// 
//    EDGE SECTORS.DDF -redefine or add new sector types.
//    For documentation, see http://edge.sourceforge.net/
//    DDF Version 4.6
//

<SECTORS>

#VERSION 1.29

// ---- Damaging ----

[4]  // Light Blink And Damage
LIGHT_TYPE=STROBE;
LIGHT_DARKTIME=15T;
LIGHT_BRIGHTTIME=5T;
DAMAGE.VAL=20;
DAMAGE.DELAY=32T;

[16]  // Damage Extreme
DAMAGE.VAL=20;
DAMAGE.DELAY=32T;

[5]  // Damage Large
DAMAGE.VAL=10;
DAMAGE.DELAY=32T;

[7]  // Damage Small
DAMAGE.VAL=5;
DAMAGE.DELAY=32T;

// ---- Lighting ----

[1]  // Light Random Off
LIGHT_TYPE=FLASH;
LIGHT_CHANCE=10%;
LIGHT_DARKTIME=8T;
LIGHT_BRIGHTTIME=8T;

[2]  // Light Blink Half Second
LIGHT_TYPE=STROBE;
LIGHT_DARKTIME=15T;
LIGHT_BRIGHTTIME=5T;

[8]  // Light Glowing
LIGHT_TYPE=GLOW;
LIGHT_DARKTIME=1T;
LIGHT_BRIGHTTIME=1T;

[3]  // Light Blink 1 Second
LIGHT_TYPE=STROBE;
LIGHT_DARKTIME=35T;
LIGHT_BRIGHTTIME=5T;

[12]  // Light Sync Half Second
LIGHT_TYPE=STROBE;
LIGHT_DARKTIME=35T;
LIGHT_BRIGHTTIME=5T;
LIGHT_SYNC=40T;

[13]  // Light Sync 1 Second
LIGHT_TYPE=STROBE;
LIGHT_DARKTIME=15T;
LIGHT_BRIGHTTIME=5T;
LIGHT_SYNC=20T;

// ---- Miscellaneous ----

[9]  // Secret
SECRET=TRUE;

[15]  // Friction
FRICTION=0.80;

[6]  // Crush and Raise
CRUSH=TRUE;
CEILING.TYPE=CONTINUOUS;
CEILING.SPEED_UP=2;
CEILING.SPEED_DOWN=2;
CEILING.DEST_REF=FLOOR;
CEILING.DEST_OFFSET=8;
CEILING.SFX_UP=STNMOV;
CEILING.SFX_DOWN=STNMOV;

[10]  // Ceiling Close 30 Sec
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=2;
CEILING.WAIT_TIME=30;
CEILING.DEST_REF=FLOOR;
CEILING.SFX_DOWN=DORCLS;

[14]  // Ceiling Open 5 Min
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=2;
CEILING.SPEED_DOWN=2;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.WAIT_TIME=300;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;

// ---- Scrolling ----

[21] // Scroll East Weak
FLOOR.SCROLL_ANGLE=0;
FLOOR.SCROLL_SPEED=9;
PUSH_ANGLE=0;
PUSH_SPEED=4;

[22] // Scroll East Medium
FLOOR.SCROLL_ANGLE=0;
FLOOR.SCROLL_SPEED=12;
PUSH_ANGLE=0;
PUSH_SPEED=6;

[23] // Scroll East Strong
FLOOR.SCROLL_ANGLE=0;
FLOOR.SCROLL_SPEED=18;
PUSH_ANGLE=0;
PUSH_SPEED=9;

[26] // Scroll North Weak
FLOOR.SCROLL_ANGLE=90;
FLOOR.SCROLL_SPEED=9;
PUSH_ANGLE=90;
PUSH_SPEED=4;

[27] // Scroll North Medium
FLOOR.SCROLL_ANGLE=90;
FLOOR.SCROLL_SPEED=12;
PUSH_ANGLE=90;
PUSH_SPEED=6;

[28] // Scroll North Strong
FLOOR.SCROLL_ANGLE=90;
FLOOR.SCROLL_SPEED=18;
PUSH_ANGLE=90;
PUSH_SPEED=9;

[31] // Scroll South Weak
FLOOR.SCROLL_ANGLE=270;
FLOOR.SCROLL_SPEED=9;
PUSH_ANGLE=270;
PUSH_SPEED=4;

[32] // Scroll South Medium
FLOOR.SCROLL_ANGLE=270;
FLOOR.SCROLL_SPEED=12;
PUSH_ANGLE=270;
PUSH_SPEED=6;

[33] // Scroll South Strong
FLOOR.SCROLL_ANGLE=270;
FLOOR.SCROLL_SPEED=18;
PUSH_ANGLE=270;
PUSH_SPEED=9;

[36] // Scroll West Weak
FLOOR.SCROLL_ANGLE=180;
FLOOR.SCROLL_SPEED=9;
PUSH_ANGLE=180;
PUSH_SPEED=4;

[37] // Scroll West Medium
FLOOR.SCROLL_ANGLE=180;
FLOOR.SCROLL_SPEED=12;
PUSH_ANGLE=180;
PUSH_SPEED=6;

[38] // Scroll West Strong
FLOOR.SCROLL_ANGLE=180;
FLOOR.SCROLL_SPEED=18;
PUSH_ANGLE=180;
PUSH_SPEED=9;

// ---- Wind ----

[40] // Wind East Weak    -- Unsupported
[41] // Wind East Medium  -- Unsupported
[42] // Wind East Strong  -- Unsupported

[43] // Wind North Weak   -- Unsupported
[44] // Wind North Medium -- Unsupported
[45] // Wind North Strong -- Unsupported

[46] // Wind South Weak   -- Unsupported
[47] // Wind South Medium -- Unsupported
[48] // Wind South Strong -- Unsupported

[49] // Wind West Weak    -- Unsupported
[50] // Wind West Medium  -- Unsupported
[51] // Wind West Strong  -- Unsupported

