS=16;
  481. HEIGHT=64;
  482. SPECIAL=SOLID,ON_CEILING;
  483.  
  484. STATES=HDB5:A:-1:NORMAL:NOTHING;
  485.  
  486. [GUTTED_TORSO_IV]
  487. MAPNUMBER=78;
  488. RADIUS=16;
  489. HEIGHT=64;
  490. SPECIAL=SOLID,ON_CEILING;
  491.  
  492. STATES=HDB6:A:-1:NORMAL:NOTHING;
  493.  
  494. { These three: Brain stem and the pools of blood are declared as INERT, }
  495. { this is because that they are completely unaffected by surroundings   } 
  496. [POOL_OF_BLOOD_I]
  497. MAPNUMBER=79;
  498. RADIUS=20;
  499. HEIGHT=16;
  500. SPECIAL=INERT;
  501.  
  502. STATES=POB1:A:-1:NORMAL:NOTHING;
  503.  
  504. [POOL_OF_BLOOD_II]
  505. MAPNUMBER=80;
  506. RADIUS=20;
  507. HEIGHT=16;
  508. SPECIAL=INERT;
  509.  
  510. STATES=POB2:A:-1:NORMAL:NOTHING;
  511.  
  512. [BRAINSTEM]
  513. MAPNUMBER=81;
  514. RADIUS=20;
  515. HEIGHT=16;
  516. SPECIAL=INERT;
  517.  
  518. STATES=BRS1:A:-1:NORMAL:NOTHING;
  519.  
  520. [BARREL]
  521. MAPNUMBER=2035;
  522.  
  523. SPAWNHEALTH=20; {How much punishment it can take, before going into "death"}
  524.  
  525. RADIUS=10;
  526. HEIGHT=42;
  527.  
  528. EXPLOSION_DAMAGE=128; { Original Barrel had a set damage; the nearer the   }
  529.                       { explosion, the more damage taken. This number is   }
  530.                       { the maximum. Anybody on top of the explosion would }
  531.                       { take 128 damage, it would lessen the further away  }
  532.  
  533.  
  534. DEATH_SOUND=BAREXP; { Barrel Explosion }
  535.  
  536. { SHOOTABLE (got to be able to inflict damage) and DAMAGESMOKE are the two  } 
  537. { additional requires here. DAMAGESMOKE instructs DOSDoom to use smoke when }
  538. { this item is damaged, normally it is blood (which would look somewhat     }
  539. { stupid coming from a barrel).                                             }
  540. SPECIAL=SHOOTABLE,SOLID,DAMAGESMOKE;
  541.  
  542. STATES=BAR1:A:6:NORMAL:NOTHING,
  543.        BAR1:B:6:NORMAL:NOTHING;
  544.  
  545. {Since we are "killing" the Barrel, the explosion is the death sound. }
  546. {EXPLOSIONDAMAGE is the action that inflicts damage on other objects. }
  547. {#REMOVE is a redirector, this directs the object to remove itself.   }
  548. DEATHSTATES=BEXP:A:5:BRIGHT:NOTHING,         
  549.             BEXP:B:5:BRIGHT:MAKEDEATHSOUND,   
  550.             BEXP:C:5:BRIGHT:NOTHING,          
  551.             BEXP:D:10:BRIGHT:EXPLOSIONDAMAGE, 
  552.             BEXP:E:10:BRIGHT:NOTHING,        
  553.             #REMOVE;                    
  554.                     
  555.  
  556. { This did not have an entry in the mobjinfo table, although sprite and }
  557. { state were present, so it got added as a new item -ACB- 1998/07/19    }
  558. [BURNT_SPIKE_STUMP]
  559. MAPNUMBER=7100;
  560. RADIUS=16;
  561. HEIGHT=16;
  562. SPECIAL=SOLID;
  563.  
  564. STATES=SMT2:A:-1:NORMAL:NOTHING;
  565.  
  566. { A quick demo of the varying damage calculation, barrels shouldn't normally }
  567. { explode with same results as another: toxic sludge can cause major damage  }
  568. { or not much at all, worth a laugh. -ACB- 1998/07/26                        }
  569. [UNSTABLE_BARREL]
  570. MAPNUMBER=7101;
  571. SPAWNHEALTH=20;
  572. RADIUS=10;
  573. HEIGHT=42;
  574.  
  575. DAMAGE_RANGE=16;  {Damage has a range of 1 - 16, which is...............}
  576. DAMAGE_MULTI=16;  {....multiplied by 16, giving a damage range of 16-256}
  577.  
  578. DEATH_SOUND=BAREXP;
  579.  
  580. SPECIAL=SHOOTABLE,SOLID,DAMAGESMOKE;
  581.  
  582. STATES=BAR1:A:6:NORMAL:NOTHING,
  583.        BAR1:B:6:NORMAL:NOTHING;
  584.  
  585. DEATHSTATES=BEXP:A:5:BRIGHT:NOTHING,
  586.             BEXP:B:5:BRIGHT:MAKEDEATHSOUND,
  587.             BEXP:C:5:BRIGHT:NOTHING,
  588.             BEXP:D:10:BRIGHT:VARIEDEXPDAMAGE,
  589.             BEXP:E:10:BRIGHT:NOTHING,
  590.             #REMOVE;
  591.  
  592. [TELEPORT_FLASH]
  593. MAPNUMBER=9999;
  594. RADIUS=20;
  595. HEIGHT=16;
  596. AMBIENT_SOUND=TELEPT;
  597. SPECIAL=TELEPORT_TYPE;
  598. TRANSLUCENCY=0.5;
  599.  
  600. STATES=TFOG:A:1:NORMAL:NOTHING,
  601.        TFOG:A:0:BRIGHT:MAKESOUND,
  602.        TFOG:A:5:BRIGHT:NOTHING,
  603.        TFOG:B:6:BRIGHT:NOTHING,
  604.        TFOG:A:6:BRIGHT:NOTHING,
  605.        TFOG:B:6:BRIGHT:NOTHING,
  606.        TFOG:C:6:BRIGHT:NOTHING,
  607.        TFOG:D:6:BRIGHT:NOTHING,
  608.        TFOG:E:6:BRIGHT:NOTHING,
  609.        TFOG:F:6:BRIGHT:NOTHING,
  610.        TFOG:G:6:BRIGHT:NOTHING,
  611.        TFOG:H:6:BRIGHT:NOTHING,
  612.        TFOG:I:6:BRIGHT:NOTHING,
  613.        TFOG:J:6:BRIGHT:NOTHING,#REMOVE;
  614.  
  615.  
  616.