Thing types

For a single table containing all Things, see Thing types by number.

These tables list things that have an associated editor number (or thing type). A sizable number of additional objects or mobjs&mdash;such as spawn cubes, rockets and spells in flight, spiderdemon corpses, and many special effects&mdash;may not be placed in a level at its outset, but are generated only during gameplay. Conversely, a small number of editable things&mdash;such as player/deathmatch starts and most ambient sounds&mdash;are handled at level initialization without creating mobjs.

Doom, Doom II, Final Doom
These tables include the following columns:
 * Decimal - Type number, in decimal
 * Hex - Type number, in
 * Version - First Doom version that thing appears in during single-player:
 * S - Shareware
 * R - Registered
 * 2 - Doom II
 * Radius - Radius, in map units (note that the map "footprint" of a Thing is square, not round, so this is the distance from the center to the midpoint of an edge)
 * Height - Height, in map units
 * Sprite - First four letters of the name of all sprite graphics
 * Sequence - For animated sprites, default pattern through which the animation progresses. "+" indicates that certain gameplay developments (such as a monster being shot) may interrupt this pattern with additional graphics
 * Class:
 * A - Artifact item. Counts toward ITEMS percentage at the end of a level
 * P - Pickup. Player can pick the thing up by walking over it
 * W - Weapon
 * M - Monster. Counts towards kill percentage, hidden when using the parameter, respawns in Nightmare!
 * O - Obstacle. Players and monsters must walk around
 * * - Shootable. Player can attack and destroy monster or object
 * ^ - Hangs from ceiling, or floats if a monster (aside from Commander Keen, who does not move; dead monsters, excepting lost souls, fall to the floor when killed)
 * Description

Monsters

 * 1) Beginning with version 1.4, lost souls neither respawn nor count toward kill percentage.

Weapons

 * 1) Not picked up if the player already has one, and is already carrying the maximum amount of the corresponding ammo.
 * 2) Not picked up if the player already has one.

Ammunition

 * 1) Not picked up if the player is already carrying the maximum amount of this type of ammo.

Artifact items

 * 1) Only one of these may be picked up per level, although any additional maps still count against the player's item tally. In multiplayer it is possible to pick another after dying and respawning.

Powerups

 * 1) Not picked up if the player's armor rating is at least 100%.
 * 2) Not picked up if the player's armor rating is at least 200%.
 * 3) Not picked up if the player's health rating is at least 100%.

Obstacles

 * 1) BEXP is used when barrels explode.

Other

 * 1) BOSF is used for spawn cubes.
 * 2) No part of the final boss is considered a monster by the engine.
 * 3) FIRE is used when a spawn cube turns into a monster.
 * 4) TFOG is used while a teleporter is operational.

Heretic
These tables include the following columns: See above for the other columns.
 * Version - First Heretic version that thing appears in during single-player:
 * S - Shareware
 * R - Registered

Monsters

 * 1) SRCR is used on Serpent, SOR2 sans Serpent.

Weapons

 * 1) Not picked up if the player already has one, and is already carrying the maximum amount of the corresponding ammo.
 * 2) Not picked up if the player already has one.

Ammunition

 * 1) Not picked up if the player is already carrying the maximum amount of this type of ammo.

Items

 * 1) Not picked up if the player's inventory already contains the maximum of 16 items of this type.
 * 2) Not picked up if the player already has one.

Health & Armor

 * 1) Not picked up if the player's health rating is at least 100%, or 30% while a chicken.
 * 2) Not picked up if the player's armor rating is at least 200%.
 * 3) Not picked up if the player's armor rating is at least 100%.

Other

 * 1) SOR2 is used while D'Sparil teleports in.
 * 2) An orb sprite is added to the gizmo during initialization: KGZB (blue), KGZG (green), KGZY (yellow).
 * 3) TELE is used while a teleporter is operational.

Hexen
These tables include the following columns: See above for the other columns.
 * Version - First Hexen version that thing appears in during single-player:
 * D - Demo
 * C - Commercial
 * X - Deathkings of the Dark Citadel expansion

Weapons

 * 1) Not picked up if the player already has one or is of a different class than the weapon, and is already carrying the maximum amount of the corresponding ammo.

Ammunition

 * 1) Not picked up if the player is already carrying the maximum amount of this type of ammo.
 * 2) Not picked up if the player is already carrying the maximum amount of both types of ammo.

Items

 * 1) Not picked up if the player's inventory already contains the maximum of 25 items of this type.
 * 2) Only present in levels during cooperative play.

Health & Armor

 * 1) Not picked up if the armor is worse than the player's armor rating of this type.
 * 2) Not picked up if the player's health rating is at least 100%, or 30% while a pig.

Obstacles

 * 1) The sprite is included in this IWAD version, but the thing is not present on stock levels in any version.

Decorations

 * 1) The sprite is included in this IWAD version, but the thing is not present on stock levels in any version.

Ambient sounds

 * 1) The sound is included in this IWAD version, but the thing is not present on stock levels in any version.

Other

 * 1) ABAT is used for spawned bats.
 * 2) The sprite is included in this IWAD version, but the thing is not present on stock levels in any version.
 * 3) Spawned fog sprites are randomly chosen from FOGS (thing 10001), FOGM (10002) and FOGL (10003).
 * 4) Spawned leaf sprites are randomly chosen from LEF1 and LEF2.
 * 5) TELE is used while a teleporter is operational.