//
//    3DGE LINES.DDF -redefine or add new line triggers.
//    For documentation, see http://edge.sourceforge.net/
//    DDF Version 7
//

<LINES>

#VERSION 2.10

[1] // Open Door (closes)
TYPE=MANUAL;
ACTIVATORS=PLAYER, MONSTER;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=2;
CEILING.SPEED_DOWN=2;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
SINGLESIDED=TRUE;

[2] // Walk Once - Open the Door
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=2;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=DOROPN;

[3] // Walk Once - Close the door
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=2;
CEILING.DEST_REF=FLOOR;
CEILING.SFX_DOWN=DORCLS;

[4] // Walk Once - Raise the door (with close)
TYPE=WALK;
ACTIVATORS=PLAYER, MONSTER;
COUNT=1;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=2;
CEILING.SPEED_DOWN=2;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
CEILING.PAUSE_TIME=150T;

// Walk Once - Raise the floor to the next highest neighbour floor height
[5]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=LOSURROUNDINGCEILING;
FLOOR.DEST_OFFSET=-8;
FLOOR.SFX_UP=STNMOV;

// Walk Once - Fast ceiling crush
[6]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
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;
CEILING.CRUSH_DAMAGE=10;

// BUILD STAIRS S1
[7]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=BUILDSTAIRS;
FLOOR.SPEED_UP=0.25;
FLOOR.SPEED_DOWN=0;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=8;
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

// Walk once - Build stairs
[8]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=BUILDSTAIRS;
FLOOR.SPEED_UP=0.25;
FLOOR.SPEED_DOWN=0;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=8;
FLOOR.SFX_STOP=PSTOP;
FLOOR.SFX_UP=STNMOV;

// DONUT S1
[9]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
DONUT=TRUE;
DONUT_IN_SFX=STNMOV;
DONUT_OUT_SFX=STNMOV;
SINGLESIDED=TRUE;

// Walk once - Platform down, wait, and then back up
[10]
TYPE=WALK;
ACTIVATORS=PLAYER, MONSTER;
COUNT=1;
FLOOR.TYPE=MOVEWAITRETURN;
FLOOR.SPEED_UP=4;
FLOOR.SPEED_DOWN=4;
FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
FLOOR.PAUSE_TIME=105T;
FLOOR.SFX_START=PSTART;
FLOOR.SFX_STOP=PSTOP;

// EXIT LEVEL S1
[11]
TYPE=PUSH;
ACTIVATORS=PLAYER,NOBOT;
ACTIVATE_SOUND="SWTCHX";
COUNT=1;
EXIT=NORMAL;
SINGLESIDED=TRUE;

// Walk once - Lights to the level of brightest neighbour
[12]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
LIGHT_TYPE=SET;
LIGHT_LEVEL=0;

// Walk once - Lights to brightest (255)
[13]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
LIGHT_TYPE=SET;
LIGHT_LEVEL=255;

// RAISE FLOOR 32 AND CHANGE S1
[14]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=0.5;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=32;
FLOOR.TEXTURE="+";
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

// RAISE FLOOR 24 AND CHANGE S1
[15]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=0.5;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=24;
FLOOR.TEXTURE="+";
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

// Walk once - CLOSE DOOR 30 W1
[16]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=2;
CEILING.SPEED_DOWN=2;
CEILING.DEST_REF=FLOOR;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
CEILING.PAUSE_TIME=30;

// Walk once - Start light strobing
[17]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
LIGHT_TYPE=STROBE;
LIGHT_BRIGHT_TIME=5T;
LIGHT_DARK_TIME=35T;

// RAISE FLOOR TO NEXT S1
[18]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
FLOOR.SFX_DOWN=STNMOV;
SINGLESIDED=TRUE;

// Walk once - Lower floor to the next lowest floor
[19]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_DOWN=1;
FLOOR.DEST_REF=HISURROUNDINGFLOOR;
FLOOR.SFX_DOWN=STNMOV;

// RAISE FLOOR TO NEXT HIGHEST AND CHANGE S1
[20]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=0.5;
FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
FLOOR.TEXTURE="-";
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

// PLAT DOWN WAIT UP STAY S1
[21]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVEWAITRETURN;
FLOOR.SPEED_UP=4;
FLOOR.SPEED_DOWN=4;
FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
FLOOR.PAUSE_TIME=105T;
FLOOR.SFX_START=PSTART;
FLOOR.SFX_STOP=PSTOP;
SINGLESIDED=TRUE;

// Walk once - Raise to next highest floor
[22]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=0.5;
FLOOR.SPEED_DOWN=0.5;
FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
FLOOR.TEXTURE="+";
FLOOR.SFX_UP=STNMOV;

// LOWER FLOOR TO LOWEST S1
[23]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_DOWN=1;
FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
FLOOR.SFX_DOWN=STNMOV;
SINGLESIDED=TRUE;

// RAISE FLOOR G1
// Not single-sided in vanilla
[24]
TYPE=SHOOT;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=LOSURROUNDINGCEILING;
FLOOR.SFX_UP=STNMOV;

// Walk once - CEILING CRUSH AND RAISE W1
[25]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=CONTINUOUS;
CEILING.SPEED_UP=1;
CEILING.SPEED_DOWN=1;
CEILING.DEST_REF=FLOOR;
CEILING.DEST_OFFSET=0.80091;
CEILING.SFX_UP=STNMOV;
CEILING.SFX_DOWN=STNMOV;
CEILING.CRUSH_DAMAGE=10;

// BLUE DOOR SR
[26]
TYPE=MANUAL;
ACTIVATORS=PLAYER;
KEYS=BLUE_CARD,BLUE_SKULL;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=2;
CEILING.SPEED_DOWN=2;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
FAILED_MESSAGE=NeedBlueForDoor;
FAILED_SFX=LOCKED?;
SINGLESIDED=TRUE;

// YELLOW DOOR SR
[27]
TYPE=MANUAL;
ACTIVATORS=PLAYER;
KEYS=YELLOW_CARD, YELLOW_SKULL;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=2;
CEILING.SPEED_DOWN=2;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
FAILED_MESSAGE=NeedYellowForDoor;
FAILED_SFX=LOCKED?;
SINGLESIDED=TRUE;

// RED DOOR SR
[28]
TYPE=MANUAL;
ACTIVATORS=PLAYER;
KEYS=RED_CARD, RED_SKULL;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=2;
CEILING.SPEED_DOWN=2;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
FAILED_MESSAGE=NeedRedForDoor;
FAILED_SFX=LOCKED?;
SINGLESIDED=TRUE;

// RAISE DOOR S1
[29]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=2;
CEILING.SPEED_DOWN=2;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
SINGLESIDED=TRUE;

// RAISE FLOOR TO TEXTURE
[30]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=LOWESTBOTTOMTEXTURE;
FLOOR.SFX_UP=STNMOV;

// MANUAL DOOR OPEN S1
[31]
TYPE=MANUAL;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=2;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=DOROPN;
SINGLESIDED=TRUE;

// BLUE DOOR OPEN S1
[32]
TYPE=MANUAL;
KEYS=BLUE_CARD, BLUE_SKULL;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=2;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=DOROPN;
FAILED_MESSAGE=NeedBlueForDoor;
FAILED_SFX=LOCKED?;
SINGLESIDED=TRUE;

// RED DOOR OPEN S1
[33]
TYPE=MANUAL;
KEYS=RED_CARD, RED_SKULL;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=2;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=DOROPN;
FAILED_MESSAGE=NeedRedForDoor;
FAILED_SFX=LOCKED?;
SINGLESIDED=TRUE;

// YELLOW DOOR OPEN S1
[34]
TYPE=MANUAL;
KEYS=YELLOW_CARD, YELLOW_SKULL;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=2;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=DOROPN;
FAILED_MESSAGE=NeedYellowForDoor;
FAILED_SFX=LOCKED?;
SINGLESIDED=TRUE;

// LIGHTS 35
[35]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
LIGHT_TYPE=SET;
LIGHT_LEVEL=35;

// LOWER FLOOR (TURBO) W1
[36]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_DOWN=4;
FLOOR.DEST_REF=HISURROUNDINGFLOOR;
FLOOR.DEST_OFFSET=8;
FLOOR.SFX_DOWN=STNMOV;

// LOWER AND CHANGE W1
[37]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_DOWN=1;
FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
FLOOR.TEXTURE="-";
FLOOR.SFX_DOWN=STNMOV;

// LOWER FLOOR TO LOWEST W1
[38]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_DOWN=1;
FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
FLOOR.SFX_DOWN=STNMOV;

// Player and Creature Teleport - Walk Once
[39]
TYPE=WALK;
ACTIVATORS=PLAYER, MONSTER, OTHER;
COUNT=1;
TELEPORT=TRUE;
TELEPORT_DELAY=18T;
TELEIN_EFFECTOBJ=TELEPORT_FLASH;
TELEOUT_EFFECTOBJ=TELEPORT_FLASH;
SINGLESIDED=TRUE;

// NOTE: line type 40 is defaulted to the following in DOOM and DOOM2 (rem'd out):

//  // RAISE CEILING LOWER FLOOR W1
//  [40]
//  TYPE=WALK;
//  ACTIVATORS=PLAYER;
//  COUNT=1;
//  FLOOR.TYPE=MOVE;
//  FLOOR.SPEED_DOWN=1;
//  FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
//  FLOOR.SFX_DOWN=STNMOV;
//  CEILING.TYPE=MOVE;
//  CEILING.SPEED_UP=1;
//  CEILING.DEST_REF=HISURROUNDINGCEILING;
//  CEILING.SFX_UP=STNMOV;

// ...and this is the BOOM/MBF linetype defined (which is the currently active type):

[40] // RAISE CEILING TO HEC W1
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=1;
CEILING.DEST_REF=HISURROUNDINGCEILING;
CEILING.SFX_UP=STNMOV;

// LOWER CEILING TO FLOOR S1
[41]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=1;
CEILING.DEST_REF=FLOOR;
CEILING.SFX_DOWN=STNMOV;
SINGLESIDED=TRUE;

// Switch repeater - Close Door
[42]
TYPE=PUSH;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=2;
CEILING.DEST_REF=FLOOR;
CEILING.SFX_DOWN=DORCLS;
SINGLESIDED=TRUE;

// Switch Repeater -  Lower ceiling the the floor
[43]
TYPE=PUSH;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=1;
CEILING.DEST_REF=FLOOR;
CEILING.SFX_DOWN=STNMOV;
SINGLESIDED=TRUE;

// CEILING CRUSH W1
[44]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=1;
CEILING.DEST_REF=FLOOR;
CEILING.DEST_OFFSET=8;
CEILING.SFX_UP=STNMOV;
CEILING.SFX_DOWN=STNMOV;
CEILING.CRUSH_DAMAGE=10;

// Switch Repeater - Lower floor to the next lowest surrounding floor
[45]
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_DOWN=1;
FLOOR.DEST_REF=HISURROUNDINGFLOOR;
FLOOR.SFX_DOWN=STNMOV;
SINGLESIDED=TRUE;

// OPEN DOOR GR
[46]
TYPE=SHOOT;
ACTIVATORS=PLAYER, MONSTER;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=2;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=DOROPN;

// RAISE FLOOR TO NEAREST AND CHANGE G1
[47]
TYPE=SHOOT;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=0.5;
FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
FLOOR.TEXTURE="+";
FLOOR.SFX_UP=STNMOV;

// SCROLL LEFT
[48]
SCROLL=LEFT;
SCROLLING_SPEED=1;

// CEILING CRUSH AND RAISE S1
[49]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=CONTINUOUS;
CEILING.SPEED_UP=1;
CEILING.SPEED_DOWN=1;
CEILING.DEST_REF=FLOOR;
CEILING.DEST_OFFSET=8;
CEILING.SFX_UP=STNMOV;
CEILING.SFX_DOWN=STNMOV;
CEILING.CRUSH_DAMAGE=10;
SINGLESIDED=TRUE;

// CLOSE DOOR S1
[50]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=2;
CEILING.DEST_REF=FLOOR;
CEILING.SFX_DOWN=DORCLS;
SINGLESIDED=TRUE;

// SECRET EXIT S1
[51]
TYPE=PUSH;
ACTIVATORS=PLAYER,NOBOT;
ACTIVATE_SOUND="SWTCHX";
COUNT=1;
EXIT=SECRET;
SINGLESIDED=TRUE;

// EXIT W1
[52]
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
COUNT=1;
EXIT=NORMAL;

// PERPETUAL RAISE W1
[53]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=CONTINUOUS;
FLOOR.SPEED_UP=1;
FLOOR.SPEED_DOWN=1;
FLOOR.DEST_REF=LOSURROUNDINGFLOOR,INCLUDE;
FLOOR.OTHER_REF=HISURROUNDINGFLOOR,INCLUDE;
FLOOR.PAUSE_TIME=105T;
FLOOR.SFX_START=PSTART;
FLOOR.SFX_STOP=PSTOP;

// PLATFORM STOP W1
[54]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=STOP;

// RAISE FLOOR CRUSH S1
[55]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=LOSURROUNDINGCEILING;
FLOOR.DEST_OFFSET=-8;
FLOOR.SFX_UP=STNMOV;
FLOOR.CRUSH_DAMAGE=10;
SINGLESIDED=TRUE;

// RAISE FLOOR CRUSH W1
[56]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=LOSURROUNDINGCEILING;
FLOOR.DEST_OFFSET=-8;
FLOOR.SFX_UP=STNMOV;
FLOOR.CRUSH_DAMAGE=10;

// CEILING CRUSH STOP W1
[57]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=STOP;

// RAISE FLOOR 24
[58]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=24;
FLOOR.SFX_UP=STNMOV;

// RAISE FLOOR 24 AND CHANGE W1
[59]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=24;
FLOOR.TEXTURE="+";
FLOOR.SFX_UP=STNMOV;

// Switch Repeater - Lower floor to the lowest surrounding floor
[60]
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_DOWN=1;
FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
FLOOR.SFX_DOWN=STNMOV;
SINGLESIDED=TRUE;

// Switch Repeater - Open door
[61]
TYPE=PUSH;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=2;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=DOROPN;
SINGLESIDED=TRUE;

// Switch Repeater - Platform goes down, wait, then up and stay
[62]
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVEWAITRETURN;
FLOOR.SPEED_UP=4;
FLOOR.SPEED_DOWN=4;
FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
FLOOR.PAUSE_TIME=105T;
FLOOR.SFX_START=PSTART;
FLOOR.SFX_STOP=PSTOP;
SINGLESIDED=TRUE;

// Switch Repeater - Raise the door (closes after pause)
[63]
TYPE=PUSH;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=2;
CEILING.SPEED_DOWN=2;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
SINGLESIDED=TRUE;

// RAISE FLOOR TO CEILING SR
[64]
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=LOSURROUNDINGCEILING;
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

// RAISE FLOOR CRUSH SR
[65]
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.DEST_OFFSET=8;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=LOSURROUNDINGCEILING;
FLOOR.SFX_UP=STNMOV;
FLOOR.CRUSH_DAMAGE=10;
SINGLESIDED=TRUE;

// RAISE FLOOR 24 AND CHANGE SR
[66]
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=0.5;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=24;
FLOOR.SFX_UP=STNMOV;
FLOOR.TEXTURE="+";
SINGLESIDED=TRUE;

// RAISE FLOOR 32 AND CHANGE SR
[67]
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=0.5;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=32;
FLOOR.SFX_UP=STNMOV;
FLOOR.TEXTURE="+";
SINGLESIDED=TRUE;

// RAISE FLOOR TO NEAREST AND CHANGE SR
[68]
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=0.5;
FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
FLOOR.TEXTURE="+";
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

// RAISE FLOOR TO NEAREST SR
[69]
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

// TURBO LOWER FLOOR SR
[70]
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_DOWN=4;
FLOOR.DEST_REF=HISURROUNDINGFLOOR;
FLOOR.DEST_OFFSET=8;
FLOOR.SFX_DOWN=STNMOV;
SINGLESIDED=TRUE;

// TURBO LOWER FLOOR 71 S1
[71]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_DOWN=4;
FLOOR.DEST_REF=HISURROUNDINGFLOOR;
FLOOR.DEST_OFFSET=8;
FLOOR.SFX_DOWN=STNMOV;
SINGLESIDED=TRUE;

// CEILING CRUSH WR
[72]
TYPE=WALK;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=1;
CEILING.DEST_REF=FLOOR;
CEILING.DEST_OFFSET=8;
CEILING.SFX_DOWN=STNMOV;
CEILING.CRUSH_DAMAGE=10;

// CEILING CRUSH AND RAISE WR
[73]
TYPE=WALK;
ACTIVATORS=PLAYER;
CEILING.TYPE=CONTINUOUS;
CEILING.SPEED_UP=1;
CEILING.SPEED_DOWN=1;
CEILING.DEST_REF=FLOOR;
CEILING.DEST_OFFSET=8;
CEILING.SFX_UP=STNMOV;
CEILING.SFX_DOWN=STNMOV;
CEILING.CRUSH_DAMAGE=10;

// CEILING CRUSH STOP WR
[74]
TYPE=WALK;
ACTIVATORS=PLAYER;
CEILING.TYPE=STOP;

// CLOSE DOOR WR
[75]
TYPE=WALK;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=2;
CEILING.DEST_REF=FLOOR;
CEILING.SFX_DOWN=DORCLS;

// CLOSE DOOR FOR 30 WR
[76]
TYPE=WALK;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=2;
CEILING.SPEED_DOWN=2;
CEILING.DEST_REF=FLOOR;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
CEILING.PAUSE_TIME=30;

// FAST CRUSHING CEILING WR
[77]
TYPE=WALK;
ACTIVATORS=PLAYER;
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;
CEILING.CRUSH_DAMAGE=10;

// NOTE: 78 was documented in some editors as 'WR Lights to dimmest neighbor'
//       but it actually does nothing since DOOM 1.666 (per the official DOOM specs)
//       Next is the updated BOOM line types instead.

[78] // Transfer floor texture (NXP) SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=0;
FLOOR.TEXTURE="-";

// LIGHTS DARK 35 WR
[79]
TYPE=WALK;
ACTIVATORS=PLAYER;
LIGHT_TYPE=SET;
LIGHT_LEVEL=35;

// LIGHTS NEIGHBOUR WR
[80]
TYPE=WALK;
ACTIVATORS=PLAYER;
LIGHT_TYPE=SET;
LIGHT_LEVEL=0;

// LIGHTS 255 WR
[81]
TYPE=WALK;
ACTIVATORS=PLAYER;
LIGHT_TYPE=SET;
LIGHT_LEVEL=255;

// LOWER FLOOR TO LOWEST WR
[82]
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_DOWN=1;
FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
FLOOR.SFX_UP=STNMOV;
FLOOR.SFX_DOWN=STNMOV;

// LOWER FLOOR WR
[83]
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_DOWN=1;
FLOOR.DEST_REF=HISURROUNDINGFLOOR;
FLOOR.SFX_DOWN=STNMOV;

// LOWER AND CHANGE WR
[84]
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_DOWN=1;
FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
FLOOR.TEXTURE="-";
FLOOR.SFX_DOWN=STNMOV;

// NOTE: linetype 85 is not used in DOOM or DOOM2 - it's a Heretic linetype, but BOOM uses it as something else...

[85] // SCROLL RIGHT (Boom)
SCROLL=RIGHT;
SCROLLING_SPEED=1;

// OPEN DOOR WR
[86]
TYPE=WALK;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=2;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=DOROPN;

// PERPETUAL PLAT RAISE WR
[87]
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=CONTINUOUS;
FLOOR.SPEED_UP=1;
FLOOR.SPEED_DOWN=1;
FLOOR.DEST_REF=LOSURROUNDINGFLOOR,INCLUDE;
FLOOR.OTHER_REF=HISURROUNDINGFLOOR,INCLUDE;
FLOOR.PAUSE_TIME=105T;
FLOOR.SFX_START=PSTART;
FLOOR.SFX_STOP=PSTOP;

// PLAT DOWN WAIT UP STAY WR
[88]
TYPE=WALK;
ACTIVATORS=PLAYER, MONSTER;
FLOOR.TYPE=MOVEWAITRETURN;
FLOOR.SPEED_UP=4;
FLOOR.SPEED_DOWN=4;
FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
FLOOR.PAUSE_TIME=105T;
FLOOR.SFX_START=PSTART;
FLOOR.SFX_STOP=PSTOP;

// PLAT STOP WR
[89]
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=STOP;

// RAISE DOOR WR
[90]
TYPE=WALK;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=2;
CEILING.SPEED_DOWN=2;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;

// RAISE FLOOR WR
[91]
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=LOSURROUNDINGCEILING;
FLOOR.SFX_UP=STNMOV;

// RAISE FLOOR 24 WR
[92]
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=24;
FLOOR.SFX_UP=STNMOV;

// RAISE FLOOR 24 AND CHANGE WR
[93]
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=24;
FLOOR.TEXTURE="+";
FLOOR.SFX_UP=STNMOV;

// RAISE FLOOR CRUSH WR
[94]
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=LOSURROUNDINGCEILING;
FLOOR.DEST_OFFSET=-8;
FLOOR.SFX_UP=STNMOV;
FLOOR.CRUSH_DAMAGE=10;

// RAISE FLOOR TO NEAREST AND CHANGE WR
[95]
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=0.5;
FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
FLOOR.TEXTURE="+";
FLOOR.SFX_UP=STNMOV;

// RAISE TO TEXTURE WR
[96]
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=LOWESTBOTTOMTEXTURE;
FLOOR.SFX_UP=STNMOV;

// Player and Creature Teleport - WR
[97]
TYPE=WALK;
ACTIVATORS=PLAYER, MONSTER, OTHER;
TELEPORT=TRUE;
TELEPORT_DELAY=18T;
TELEIN_EFFECTOBJ=TELEPORT_FLASH;
TELEOUT_EFFECTOBJ=TELEPORT_FLASH;
SINGLESIDED=TRUE;

// LOWER FLOOR TURBO WR
[98]
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_DOWN=4;
FLOOR.DEST_REF=HISURROUNDINGFLOOR;
FLOOR.DEST_OFFSET=8;
FLOOR.SFX_DOWN=STNMOV;

// BLAZE OPEN DOOR BLUE SR
[99]
TYPE=PUSH;
ACTIVATORS=PLAYER;
KEYS=BLUE_CARD, BLUE_SKULL;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=8;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=BDOPN;
FAILED_MESSAGE=NeedBlueForDoor;
FAILED_SFX=LOCKED?;
SINGLESIDED=TRUE;

// BUILD STAIRS TURBO 16 W1
[100]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=BUILDSTAIRS;
FLOOR.SPEED_UP=4;
FLOOR.SPEED_DOWN=0;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=16;
FLOOR.SFX_UP=STNMOV;

// RAISE FLOOR S1
[101]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=LOSURROUNDINGCEILING;
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

// LOWER FLOOR TO SURROUNDING S1
[102]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_DOWN=1;
FLOOR.DEST_REF=HISURROUNDINGFLOOR;
FLOOR.SFX_DOWN=STNMOV;
SINGLESIDED=TRUE;

// OPEN DOOR S1
[103]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=2;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=DOROPN;
SINGLESIDED=TRUE;

// LIGHTS OFF W1
[104]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
LIGHT_TYPE=SET;
LIGHT_LEVEL=1;

// BLAZING DOOR RAISE WR
[105]
TYPE=WALK;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=8;
CEILING.SPEED_DOWN=8;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=BDOPN;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_DOWN=BDCLS;

// BLAZING DOOR OPEN WR
[106]
TYPE=WALK;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=8;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=BDOPN;

// BLAZING DOOR CLOSE WR
[107]
TYPE=WALK;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=8;
CEILING.DEST_REF=FLOOR;
CEILING.SFX_DOWN=BDCLS;

// BLAZING DOOR RAISE W1
[108]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=8;
CEILING.SPEED_DOWN=8;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=BDOPN;
CEILING.SFX_DOWN=BDCLS;

// BLAZING DOOR OPEN W1
[109]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=8;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=BDOPN;

// BLAZING DOOR CLOSE W1
[110]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=8;
CEILING.DEST_REF=FLOOR;
CEILING.SFX_DOWN=BDCLS;

// BLAZING DOOR RAISE S1
[111]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=8;
CEILING.SPEED_DOWN=8;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=BDOPN;
CEILING.SFX_DOWN=BDCLS;
SINGLESIDED=TRUE;

// BLAZING DOOR OPEN S1
[112]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=8;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=BDOPN;
SINGLESIDED=TRUE;

// BLAZING DOOR CLOSE S1
[113]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=8;
CEILING.DEST_REF=FLOOR;
CEILING.SFX_DOWN=BDCLS;
SINGLESIDED=TRUE;

// BLAZING DOOR RAISE SR
[114]
TYPE=PUSH;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=8;
CEILING.SPEED_DOWN=8;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=BDOPN;
CEILING.SFX_DOWN=BDCLS;
SINGLESIDED=TRUE;

// BLAZING DOOR OPEN SR
[115]
TYPE=PUSH;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=8;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=BDOPN;
SINGLESIDED=TRUE;

// BLAZING DOOR CLOSE SR
[116]
TYPE=PUSH;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=8;
CEILING.DEST_REF=FLOOR;
CEILING.SFX_DOWN=BDCLS;
SINGLESIDED=TRUE;

// BLAZING DOOR RAISE SR
[117]
TYPE=MANUAL;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=8;
CEILING.SPEED_DOWN=8;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=BDOPN;
CEILING.SFX_DOWN=BDCLS;
SINGLESIDED=TRUE;

// BLAZING DOOR OPEN S1
[118]
TYPE=MANUAL;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=8;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=BDOPN;
SINGLESIDED=TRUE;

// RAISE FLOOR TO NEXT HIGHEST W1
[119]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
FLOOR.SFX_UP=STNMOV;

// BLAZING PLAT DOWN WAIT UP STAY WR
[120]
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVEWAITRETURN;
FLOOR.SPEED_UP=8;
FLOOR.SPEED_DOWN=8;
FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
FLOOR.PAUSE_TIME=105T;
FLOOR.SFX_START=PSTART;
FLOOR.SFX_STOP=PSTOP;

// BLAZING PLAT DOWNWAITUPSTAY W1
[121]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVEWAITRETURN;
FLOOR.SPEED_UP=8;
FLOOR.SPEED_DOWN=8;
FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
FLOOR.PAUSE_TIME=105T;
FLOOR.SFX_START=PSTART;
FLOOR.SFX_STOP=PSTOP;

// BLAZING PLAT DOWN WAIT UP STAY S1
[122]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVEWAITRETURN;
FLOOR.SPEED_UP=8;
FLOOR.SPEED_DOWN=8;
FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
FLOOR.PAUSE_TIME=105T;
FLOOR.SFX_START=PSTART;
FLOOR.SFX_STOP=PSTOP;
SINGLESIDED=TRUE;

// BLAZING PLAT DOWN WAIT UP STAY SR
[123]
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVEWAITRETURN;
FLOOR.SPEED_UP=8;
FLOOR.SPEED_DOWN=8;
FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
FLOOR.PAUSE_TIME=105T;
FLOOR.SFX_START=PSTART;
FLOOR.SFX_STOP=PSTOP;
SINGLESIDED=TRUE;   /// hack for MAP01 of Claustrophobia 1024

// SECRET EXIT W1
[124]
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
COUNT=1;
EXIT=SECRET;

// MONSTER TELEPORT W1
[125]
TYPE=WALK;
ACTIVATORS=MONSTER,OTHER;
COUNT=1;
TELEPORT=TRUE;
TELEPORT_DELAY=18T;
TELEIN_EFFECTOBJ=TELEPORT_FLASH;
TELEOUT_EFFECTOBJ=TELEPORT_FLASH;
SINGLESIDED=TRUE;

// TELEPORT MONSTERS WR
[126]
TYPE=WALK;
ACTIVATORS=MONSTER,OTHER;
TELEPORT=TRUE;
TELEPORT_DELAY=18T;
TELEIN_EFFECTOBJ=TELEPORT_FLASH;
TELEOUT_EFFECTOBJ=TELEPORT_FLASH;
SINGLESIDED=TRUE;

// BUILD STAIRS TURBO 16 S1
[127]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=BUILDSTAIRS;
FLOOR.SPEED_UP=4;
FLOOR.SPEED_DOWN=0;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=16;
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

// RAISE TO NEAREST FLOOR WR
[128]
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
FLOOR.SFX_UP=STNMOV;

// RAISE FLOOR TURBO WR
[129]
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=4;
FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
FLOOR.SFX_UP=STNMOV;

// RAISE FLOOR TURBO W1
[130]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=4;
FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
FLOOR.SFX_UP=STNMOV;

// RAISE FLOOR TURBO S1
[131]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=4;
FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

// RAISE FLOOR TURBO SR
[132]
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=4;
FLOOR.SPEED_DOWN=4;
FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

// BLAZING OPEN DOOR BLUE S1
[133]
TYPE=PUSH;
ACTIVATORS=PLAYER;
KEYS=BLUE_CARD, BLUE_SKULL;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=8;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=BDOPN;
FAILED_MESSAGE=NeedBlueForObject;
FAILED_SFX=LOCKED?;
SINGLESIDED=TRUE;

// BLAZE OPEN DOOR RED SR
[134]
TYPE=PUSH;
ACTIVATORS=PLAYER;
KEYS=RED_CARD, RED_SKULL;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=8;
CEILING.SPEED_DOWN=8;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=BDOPN;
FAILED_MESSAGE=NeedRedForObject;
FAILED_SFX=LOCKED?;
SINGLESIDED=TRUE;

// BLAZING OPEN DOOR RED S1
[135]
TYPE=PUSH;
ACTIVATORS=PLAYER;
KEYS=RED_CARD, RED_SKULL;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=8;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=BDOPN;
FAILED_MESSAGE=NeedRedForObject;
FAILED_SFX=LOCKED?;
SINGLESIDED=TRUE;

// BLAZING DOOR OPEN YELLOW SR
[136]
TYPE=PUSH;
ACTIVATORS=PLAYER;
KEYS=YELLOW_CARD, YELLOW_SKULL;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=8;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=BDOPN;
FAILED_MESSAGE=NeedYellowForObject;
FAILED_SFX=LOCKED?;
SINGLESIDED=TRUE;

// BLAZING OPEN DOOR YELLOW S1
[137]
TYPE=PUSH;
ACTIVATORS=PLAYER;
KEYS=YELLOW_CARD, YELLOW_SKULL;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=8;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=BDOPN;
FAILED_MESSAGE=NeedYellowForObject;
FAILED_SFX=LOCKED?;
SINGLESIDED=TRUE;

// LIGHTS ON SR
[138]
TYPE=PUSH;
ACTIVATORS=PLAYER;
LIGHT_TYPE=SET;
LIGHT_LEVEL=255;
SINGLESIDED=TRUE;

// LIGHTS 35 SR
[139]
TYPE=PUSH;
ACTIVATORS=PLAYER;
LIGHT_TYPE=SET;
LIGHT_LEVEL=35;
SINGLESIDED=TRUE;

// Switch Once - Raise the floor up by 512
[140]
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=512;
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

// SILENT CRUSHING CEILING W1
[141]
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=CONTINUOUS;
CEILING.SPEED_UP=1;
CEILING.SPEED_DOWN=1;
CEILING.DEST_REF=FLOOR;
CEILING.DEST_OFFSET=8;
CEILING.SFX_START=PSTART;
CEILING.SFX_STOP=PSTOP;
CEILING.CRUSH_DAMAGE=10;

// BOOM SPECIAL LINE TYPES BELOW

[142] // Raise the floor up by 512 W1 (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=512;
FLOOR.SFX_UP=STNMOV;

[143] // RAISE FLOOR 24 AND CHANGE W1 (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=0.5;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=24;
FLOOR.SFX_UP=STNMOV;
FLOOR.TEXTURE="+";

[144] // RAISE FLOOR 32 AND CHANGE W1 (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=0.5;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=32;
FLOOR.SFX_UP=STNMOV;
FLOOR.TEXTURE="+";

[145] // LOWER CEILING TO FLOOR W1 (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=2;
CEILING.DEST_REF=FLOOR;
CEILING.SFX_DOWN=STNMOV;

[146] // DONUT W1 (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
DONUT=TRUE;
DONUT_IN_SFX=STNMOV;
DONUT_OUT_SFX=STNMOV;

[147] // Raise the floor up by 512 WR (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=512;
FLOOR.SFX_UP=STNMOV;

[148] // RAISE FLOOR 24 AND CHANGE WR (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=0.5;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=24;
FLOOR.SFX_UP=STNMOV;
FLOOR.TEXTURE="+";

[149] // RAISE FLOOR 32 AND CHANGE WR (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=0.5;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=32;
FLOOR.SFX_UP=STNMOV;
FLOOR.TEXTURE="+";

[150] // SILENT CRUSHING CEILING WR (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
CEILING.TYPE=CONTINUOUS;
CEILING.SPEED_UP=1;
CEILING.SPEED_DOWN=1;
CEILING.DEST_REF=FLOOR;
CEILING.DEST_OFFSET=8;
CEILING.SFX_START=PSTART;
CEILING.SFX_STOP=PSTOP;
CEILING.CRUSH_DAMAGE=10;

[151] // RAISE CEILING TO HEC WR (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=1;
CEILING.DEST_REF=HISURROUNDINGCEILING;
CEILING.SFX_UP=STNMOV;

[152] // LOWER CEILING TO FLOOR WR (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=2;
CEILING.DEST_REF=FLOOR;
CEILING.SFX_DOWN=STNMOV;

[153] // Transfer floor texture (TXP) W1 (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=0;
FLOOR.TEXTURE="+";

[154] // Transfer floor texture (TXP) WR (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=0;
FLOOR.TEXTURE="+";

[155] // DONUT WR (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
DONUT=TRUE;
DONUT_IN_SFX=STNMOV;
DONUT_OUT_SFX=STNMOV;

[156] // Start light strobing WR (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
LIGHT_TYPE=STROBE;
LIGHT_BRIGHT_TIME=5T;
LIGHT_DARK_TIME=35T;

[157] // Lights to dimmest neighbour WR (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
LIGHT_TYPE=SET;
LIGHT_LEVEL=1;   // LOSURROUNDING

[158] // RAISE FLOOR TO TEXTURE S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=LOWESTBOTTOMTEXTURE;
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

[159] // LOWER AND CHANGE S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_DOWN=1;
FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
FLOOR.TEXTURE="-";
FLOOR.SFX_DOWN=STNMOV;
SINGLESIDED=TRUE;

[160] // RAISE FLOOR 24 AND CHANGE S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=24;
FLOOR.TEXTURE="+";
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

[161] // RAISE FLOOR 24 S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=24;
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

[162] // PERPETUAL RAISE S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=CONTINUOUS;
FLOOR.SPEED_UP=1;
FLOOR.SPEED_DOWN=1;
FLOOR.DEST_REF=LOSURROUNDINGFLOOR,INCLUDE;
FLOOR.OTHER_REF=HISURROUNDINGFLOOR,INCLUDE;
FLOOR.PAUSE_TIME=3;
FLOOR.SFX_START=PSTART;
FLOOR.SFX_STOP=PSTOP;
SINGLESIDED=TRUE;

[163] // PLATFORM STOP S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=STOP;
SINGLESIDED=TRUE;

[164] // Fast ceiling crush S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
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;
CEILING.CRUSH_DAMAGE=10;
SINGLESIDED=TRUE;

[165] // SILENT CRUSHING CEILING S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=CONTINUOUS;
CEILING.SPEED_UP=1;
CEILING.SPEED_DOWN=1;
CEILING.DEST_REF=FLOOR;
CEILING.DEST_OFFSET=8;
CEILING.SFX_START=PSTART;
CEILING.SFX_STOP=PSTOP;
CEILING.CRUSH_DAMAGE=10;
SINGLESIDED=TRUE;

[166] // RAISE CEILING TO HEC S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=1;
CEILING.DEST_REF=HISURROUNDINGCEILING;
CEILING.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

[167] // CEILING LOWER TO FLOOR+8 S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=1;
CEILING.DEST_REF=FLOOR;
CEILING.DEST_OFFSET=8;
CEILING.SFX_UP=STNMOV;
CEILING.SFX_DOWN=STNMOV;
SINGLESIDED=TRUE;

[168] // CEILING CRUSH STOP S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=STOP;
SINGLESIDED=TRUE;

[169] // Lights to brightest neighbour S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
LIGHT_TYPE=SET;
LIGHT_LEVEL=0;  // HISURROUNDING
SINGLESIDED=TRUE;

[170] // LIGHTS 35 S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
LIGHT_TYPE=SET;
LIGHT_LEVEL=35;
SINGLESIDED=TRUE;

[171] // LIGHTS 255 S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
LIGHT_TYPE=SET;
LIGHT_LEVEL=255;
SINGLESIDED=TRUE;

[172] // Start light strobing S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
LIGHT_TYPE=STROBE;
LIGHT_BRIGHT_TIME=5T;
LIGHT_DARK_TIME=35T;
SINGLESIDED=TRUE;

[173] // Lights to dimmest neighbour S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
LIGHT_TYPE=SET;
LIGHT_LEVEL=1;   // LOSURROUNDING
SINGLESIDED=TRUE;

[174] // Player and Creature Teleport S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER, MONSTER;
COUNT=1;
SINGLESIDED=TRUE;
TELEPORT=TRUE;
TELEPORT_DELAY=18T;
TELEIN_EFFECTOBJ=TELEPORT_FLASH;
TELEOUT_EFFECTOBJ=TELEPORT_FLASH;
SINGLESIDED=TRUE;

[175] // CLOSE DOOR 30 S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=2;
CEILING.SPEED_DOWN=2;
CEILING.DEST_REF=FLOOR;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
CEILING.PAUSE_TIME=30;
SINGLESIDED=TRUE;

[176] // RAISE FLOOR TO TEXTURE SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=LOWESTBOTTOMTEXTURE;
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

[177] // LOWER AND CHANGE SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_DOWN=1;
FLOOR.DEST_REF=LOSURROUNDINGFLOOR;
FLOOR.TEXTURE="-";
FLOOR.SFX_DOWN=STNMOV;
SINGLESIDED=TRUE;

[178] // Raise the floor up by 512 SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=512;
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

[179] // RAISE FLOOR 24 AND CHANGE SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=24;
FLOOR.TEXTURE="+";
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

[180] // RAISE FLOOR 24 SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=24;
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

[181] // PERPETUAL RAISE SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=CONTINUOUS;
FLOOR.SPEED_UP=1;
FLOOR.SPEED_DOWN=1;
FLOOR.DEST_REF=LOSURROUNDINGFLOOR,INCLUDE;
FLOOR.OTHER_REF=HISURROUNDINGFLOOR,INCLUDE;
FLOOR.PAUSE_TIME=3;
FLOOR.SFX_START=PSTART;
FLOOR.SFX_STOP=PSTOP;
SINGLESIDED=TRUE;

[182] // PLATFORM STOP SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=STOP;
SINGLESIDED=TRUE;

[183] // Fast ceiling crush SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
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;
CEILING.CRUSH_DAMAGE=10;
SINGLESIDED=TRUE;

[184] // CEILING CRUSH AND RAISE SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
CEILING.TYPE=CONTINUOUS;
CEILING.SPEED_UP=1;
CEILING.SPEED_DOWN=1;
CEILING.DEST_REF=FLOOR;
CEILING.DEST_OFFSET=8;
CEILING.SFX_UP=STNMOV;
CEILING.SFX_DOWN=STNMOV;
CEILING.CRUSH_DAMAGE=10;
SINGLESIDED=TRUE;

[185] // SILENT CRUSHING CEILING SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
CEILING.TYPE=CONTINUOUS;
CEILING.SPEED_UP=1;
CEILING.SPEED_DOWN=1;
CEILING.DEST_REF=FLOOR;
CEILING.DEST_OFFSET=8;
CEILING.SFX_START=PSTART;
CEILING.SFX_STOP=PSTOP;
CEILING.CRUSH_DAMAGE=10;
SINGLESIDED=TRUE;

[186] // RAISE CEILING TO HEC SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=1;
CEILING.DEST_REF=HISURROUNDINGCEILING;
CEILING.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

[187] // CEILING LOWER TO FLOOR+8 SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=1;
CEILING.DEST_REF=FLOOR;
CEILING.DEST_OFFSET=8;
CEILING.SFX_UP=STNMOV;
CEILING.SFX_DOWN=STNMOV;
SINGLESIDED=TRUE;

[188] // CEILING CRUSH STOP SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
CEILING.TYPE=STOP;
SINGLESIDED=TRUE;

[189] // Transfer floor texture (TXP) S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=0;
FLOOR.TEXTURE="+";
SINGLESIDED=TRUE;

[190] // Transfer floor texture (TXP) SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=0;
FLOOR.TEXTURE="+";
SINGLESIDED=TRUE;

[191] // DONUT SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
DONUT=TRUE;
DONUT_IN_SFX=STNMOV;
DONUT_OUT_SFX=STNMOV;
SINGLESIDED=TRUE;

[192] // Lights to brightest neighbour SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
LIGHT_TYPE=SET;
LIGHT_LEVEL=0;  // HISURROUNDING
SINGLESIDED=TRUE;

[193] // Start light strobing SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
LIGHT_TYPE=STROBE;
LIGHT_BRIGHT_TIME=5T;
LIGHT_DARK_TIME=35T;
SINGLESIDED=TRUE;

[194] // Lights to dimmest neighbour SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
LIGHT_TYPE=SET;
LIGHT_LEVEL=1;   // LOSURROUNDING
SINGLESIDED=TRUE;

[195] // Player and Creature Teleport SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER, MONSTER;
SINGLESIDED=TRUE;
TELEPORT=TRUE;
TELEPORT_DELAY=18T;
TELEIN_EFFECTOBJ=TELEPORT_FLASH;
TELEOUT_EFFECTOBJ=TELEPORT_FLASH;
SINGLESIDED=TRUE;

[196] // CLOSE DOOR 30 SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=2;
CEILING.SPEED_DOWN=2;
CEILING.DEST_REF=FLOOR;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
CEILING.PAUSE_TIME=30;
SINGLESIDED=TRUE;

[197] // EXIT LEVEL G1 (Boom)
TYPE=SHOOT;
ACTIVATORS=PLAYER,NOBOT;
ACTIVATE_SOUND="SWTCHX";
COUNT=1;
EXIT=NORMAL;

[198] // SECRET EXIT G1 (Boom)
TYPE=SHOOT;
ACTIVATORS=PLAYER,NOBOT;
ACTIVATE_SOUND="SWTCHX";
COUNT=1;
EXIT=NORMAL;

[199] // LOWER CEILING TO LOWEST NEIGHBOUR W1 (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=1;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.SFX_DOWN=STNMOV;

[200] // LOWER CEILING TO HIGHEST FLOOR W1 (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=1;
CEILING.DEST_REF=HISURROUNDINGFLOOR;
CEILING.SFX_DOWN=STNMOV;

[201] // LOWER CEILING TO LOWEST NEIGHBOUR WR (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=1;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.SFX_DOWN=STNMOV;

[202] // LOWER CEILING TO HIGHEST FLOOR WR (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=1;
CEILING.DEST_REF=HISURROUNDINGFLOOR;
CEILING.SFX_DOWN=STNMOV;

[203] // LOWER CEILING TO LOWEST NEIGHBOUR S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=1;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.SFX_DOWN=STNMOV;
SINGLESIDED=TRUE;

[204] // LOWER CEILING TO HIGHEST FLOOR S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=1;
CEILING.DEST_REF=HISURROUNDINGFLOOR;
CEILING.SFX_DOWN=STNMOV;
SINGLESIDED=TRUE;

[205] // LOWER CEILING TO LOWEST NEIGHBOUR SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=1;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.SFX_DOWN=STNMOV;
SINGLESIDED=TRUE;

[206] // LOWER CEILING TO HIGHEST FLOOR SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
CEILING.TYPE=MOVE;
CEILING.SPEED_DOWN=1;
CEILING.DEST_REF=HISURROUNDINGFLOOR;
CEILING.SFX_DOWN=STNMOV;
SINGLESIDED=TRUE;

[207] // Silent Preserving Teleport W1 (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER,MONSTER,OTHER;
COUNT=1;
SINGLESIDED=TRUE;
TELEPORT=TRUE;
TELEPORT_DELAY=18T;
TELEPORT_SPECIAL=RELATIVE,SAME_SPEED,SAME_HEIGHT,SILENT;
TELEIN_EFFECTOBJ=TELEPORT_FLASH;
TELEOUT_EFFECTOBJ=TELEPORT_FLASH;

[208] // Silent Preserving Teleport WR (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER,MONSTER,OTHER;
SINGLESIDED=TRUE;
TELEPORT=TRUE;
TELEPORT_DELAY=18T;
TELEPORT_SPECIAL=RELATIVE,SAME_SPEED,SAME_HEIGHT,SILENT;
TELEIN_EFFECTOBJ=TELEPORT_FLASH;
TELEOUT_EFFECTOBJ=TELEPORT_FLASH;

[209] // Silent Preserving Teleport S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER,MONSTER;
COUNT=1;
SINGLESIDED=TRUE;
TELEPORT=TRUE;
TELEPORT_DELAY=18T;
TELEPORT_SPECIAL=RELATIVE,SAME_SPEED,SAME_HEIGHT,SILENT;
TELEIN_EFFECTOBJ=TELEPORT_FLASH;
TELEOUT_EFFECTOBJ=TELEPORT_FLASH;

[210] // Silent Preserving Teleport SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER,MONSTER;
SINGLESIDED=TRUE;
TELEPORT=TRUE;
TELEPORT_DELAY=18T;
TELEPORT_SPECIAL=RELATIVE,SAME_SPEED,SAME_HEIGHT,SILENT;
TELEIN_EFFECTOBJ=TELEPORT_FLASH;
TELEOUT_EFFECTOBJ=TELEPORT_FLASH;

[211] // 211 PLATFORM INSTANT TOGGLE SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=TOGGLE;
FLOOR.SPEED_UP=32000;
FLOOR.SPEED_DOWN=32000;
FLOOR.DEST_REF=CEILING;
FLOOR.OTHER_REF=FLOOR;
FLOOR.PAUSE_TIME=1T;
FLOOR.SFX_START=PSTART;
FLOOR.SFX_STOP=PSTOP;
FLOOR.CRUSH_DAMAGE=10;
SINGLESIDED=TRUE;

[212] // 212 PLATFORM INSTANT TOGGLE WR (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=TOGGLE;
FLOOR.SPEED_UP=32000;
FLOOR.SPEED_DOWN=32000;
FLOOR.DEST_REF=CEILING;
FLOOR.OTHER_REF=FLOOR;
FLOOR.PAUSE_TIME=1T;
FLOOR.SFX_START=PSTART;
FLOOR.SFX_STOP=PSTOP;
FLOOR.CRUSH_DAMAGE=10;

[213] // Transfer lighting to tagged floor (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SECTOR_EFFECT=LIGHT_FLOOR;
SINGLESIDED=TRUE;

// 214 Scroll ceiling accelerate (Boom) -- Unsupported
// 215 Scroll floor accelerate (Boom)   -- Unsupported
// 216 Push objects accelerate (Boom)   -- Unsupported
// 217 Scroll & Push accelerate (Boom)  -- Unsupported
// 218 Scroll wall accelerate (Boom)    -- Unsupported

[219] // LOWER FLOOR TURBO W1 (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_DOWN=4;
FLOOR.DEST_REF=NEXTLOWESTFLOOR;
FLOOR.SFX_DOWN=STNMOV;

[220] // LOWER FLOOR TURBO WR (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_DOWN=4;
FLOOR.DEST_REF=NEXTLOWESTFLOOR;
FLOOR.SFX_DOWN=STNMOV;

[221] // LOWER FLOOR TURBO S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_DOWN=4;
FLOOR.DEST_REF=NEXTLOWESTFLOOR;
FLOOR.SFX_DOWN=STNMOV;
SINGLESIDED=TRUE;

[222] // LOWER FLOOR TURBO SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_DOWN=4;
FLOOR.DEST_REF=NEXTLOWESTFLOOR;
FLOOR.SFX_DOWN=STNMOV;
SINGLESIDED=TRUE;

[223] // Friction (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SECTOR_EFFECT=SET_FRICTION;

[224] // Set wind force (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SECTOR_EFFECT=WIND_FORCE;

[225] // Set current force (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SECTOR_EFFECT=CURRENT_FORCE;

[226] // Set point push/pull force (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SECTOR_EFFECT=POINT_FORCE;


[227] // Elevator to NEXT HIGHEST W1 (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=ELEVATOR;
FLOOR.SPEED_UP=4;
FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
FLOOR.SFX_UP=STNMOV;

[228] // Elevator to NEXT HIGHEST WR (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=ELEVATOR;
FLOOR.SPEED_UP=4;
FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
FLOOR.SFX_UP=STNMOV;

[229] // Elevator to NEXT HIGHEST S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=ELEVATOR;
FLOOR.SPEED_UP=4;
FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

[230] // Elevator to NEXT HIGHEST SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=ELEVATOR;
FLOOR.SPEED_UP=4;
FLOOR.DEST_REF=NEXTHIGHESTFLOOR;
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

[231] // Elevator to NEXT LOWEST W1 (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=ELEVATOR;
FLOOR.SPEED_DOWN=4;
FLOOR.DEST_REF=NEXTLOWESTFLOOR;
FLOOR.SFX_DOWN=STNMOV;

[232] // Elevator to NEXT LOWEST WR (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=ELEVATOR;
FLOOR.SPEED_DOWN=4;
FLOOR.DEST_REF=NEXTLOWESTFLOOR;
FLOOR.SFX_DOWN=STNMOV;

[233] // Elevator to NEXT LOWEST S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=ELEVATOR;
FLOOR.SPEED_DOWN=4;
FLOOR.DEST_REF=NEXTLOWESTFLOOR;
FLOOR.SFX_DOWN=STNMOV;
SINGLESIDED=TRUE;

[234] // Elevator to NEXT LOWEST SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=ELEVATOR;
FLOOR.SPEED_DOWN=4;
FLOOR.DEST_REF=NEXTLOWESTFLOOR;
FLOOR.SFX_DOWN=STNMOV;
SINGLESIDED=TRUE;

[235] // Elevator to TRIGGER HEIGHT W1 (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=ELEVATOR;
FLOOR.SPEED_DOWN=4;
FLOOR.SPEED_UP=4;
FLOOR.DEST_REF=TRIGGERFLOOR;
FLOOR.SFX_DOWN=STNMOV;
FLOOR.SFX_UP=STNMOV;

[236] // Elevator to TRIGGER HEIGHT WR (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=ELEVATOR;
FLOOR.SPEED_DOWN=4;
FLOOR.SPEED_UP=4;
FLOOR.DEST_REF=TRIGGERFLOOR;
FLOOR.SFX_DOWN=STNMOV;
FLOOR.SFX_UP=STNMOV;

[237] // Elevator to TRIGGER HEIGHT S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=ELEVATOR;
FLOOR.SPEED_DOWN=4;
FLOOR.SPEED_UP=4;
FLOOR.DEST_REF=TRIGGERFLOOR;
FLOOR.SFX_DOWN=STNMOV;
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

[238] // Elevator to TRIGGER HEIGHT SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=ELEVATOR;
FLOOR.SPEED_DOWN=4;
FLOOR.SPEED_UP=4;
FLOOR.DEST_REF=TRIGGERFLOOR;
FLOOR.SFX_DOWN=STNMOV;
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;


[239] // Transfer floor texture (NXP) W1 (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=0;
FLOOR.TEXTURE="-";

[240] // Transfer floor texture (NXP) WR (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=0;
FLOOR.TEXTURE="-";

[241] // Transfer floor texture (NXP) S1 (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=0;
FLOOR.TEXTURE="-";
SINGLESIDED=TRUE;

[242] // Deep water (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
EXTRAFLOOR_TYPE=LIQUID,BOOMTEX,WATER,SEE_THROUGH,SHOOT_THROUGH;

[243] // Silent Line Teleport W1 (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER,MONSTER,OTHER;
COUNT=1;
SINGLESIDED=TRUE;
TELEPORT=TRUE;
TELEPORT_SPECIAL=LINE,ALL_SAME,SILENT;

[244] // Silent Line Teleport WR (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER,MONSTER,OTHER;
SINGLESIDED=TRUE;
TELEPORT=TRUE;
TELEPORT_SPECIAL=LINE,ALL_SAME,SILENT;

// 245 Scroll ceiling displacement (Boom)       -- Unsupported
// 246 Scroll floor displacement (Boom)         -- Unsupported
// 247 Push objects displacement (Boom)         -- Unsupported
// 248 Scroll & Push displacement (Boom)        -- Unsupported
// 249 Scroll wall displacement (Boom)          -- Unsupported

[250] // Scroll tagged ceiling (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SECTOR_EFFECT=SCROLL_CEILING;

[251] // Scroll tagged floor (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SECTOR_EFFECT=SCROLL_FLOOR;

[252] // Carry objects on floor (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SECTOR_EFFECT=PUSH_THINGS;

[253] // Scroll floor and carry objects (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SECTOR_EFFECT=SCROLL_FLOOR,PUSH_THINGS;

[254] // 254 Scroll tagged wall (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
LINE_EFFECT=VECTOR_SCROLL;

[255] // Scroll wall by sidedef offsets (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
LINE_EFFECT=OFFSET_SCROLL;

[256] // BUILD STAIRS WR (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=BUILDSTAIRS;
FLOOR.SPEED_UP=0.25;
FLOOR.SPEED_DOWN=0;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=8;
FLOOR.SFX_UP=STNMOV;

[257] // BUILD STAIRS TURBO 16 WR (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER;
FLOOR.TYPE=BUILDSTAIRS;
FLOOR.SPEED_UP=4;
FLOOR.SPEED_DOWN=0;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=16;
FLOOR.SFX_UP=STNMOV;

[258] // BUILD STAIRS SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=BUILDSTAIRS;
FLOOR.SPEED_UP=0.25;
FLOOR.SPEED_DOWN=0;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=8;
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

[259] // BUILD STAIRS TURBO 16 SR (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
FLOOR.TYPE=BUILDSTAIRS;
FLOOR.SPEED_UP=4;
FLOOR.SPEED_DOWN=0;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=16;
FLOOR.SFX_UP=STNMOV;
SINGLESIDED=TRUE;

[260] // Make tagged lines translucent (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
LINE_EFFECT=TRANSLUCENT;

[261] // Transfer lighting to tagged ceiling (Boom)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SECTOR_EFFECT=LIGHT_CEILING;

[262] // Silent Line Teleport Reverse W1 (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER,MONSTER,OTHER;
COUNT=1;
SINGLESIDED=TRUE;
TELEPORT=TRUE;
TELEPORT_SPECIAL=LINE,ALL_SAME,FLIPPED,SILENT;

[263] // Silent Line Teleport Reverse WR (Boom)
TYPE=WALK;
ACTIVATORS=PLAYER,MONSTER,OTHER;
SINGLESIDED=TRUE;
TELEPORT=TRUE;
TELEPORT_SPECIAL=LINE,ALL_SAME,FLIPPED,SILENT;

[264] // Monster Line Teleport W1 Reverse (Boom)
TYPE=WALK;
ACTIVATORS=MONSTER,OTHER;
COUNT=1;
SINGLESIDED=TRUE;
TELEPORT=TRUE;
TELEPORT_SPECIAL=LINE,ALL_SAME,FLIPPED,SILENT;

[265] // Monster Line Teleport WR Reverse (Boom)
TYPE=WALK;
ACTIVATORS=MONSTER,OTHER;
SINGLESIDED=TRUE;
TELEPORT=TRUE;
TELEPORT_SPECIAL=LINE,ALL_SAME,FLIPPED,SILENT;

[266] // Monster Line Teleport W1 (Boom)
TYPE=WALK;
ACTIVATORS=MONSTER,OTHER;
COUNT=1;
SINGLESIDED=TRUE;
TELEPORT=TRUE;
TELEPORT_SPECIAL=LINE,ALL_SAME,SILENT;

[267] // Monster Line Teleport WR (Boom)
TYPE=WALK;
ACTIVATORS=MONSTER,OTHER;
SINGLESIDED=TRUE;
TELEPORT=TRUE;
TELEPORT_SPECIAL=LINE,ALL_SAME,SILENT;

[268] // Monster-only Silent Teleport W1 (Boom)
TYPE=PUSH;
ACTIVATORS=MONSTER;
COUNT=1;
SINGLESIDED=TRUE;
TELEPORT=TRUE;
TELEPORT_DELAY=18T;
TELEPORT_SPECIAL=SILENT;
TELEIN_EFFECTOBJ=TELEPORT_FLASH;
TELEOUT_EFFECTOBJ=TELEPORT_FLASH;

[269] // Monster-only Silent Teleport WR (Boom)
TYPE=PUSH;
ACTIVATORS=MONSTER;
SINGLESIDED=TRUE;
TELEPORT=TRUE;
TELEPORT_DELAY=18T;
TELEPORT_SPECIAL=SILENT;
TELEIN_EFFECTOBJ=TELEPORT_FLASH;
TELEOUT_EFFECTOBJ=TELEPORT_FLASH;

// 271 Transfer tex to sector's sky (MBF)           -- Unsupported
// 272 Transfer tex to sector's sky, flipped (MBF)  -- Unsupported

// DOOM Legacy SPECIAL LINE TYPES

[280] // Legacy "3D liquid floor" (same as EDGE line type 405)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
EXTRAFLOOR_TYPE=LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER;
TRANSLUCENCY=60%;

[281] // Legacy "3D floor"
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
EXTRAFLOOR_TYPE=THICK;

[289] // Legacy "3D floor" (does not affect light properties below the "3D floor", uses master sector light properties instead)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
EXTRAFLOOR_TYPE=THICK,NOSHADE;


// EDGE SPECIAL LINE TYPES BELOW

[400] // EDGE Thick Extrafloor (dummy texture)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
EXTRAFLOOR_TYPE=THICK;

[401] // EDGE Thick Extrafloor (master upper texture)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
EXTRAFLOOR_TYPE=THICK,SIDE_UPPER;

[402] // EDGE Thick Extrafloor (master lower texture)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
EXTRAFLOOR_TYPE=THICK,SIDE_LOWER;

[403] // EDGE Liquid Extrafloor (solid)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
EXTRAFLOOR_TYPE=LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER;
TRANSLUCENCY=100%;

[404] // EDGE Liquid Extrafloor (20% Translucent)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
EXTRAFLOOR_TYPE=LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER;
TRANSLUCENCY=80%;

[405] // EDGE Liquid Extrafloor (40% Translucent)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
EXTRAFLOOR_TYPE=LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER;
TRANSLUCENCY=60%;

[406] // EDGE Liquid Extrafloor (60% Translucent)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
EXTRAFLOOR_TYPE=LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER;
TRANSLUCENCY=40%;

[407] // EDGE Liquid Extrafloor (80% Translucent)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
EXTRAFLOOR_TYPE=LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER;
TRANSLUCENCY=20%;

[408] // EDGE Liquid Extrafloor (Invisible) -NOTE: THIS ONE IS DIFFERENT! USED FOR VERTICLE LIGHTING EFFECTS!
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
EXTRAFLOOR_TYPE=LIQUID,SEE_THROUGH,SHOOT_THROUGH;
TRANSLUCENCY=0%;

[409] // EDGE Translucent Linedef (20%)
TYPE=PUSH;
ACTIVATORS=PLAYER;
TRANSLUCENCY=80%;

[410] // EDGE Translucent Linedef (40%)
TYPE=PUSH;
ACTIVATORS=PLAYER;
TRANSLUCENCY=60%;

[411] // EDGE Translucent Linedef (60%)
TYPE=PUSH;
ACTIVATORS=PLAYER;
TRANSLUCENCY=40%;

[412] // EDGE Translucent Linedef (80%)
TYPE=PUSH;
ACTIVATORS=PLAYER;
TRANSLUCENCY=20%;

[413] // EDGE Thin Extrafloor (opaque)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
EXTRAFLOOR_TYPE=THIN;

[414] // EDGE Thin Extrafloor (20% Translucent)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
EXTRAFLOOR_TYPE=THIN,SEE_THROUGH;
TRANSLUCENCY=80%;

[415] // EDGE Thin Extrafloor (40% Translucent)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
EXTRAFLOOR_TYPE=THIN,SEE_THROUGH;
TRANSLUCENCY=60%;

[416] // EDGE Thin Extrafloor (60% Translucent)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
EXTRAFLOOR_TYPE=THIN,SEE_THROUGH;
TRANSLUCENCY=40%;

[417] // EDGE Thin Extrafloor (80% Translucent)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
EXTRAFLOOR_TYPE=THIN,SEE_THROUGH;
TRANSLUCENCY=20%;

// NOTE: next 4 entries, see RTS Online's TAG function for implementation of your script

[418] // EDGE Enable Tagged RTS - S1
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
RADIUS_TRIGGER=ENABLE_TAGGED;

[419] // EDGE Enable Tagged RTS - SR
TYPE=PUSH;
ACTIVATORS=PLAYER;
RADIUS_TRIGGER=ENABLE_TAGGED;

[420] // EDGE Enable Tagged RTS - W1
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
RADIUS_TRIGGER=ENABLE_TAGGED;

[421] // EDGE Enable Tagged RTS - WR
TYPE=WALK;
ACTIVATORS=PLAYER;
RADIUS_TRIGGER=ENABLE_TAGGED;

[422] // EDGE SCROLL RIGHT
SCROLL=RIGHT;
SCROLLING_SPEED=1;

[423] // EDGE SCROLL UP
SCROLL=UP;
SCROLLING_SPEED=1;

[424] // EDGE SCROLL DOWN
SCROLL=DOWN;
SCROLLING_SPEED=1;

[425] // EDGE SCROLL LEFT AND UP
SCROLL=LEFT,UP;
SCROLLING_SPEED=1;

[426] // EDGE SCROLL LEFT AND DOWN
SCROLL=LEFT,DOWN;
SCROLLING_SPEED=1;

[427] // EDGE SCROLL RIGHT AND UP
SCROLL=RIGHT,UP;
SCROLLING_SPEED=1;

[428] // EDGE SCROLL RIGHT AND DOWN
SCROLL=DOWN,RIGHT;
SCROLLING_SPEED=1;

[429]  // EDGE SCROLL FAST LOWER AND MIDDLE TEXTURE (LIQUID FALLS)
SCROLL_PARTS=RIGHT_LOWER,LEFT_LOWER,RIGHT_MIDDLE,LEFT_MIDDLE;
SCROLL_XSPEED=0.0;  // CENTERED
SCROLL_YSPEED=-4.0; // DOWN

// NOTE: TYPES 430-433 USE THE UPPER MASTER TEXTURE FOR THE SIDE TEXTURE OF THE EXTRAFLOOR!
//       THEY ARE ONLY GOOD FOR MAKING FALLS, OR EDGES OF RIVERS THAT FALLS OFF A LEDGE!

[430] // EDGE THICK TRANSLUCENT LIQUID EXTRAFLOOR SCROLL DOWN (20% TRANSLUCENT)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SCROLL_PARTS=RIGHT;
SCROLL_XSPEED=0.0;  // CENTERED
SCROLL_YSPEED=-3; // DOWN
TRANSLUCENCY=80%;
EXTRAFLOOR_TYPE=THICK,LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER,SIDE_UPPER;

[431] // EDGE THICK TRANSLUCENT LIQUID EXTRAFLOOR SCROLL DOWN (40% TRANSLUCENT)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SCROLL_PARTS=RIGHT;
SCROLL_XSPEED=0.0;  // CENTERED
SCROLL_YSPEED=-3; // DOWN
TRANSLUCENCY=60%;
EXTRAFLOOR_TYPE=THICK,LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER,SIDE_UPPER;

[432] // EDGE THICK TRANSLUCENT LIQUID EXTRAFLOOR SCROLL DOWN (60% TRANSLUCENT)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SCROLL_PARTS=RIGHT;
SCROLL_XSPEED=0.0;  // CENTERED
SCROLL_YSPEED=-3; // DOWN
TRANSLUCENCY=40%;
EXTRAFLOOR_TYPE=THICK,LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER,SIDE_UPPER;

[433] // EDGE THICK TRANSLUCENT LIQUID EXTRAFLOOR SCROLL DOWN (80% TRANSLUCENT)
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SCROLL_PARTS=RIGHT;
SCROLL_XSPEED=0.0;  // CENTERED
SCROLL_YSPEED=-3; // DOWN
TRANSLUCENCY=20%;
EXTRAFLOOR_TYPE=THICK,LIQUID,SEE_THROUGH,WATER,SHOOT_THROUGH,FLOODER,SIDE_UPPER;

[434] // EDGE SWITCH ONCE, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
SPECIAL=SWITCH_SEPARATE;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=2;

[435] // EDGE SWITCH REPEAT, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)
TYPE=PUSH;
ACTIVATORS=PLAYER;
SPECIAL=SWITCH_SEPARATE;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=2;

[436] // EDGE WALK ONCE, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)
TYPE=WALK;
ACTIVATORS=PLAYER;
COUNT=1;
SPECIAL=SWITCH_SEPARATE;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=2;

[437] // EDGE WALK REPEAT, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)
TYPE=WALK;
ACTIVATORS=PLAYER;
SPECIAL=SWITCH_SEPARATE;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=2;

[438] // EDGE SHOOT ONCE, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)
TYPE=SHOOT;
ACTIVATORS=PLAYER,MISSILE;
COUNT=1;
SPECIAL=SWITCH_SEPARATE;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=2;

[439] // EDGE SHOOT REPEAT, RAISE FLOOR 2 UNITS (USE FOR RTS ONHEIGHT EVENTS)
TYPE=SHOOT;
ACTIVATORS=PLAYER,MISSILE;
SPECIAL=SWITCH_SEPARATE;
FLOOR.TYPE=MOVE;
FLOOR.SPEED_UP=1;
FLOOR.DEST_REF=FLOOR;
FLOOR.DEST_OFFSET=2;

[440] // EDGE Enable Tagged RTS - G1
TYPE=SHOOT;
ACTIVATORS=PLAYER;
COUNT=1;
RADIUS_TRIGGER=ENABLE_TAGGED;

[441] // EDGE Enable Tagged RTS - GR
TYPE=SHOOT;
ACTIVATORS=PLAYER;
RADIUS_TRIGGER=ENABLE_TAGGED;

[442]  // EDGE Sliding door (LEFT), DR + MONSTERS
TYPE=MANUAL;
ACTIVATORS=PLAYER,MONSTER;
SLIDER.TYPE=LEFT;

[443]  // EDGE Sliding door (LEFT), DR
TYPE=MANUAL;
ACTIVATORS=PLAYER;
SLIDER.TYPE=LEFT;

[444]  // EDGE Sliding door (LEFT), DR + FAST
TYPE=MANUAL;
ACTIVATORS=PLAYER;
SLIDER.TYPE=LEFT;
SLIDER.SPEED=8;

[445]  // EDGE Sliding door (LEFT), D1
TYPE=MANUAL;
ACTIVATORS=PLAYER;
COUNT=1;
SLIDER.TYPE=LEFT;
SLIDER.DISTANCE=100%;

[446]  // EDGE Sliding door (RIGHT), DR + MONSTERS
TYPE=MANUAL;
ACTIVATORS=PLAYER,MONSTER;
SLIDER.TYPE=RIGHT;

[447]  // EDGE Sliding door (RIGHT), DR
TYPE=MANUAL;
ACTIVATORS=PLAYER;
SLIDER.TYPE=RIGHT;

[448]  // EDGE Sliding door (RIGHT), DR + FAST
TYPE=MANUAL;
ACTIVATORS=PLAYER;
SLIDER.TYPE=RIGHT;
SLIDER.SPEED=8;

[449]  // EDGE Sliding door (RIGHT), D1
TYPE=MANUAL;
ACTIVATORS=PLAYER;
COUNT=1;
SLIDER.TYPE=RIGHT;
SLIDER.DISTANCE=100%;

[450]  // EDGE Sliding door (CENTER), DR + MONSTERS
TYPE=MANUAL;
ACTIVATORS=PLAYER,MONSTER;
SLIDER.TYPE=CENTER;

[451]  // EDGE Sliding door (CENTER), DR
TYPE=MANUAL;
ACTIVATORS=PLAYER;
SLIDER.TYPE=CENTER;

[452]  // EDGE Sliding door (CENTER), DR + FAST
TYPE=MANUAL;
ACTIVATORS=PLAYER;
SLIDER.TYPE=CENTER;
SLIDER.SPEED=8;

[453]  // EDGE Sliding door (CENTER), D1
TYPE=MANUAL;
ACTIVATORS=PLAYER;
COUNT=1;
SLIDER.TYPE=CENTER;
SLIDER.DISTANCE=100%;

[454] // EDGE Enable Tagged RTS - W1 MONSTER
TYPE=WALK;
ACTIVATORS=MONSTER;
COUNT=1;
RADIUS_TRIGGER=ENABLE_TAGGED;

[455] // EDGE Enable Tagged RTS - WR MONSTER
TYPE=WALK;
ACTIVATORS=MONSTER;
RADIUS_TRIGGER=ENABLE_TAGGED;

[456] // EDGE Enable Tagged RTS - GR MONSTER
TYPE=SHOOT;
ACTIVATORS=MONSTER;
RADIUS_TRIGGER=ENABLE_TAGGED;

[457] // EDGE Disable Tagged RTS - SR
TYPE=PUSH;
ACTIVATORS=PLAYER;
RADIUS_TRIGGER=DISABLE_TAGGED;

[458] // EDGE Disable Tagged RTS - WR
TYPE=WALK;
ACTIVATORS=PLAYER;
RADIUS_TRIGGER=DISABLE_TAGGED;

[459] // EDGE Disable Tagged RTS - GR
TYPE=SHOOT;
ACTIVATORS=PLAYER;
RADIUS_TRIGGER=DISABLE_TAGGED;

[460] // EDGE Disable Tagged RTS - WR MONSTER
TYPE=WALK;
ACTIVATORS=MONSTER;
RADIUS_TRIGGER=DISABLE_TAGGED;

[461] // EDGE Disable Tagged RTS - GR MONSTER
TYPE=SHOOT;
ACTIVATORS=MONSTER;
RADIUS_TRIGGER=DISABLE_TAGGED;

[462] // EDGE Mirror, Plain
TYPE=PUSH;
ACTIVATORS=PLAYER;
PORTAL_TYPE=MIRROR;
COLOUR=#000000;

[463] // EDGE Mirror, White
TYPE=PUSH;
ACTIVATORS=PLAYER;
PORTAL_TYPE=MIRROR;
COLOUR=#FFFFFF;

[464] // EDGE Mirror, Blue
TYPE=PUSH;
ACTIVATORS=PLAYER;
PORTAL_TYPE=MIRROR;
COLOUR=#0000FF;

[465] // EDGE Mirror, Red
TYPE=PUSH;
ACTIVATORS=PLAYER;
PORTAL_TYPE=MIRROR;
COLOUR=#FF0000;

[466] // EDGE Mirror, Green
TYPE=PUSH;
ACTIVATORS=PLAYER;
PORTAL_TYPE=MIRROR;
COLOUR=#009977;

[470] // EDGE Ladder, 48 units high
TYPE=WALK;
ACTIVATORS=PLAYER;
LADDER.HEIGHT=48;

[471] // EDGE Ladder, 80 units high
TYPE=WALK;
ACTIVATORS=PLAYER;
LADDER.HEIGHT=80;

[472] // EDGE Ladder, 120 units high
TYPE=WALK;
ACTIVATORS=PLAYER;
LADDER.HEIGHT=120;

[473] // EDGE Ladder, 160 units high
TYPE=WALK;
ACTIVATORS=PLAYER;
LADDER.HEIGHT=160;

[474] // EDGE Ladder, 192 units high
TYPE=WALK;
ACTIVATORS=PLAYER;
LADDER.HEIGHT=192;

[475] // EDGE Ladder, 256 units high
TYPE=WALK;
ACTIVATORS=PLAYER;
LADDER.HEIGHT=256;

[476] // EDGE Ladder, 384 units high
TYPE=WALK;
ACTIVATORS=PLAYER;
LADDER.HEIGHT=384;

[477] // EDGE Ladder, 512 units high
TYPE=WALK;
ACTIVATORS=PLAYER;
LADDER.HEIGHT=512;

[478] // EDGE Ladder, 768 units high
TYPE=WALK;
ACTIVATORS=PLAYER;
LADDER.HEIGHT=768;

[479] // EDGE Ladder, no limit
TYPE=WALK;
ACTIVATORS=PLAYER;
LADDER.HEIGHT=9999;

[480] // EDGE Portal, 20% Translucent
TYPE=PUSH;
ACTIVATORS=PLAYER;
PORTAL_TYPE=STANDARD;
COLOUR=#FFFFFF;
TRANSLUCENCY=20%;

[481] // EDGE Portal, 30% Translucent
TYPE=PUSH;
ACTIVATORS=PLAYER;
PORTAL_TYPE=STANDARD;
COLOUR=#FFFFFF;
TRANSLUCENCY=30%;

[482] // EDGE Portal, 40% Translucent
TYPE=PUSH;
ACTIVATORS=PLAYER;
PORTAL_TYPE=STANDARD;
COLOUR=#FFFFFF;
TRANSLUCENCY=40%;

[483] // EDGE Portal, Blue 40%
TYPE=PUSH;
ACTIVATORS=PLAYER;
PORTAL_TYPE=STANDARD;
COLOUR=#5555FF;
TRANSLUCENCY=40%;

[484] // EDGE Portal, Green 30%
TYPE=PUSH;
ACTIVATORS=PLAYER;
PORTAL_TYPE=STANDARD;
COLOUR=#55FF55;
TRANSLUCENCY=30%;

[485] // EDGE Camera Portal, Plain
TYPE=PUSH;
ACTIVATORS=PLAYER;
PORTAL_TYPE=CAMERA;
COLOUR=#007FFF;

[486] // EDGE Camera Portal, White
TYPE=PUSH;
ACTIVATORS=PLAYER;
PORTAL_TYPE=CAMERA;
COLOUR=#FFFFFF;

[487] // EDGE Camera Portal, Cyan
TYPE=PUSH;
ACTIVATORS=PLAYER;
PORTAL_TYPE=CAMERA;
COLOUR=#0077FF;

[488] // EDGE Camera Portal, Rusty
TYPE=PUSH;
ACTIVATORS=PLAYER;
PORTAL_TYPE=CAMERA;
COLOUR=#FF4400;

[489] // EDGE Camera Portal, Green
TYPE=PUSH;
ACTIVATORS=PLAYER;
PORTAL_TYPE=CAMERA;
COLOUR=#00FF00;

[490] // EDGE Green Key MANUAL DOOR : SR
TYPE=MANUAL;
ACTIVATORS=PLAYER;
KEYS=GREEN_CARD, GREEN_SKULL;
FAILED_MESSAGE=NeedGreenForDoor;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=2;
CEILING.SPEED_DOWN=2;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
FAILED_SFX=LOCKED?;

[491] // EDGE Green Key MANUAL DOOR : S1
TYPE=MANUAL;
ACTIVATORS=PLAYER;
COUNT=1;
KEYS=GREEN_CARD, GREEN_SKULL;
FAILED_MESSAGE=NeedGreenForDoor;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=2;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=DOROPN;
FAILED_SFX=LOCKED?;

[492] // EDGE Green Key TAGGED DOOR : SR
TYPE=PUSH;
ACTIVATORS=PLAYER;
KEYS=GREEN_CARD, GREEN_SKULL;
FAILED_MESSAGE=NeedGreenForObject;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=2;
CEILING.SPEED_DOWN=2;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
FAILED_SFX=LOCKED?;

[493] // EDGE Green Key TAGGED DOOR : S1
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
KEYS=GREEN_CARD, GREEN_SKULL;
FAILED_MESSAGE=NeedGreenForObject;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=2;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=DOROPN;
FAILED_SFX=LOCKED?;

[494] // EDGE Green Key BLAZING DOOR : S1
TYPE=MANUAL;
ACTIVATORS=PLAYER;
COUNT=1;
KEYS=GREEN_CARD, GREEN_SKULL;
FAILED_MESSAGE=NeedGreenForDoor;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=8;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=BDOPN;
FAILED_SFX=LOCKED?;

[501] // Hub Exit to MAP01 / E1M1
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=1;

[502] // Hub Exit to MAP02 / E1M2
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=2;

[503] // Hub Exit to MAP03 / E1M3
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=3;

[504] // Hub Exit to MAP04 / E1M4
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=4;

[505] // Hub Exit to MAP05 / E1M5
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=5;

[506] // Hub Exit to MAP06 / E1M6
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=6;

[507] // Hub Exit to MAP07 / E1M7
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=7;

[508] // Hub Exit to MAP08 / E1M8
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=8;

[509] // Hub Exit to MAP09 / E1M9
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=9;

[510] // Hub Exit to MAP10
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=10;

[511] // Hub Exit to MAP11 / E2M1
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=11;

[512] // Hub Exit to MAP12 / E2M2
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=12;

[513] // Hub Exit to MAP13 / E2M3
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=13;

[514] // Hub Exit to MAP14 / E2M4
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=14;

[515] // Hub Exit to MAP15 / E2M5
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=15;

[516] // Hub Exit to MAP16 / E2M6
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=16;

[517] // Hub Exit to MAP17 / E2M7
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=17;

[518] // Hub Exit to MAP18 / E2M8
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=18;

[519] // Hub Exit to MAP19 / E2M9
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=19;

[520] // Hub Exit to MAP20
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=20;

[521] // Hub Exit to MAP21 / E3M1
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=21;

[522] // Hub Exit to MAP22 / E3M2
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=22;

[523] // Hub Exit to MAP23 / E3M3
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=23;

[524] // Hub Exit to MAP24 / E3M4
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=24;

[525] // Hub Exit to MAP25 / E3M5
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=25;

[526] // Hub Exit to MAP26 / E3M6
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=26;

[527] // Hub Exit to MAP27 / E3M7
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=27;

[528] // Hub Exit to MAP28 / E3M8
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=28;

[529] // Hub Exit to MAP29 / E3M9
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=29;

[530] // Hub Exit to MAP30
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=30;

[531] // Hub Exit to MAP31 / E4M1
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=31;

[532] // Hub Exit to MAP32 / E4M2
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=32;

[533] // Hub Exit to MAP33 / E4M3
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=33;

[534] // Hub Exit to MAP34 / E4M4
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=34;

[535] // Hub Exit to MAP35 / E4M5
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=35;

[536] // Hub Exit to MAP36 / E4M6
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=36;

[537] // Hub Exit to MAP37 / E4M7
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=37;

[538] // Hub Exit to MAP38 / E4M8
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=38;

[539] // Hub Exit to MAP39 / E4M9
TYPE=WALK;
ACTIVATORS=PLAYER,NOBOT;
HUB_EXIT=39;

[542]  // EDGE Remote Slider (LEFT), SR + MONSTERS
TYPE=PUSH;
ACTIVATORS=PLAYER,MONSTER;
SLIDER.TYPE=LEFT;

[543]  // EDGE Remote Slider (LEFT), SR
TYPE=PUSH;
ACTIVATORS=PLAYER;
SLIDER.TYPE=LEFT;

[544]  // EDGE Remote Slider (LEFT), SR + FAST
TYPE=PUSH;
ACTIVATORS=PLAYER;
SLIDER.TYPE=LEFT;
SLIDER.SPEED=8;

[545]  // EDGE Remote Slider (LEFT), S1
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
SLIDER.TYPE=LEFT;
SLIDER.DISTANCE=100%;

[546]  // EDGE Remote Slider (RIGHT), SR + MONSTERS
TYPE=PUSH;
ACTIVATORS=PLAYER,MONSTER;
SLIDER.TYPE=RIGHT;

[547]  // EDGE Remote Slider (RIGHT), SR
TYPE=PUSH;
ACTIVATORS=PLAYER;
SLIDER.TYPE=RIGHT;

[548]  // EDGE Remote Slider (RIGHT), SR + FAST
TYPE=PUSH;
ACTIVATORS=PLAYER;
SLIDER.TYPE=RIGHT;
SLIDER.SPEED=8;

[549]  // EDGE Remote Slider (RIGHT), S1
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
SLIDER.TYPE=RIGHT;
SLIDER.DISTANCE=100%;

[550]  // EDGE Remote Slider (CENTER), SR + MONSTERS
TYPE=PUSH;
ACTIVATORS=PLAYER,MONSTER;
SLIDER.TYPE=CENTER;

[551]  // EDGE Remote Slider (CENTER), SR
TYPE=PUSH;
ACTIVATORS=PLAYER;
SLIDER.TYPE=CENTER;

[552]  // EDGE Remote Slider (CENTER), SR + FAST
TYPE=PUSH;
ACTIVATORS=PLAYER;
SLIDER.TYPE=CENTER;
SLIDER.SPEED=8;

[553]  // EDGE Remote Slider (CENTER), S1
TYPE=PUSH;
ACTIVATORS=PLAYER;
COUNT=1;
SLIDER.TYPE=CENTER;
SLIDER.DISTANCE=100%;

[554]  // EDGE Remote Slider (LEFT), WR
TYPE=WALK;
ACTIVATORS=PLAYER;
SLIDER.TYPE=LEFT;

[555]  // EDGE Remote Slider (LEFT), WR + FAST
TYPE=WALK;
ACTIVATORS=PLAYER;
SLIDER.TYPE=LEFT;
SLIDER.SPEED=8;

[556]  // EDGE Remote Slider (RIGHT), WR
TYPE=WALK;
ACTIVATORS=PLAYER;
SLIDER.TYPE=RIGHT;

[557]  // EDGE Remote Slider (RIGHT), WR + FAST
TYPE=WALK;
ACTIVATORS=PLAYER;
SLIDER.TYPE=RIGHT;
SLIDER.SPEED=8;

[558]  // EDGE Remote Slider (CENTER), WR
TYPE=WALK;
ACTIVATORS=PLAYER;
SLIDER.TYPE=CENTER;

[559]  // EDGE Remote Slider (CENTER), WR + FAST
TYPE=WALK;
ACTIVATORS=PLAYER;
SLIDER.TYPE=CENTER;
SLIDER.SPEED=8;

[567]  // EDGE Detail Slope : FLOOR
TYPE=PUSH;
ACTIVATORS=PLAYER;
SLOPE_TYPE=FAKE_FLOOR;

[568]  // EDGE Detail Slope : CEILING
TYPE=PUSH;
ACTIVATORS=PLAYER;
SLOPE_TYPE=FAKE_CEILING;

[569]  // EDGE Detail Slope : FLOOR+CEILING
TYPE=PUSH;
ACTIVATORS=PLAYER;
SLOPE_TYPE=FAKE_FLOOR,FAKE_CEILING;

[580] // EDGE Gold Key MANUAL DOOR : SR
TYPE=MANUAL;
ACTIVATORS=PLAYER;
KEYS=GOLD_KEY;
FAILED_MESSAGE=NeedGoldKey;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=4;
CEILING.SPEED_DOWN=4;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
FAILED_SFX=LOCKED?;

[581] // EDGE Gold Key MANUAL DOOR : S1
TYPE=MANUAL;
ACTIVATORS=PLAYER;
COUNT=1;
KEYS=GOLD_KEY;
FAILED_MESSAGE=NeedGoldKey;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=4;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=DOROPN;
FAILED_SFX=LOCKED?;

[582] // EDGE Gold Key TAGGED DOOR : SR
TYPE=PUSH;
ACTIVATORS=PLAYER;
KEYS=GOLD_KEY;
FAILED_MESSAGE=NeedGoldKey;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=4;
CEILING.SPEED_DOWN=4;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
FAILED_SFX=LOCKED?;

[583] // EDGE Gold Key TAGGED DOOR : S1
TYPE=PUSH;
ACTIVATORS=PLAYER;
KEYS=GOLD_KEY;
FAILED_MESSAGE=NeedGoldKey;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=4;
CEILING.SPEED_DOWN=4;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
FAILED_SFX=LOCKED?;

[584] // EDGE Silver Key MANUAL DOOR : SR
TYPE=MANUAL;
ACTIVATORS=PLAYER;
KEYS=SILVER_KEY;
FAILED_MESSAGE=NeedSilverKey;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=4;
CEILING.SPEED_DOWN=4;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
FAILED_SFX=LOCKED?;

[585] // EDGE Silver Key MANUAL DOOR : S1
TYPE=MANUAL;
ACTIVATORS=PLAYER;
COUNT=1;
KEYS=SILVER_KEY;
FAILED_MESSAGE=NeedSilverKey;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=4;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=DOROPN;
FAILED_SFX=LOCKED?;

[586] // EDGE Silver Key TAGGED DOOR : SR
TYPE=PUSH;
ACTIVATORS=PLAYER;
KEYS=SILVER_KEY;
FAILED_MESSAGE=NeedSilverKey;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=4;
CEILING.SPEED_DOWN=4;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
FAILED_SFX=LOCKED?;

[587] // EDGE Silver Key TAGGED DOOR : S1
TYPE=PUSH;
ACTIVATORS=PLAYER;
KEYS=SILVER_KEY;
FAILED_MESSAGE=NeedSilverKey;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=4;
CEILING.SPEED_DOWN=4;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
FAILED_SFX=LOCKED?;

[588] // EDGE Brass Key MANUAL DOOR : SR
TYPE=MANUAL;
ACTIVATORS=PLAYER;
KEYS=BRASS_KEY;
FAILED_MESSAGE=NeedBrassKey;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=4;
CEILING.SPEED_DOWN=4;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
FAILED_SFX=LOCKED?;

[589] // EDGE Brass Key MANUAL DOOR : S1
TYPE=MANUAL;
ACTIVATORS=PLAYER;
COUNT=1;
KEYS=BRASS_KEY;
FAILED_MESSAGE=NeedBrassKey;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=4;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=DOROPN;
FAILED_SFX=LOCKED?;

[590] // EDGE Copper Key MANUAL DOOR : SR
TYPE=MANUAL;
ACTIVATORS=PLAYER;
KEYS=COPPER_KEY;
FAILED_MESSAGE=NeedCopperKey;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=4;
CEILING.SPEED_DOWN=4;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
FAILED_SFX=LOCKED?;

[591] // EDGE Copper Key MANUAL DOOR : S1
TYPE=MANUAL;
ACTIVATORS=PLAYER;
COUNT=1;
KEYS=COPPER_KEY;
FAILED_MESSAGE=NeedCopperKey;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=4;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=DOROPN;
FAILED_SFX=LOCKED?;

[592] // EDGE Steel Key MANUAL DOOR : SR
TYPE=MANUAL;
ACTIVATORS=PLAYER;
KEYS=STEEL_KEY;
FAILED_MESSAGE=NeedSteelKey;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=4;
CEILING.SPEED_DOWN=4;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
FAILED_SFX=LOCKED?;

[593] // EDGE Steel Key MANUAL DOOR : S1
TYPE=MANUAL;
ACTIVATORS=PLAYER;
COUNT=1;
KEYS=STEEL_KEY;
FAILED_MESSAGE=NeedSteelKey;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=4;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=DOROPN;
FAILED_SFX=LOCKED?;

[594] // EDGE Wooden Key MANUAL DOOR : SR
TYPE=MANUAL;
ACTIVATORS=PLAYER;
KEYS=WOODEN_KEY;
FAILED_MESSAGE=NeedWoodenKey;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=4;
CEILING.SPEED_DOWN=4;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
FAILED_SFX=LOCKED?;

[595] // EDGE Wooden Key MANUAL DOOR : S1
TYPE=MANUAL;
ACTIVATORS=PLAYER;
COUNT=1;
KEYS=WOODEN_KEY;
FAILED_MESSAGE=NeedWoodenKey;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=4;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=DOROPN;
FAILED_SFX=LOCKED?;

[596] // EDGE Fire Key MANUAL DOOR : SR
TYPE=MANUAL;
ACTIVATORS=PLAYER;
KEYS=FIRE_KEY;
FAILED_MESSAGE=NeedFireKey;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=4;
CEILING.SPEED_DOWN=4;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
FAILED_SFX=LOCKED?;

[597] // EDGE Fire Key MANUAL DOOR : S1
TYPE=MANUAL;
ACTIVATORS=PLAYER;
COUNT=1;
KEYS=FIRE_KEY;
FAILED_MESSAGE=NeedFireKey;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=4;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=DOROPN;
FAILED_SFX=LOCKED?;

[598] // EDGE Water Key MANUAL DOOR : SR
TYPE=MANUAL;
ACTIVATORS=PLAYER;
KEYS=WATER_KEY;
FAILED_MESSAGE=NeedWaterKey;
CEILING.TYPE=MOVEWAITRETURN;
CEILING.SPEED_UP=4;
CEILING.SPEED_DOWN=4;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.PAUSE_TIME=150T;
CEILING.SFX_UP=DOROPN;
CEILING.SFX_DOWN=DORCLS;
FAILED_SFX=LOCKED?;

[599] // EDGE Water Key MANUAL DOOR : S1
TYPE=MANUAL;
ACTIVATORS=PLAYER;
COUNT=1;
KEYS=WATER_KEY;
FAILED_MESSAGE=NeedWaterKey;
CEILING.TYPE=MOVE;
CEILING.SPEED_UP=4;
CEILING.DEST_REF=LOSURROUNDINGCEILING;
CEILING.DEST_OFFSET=-4;
CEILING.SFX_UP=DOROPN;
FAILED_SFX=LOCKED?;


[600] // Polyobject StartLine (EDGE)
TYPE=MANUAL;
ACTIVATORS=PLAYER;
[601] // Polyobject Rotate Left (EDGE)
TYPE=MANUAL;
ACTIVATORS=PLAYER;
[602] // Polyobject Rotate Right (EDGE)
TYPE=MANUAL;
ACTIVATORS=PLAYER;
[603] // Polyobject Move (EDGE)
TYPE=MANUAL;
ACTIVATORS=PLAYER;
[604] // Polyobject Explicit Line (EDGE)
TYPE=MANUAL;
ACTIVATORS=PLAYER;
[605] // Polyobject Move (EDGE)
TYPE=MANUAL;
ACTIVATORS=PLAYER;
[606] // Polyobject Door Swing (EDGE)
TYPE=MANUAL;
ACTIVATORS=PLAYER;
[607] // Polyobject Door Slide (EDGE)
TYPE=MANUAL;
ACTIVATORS=PLAYER;
[608] // HORIZON (??) (EDGE)
TYPE=MANUAL;
ACTIVATORS=PLAYER;


[800] // Align and rotate front sector's FLOOR
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SECTOR_EFFECT=ALIGN_FLOOR;

[801] // Align and rotate back  sector's FLOOR
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SPECIAL=BACK_SECTOR;
SECTOR_EFFECT=ALIGN_FLOOR;

[802] // Align and rotate front sector's CEILING
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SECTOR_EFFECT=ALIGN_CEILING;

[803] // Align and rotate back  sector's CEILING
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SPECIAL=BACK_SECTOR;
SECTOR_EFFECT=ALIGN_CEILING;

[804] // Align and rotate front sector's FLOOR+CEILING
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SECTOR_EFFECT=ALIGN_FLOOR,ALIGN_CEILING;

[805] // Align and rotate back  sector's FLOOR+CEILING
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SPECIAL=BACK_SECTOR;
SECTOR_EFFECT=ALIGN_FLOOR,ALIGN_CEILING;

[810] // Align, scale and rotate front sector's FLOOR
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SECTOR_EFFECT=ALIGN_FLOOR,SCALE_FLOOR;

[811] // Align, scale and rotate back  sector's FLOOR
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SPECIAL=BACK_SECTOR;
SECTOR_EFFECT=ALIGN_FLOOR,SCALE_FLOOR;

[812] // Align, scale and rotate front sector's CEILING
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SECTOR_EFFECT=ALIGN_CEILING,SCALE_CEILING;

[813] // Align, scale and rotate back  sector's CEILING
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SPECIAL=BACK_SECTOR;
SECTOR_EFFECT=ALIGN_CEILING,SCALE_CEILING;

[814] // Align, scale and rotate front sector's FLOOR+CEILING
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SECTOR_EFFECT=ALIGN_FLOOR,SCALE_FLOOR,ALIGN_CEILING,SCALE_CEILING;

[815] // Align, scale and rotate back  sector's FLOOR+CEILING
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SPECIAL=BACK_SECTOR;
SECTOR_EFFECT=ALIGN_FLOOR,SCALE_FLOOR,ALIGN_CEILING,SCALE_CEILING;

[820] // Scale front sector's FLOOR
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SECTOR_EFFECT=SCALE_FLOOR;

[821] // Scale back  sector's FLOOR
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SPECIAL=BACK_SECTOR;
SECTOR_EFFECT=SCALE_FLOOR;

[822] // Scale front sector's CEILING
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SECTOR_EFFECT=SCALE_CEILING;

[823] // Scale back  sector's CEILING
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SPECIAL=BACK_SECTOR;
SECTOR_EFFECT=SCALE_CEILING;

[824] // Scale front sector's FLOOR+CEILING
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SECTOR_EFFECT=SCALE_FLOOR,SCALE_CEILING;

[825] // Scale back  sector's FLOOR+CEILING
TYPE=PUSH;
ACTIVATORS=PLAYER;
AUTO=TRUE;
SPECIAL=BACK_SECTOR;
SECTOR_EFFECT=SCALE_FLOOR,SCALE_CEILING;

// [840] Enable Dynamic Lights
// [842] Enable Jumping
// [843] Enable Crouching
// [844] Enable FreeLook
// [845] Enable Autoaim
// [846] Enable Fast Monsters
// [847] Enable Infighting

// [860] Disable Dynamic Lights
// [862] Disable Jumping
// [863] Disable Crouching
// [864] Disable FreeLook
// [865] Disable Autoaim
// [866] Disable Fast Monsters
// [867] Disable Infighting

//BOOM GENERALISED CEILING CONVERSION

// ZDOOM ACTION Types
