From DoomWiki.org Warning: You are not logged in. Your IP address will be recorded in this page's edit history. Anti-spam check. Do not fill this in! ==Doomednums== {| {{prettytable}} |- ! Ordinal !! Doomednum |- |MT_PLAYERBOT1||3008 |- |MT_PLAYERBOT2||3009 |- |MT_PLAYERBOT3||3010 |- |MT_DEMON1||3002 |- |MT_DEMON2||58 |- |MT_MANCUBUS||67 |- |MT_POSSESSED1||3004 |- |MT_POSSESSED2||9 |- |MT_IMP1||3001 |- |MT_IMP2||3007 |- |MT_CACODEMON||3005 |- |MT_BRUISER1||3003 |- |MT_BRUISER2||69 |- |MT_SKULL||3006 |- |MT_BABY||68 |- |MT_CYBORG||16 |- |MT_CYBORG_TITLE||3014 |- |MT_PAIN||71 |- |MT_RESURRECTOR||3013 |- |MT_CAMERA||0 |- |MT_DEST_TELEPORT||14 |- |MT_DEST_PROJECTILE||2050 |- |MT_FAKEITEM||89 |- |MT_LASERMARKER||90 |- |MT_GIB_CRUSHED||24 |- |MT_ITEM_ARMOR1||2018 |- |MT_ITEM_ARMOR2||2019 |- |MT_ITEM_BONUSHEALTH||2014 |- |MT_ITEM_BONUSARMOR||2015 |- |MT_ITEM_BLUECARDKEY||5 |- |MT_ITEM_REDCARDKEY||13 |- |MT_ITEM_YELLOWCARDKEY||6 |- |MT_ITEM_YELLOWSKULLKEY||39 |- |MT_ITEM_REDSKULLKEY||38 |- |MT_ITEM_BLUESKULLKEY||40 |- |MT_ITEM_ARTIFACT1||1042 |- |MT_ITEM_ARTIFACT2||1043 |- |MT_ITEM_ARTIFACT3||1044 |- |MT_ITEM_STIMPACK||2011 |- |MT_ITEM_MEDKIT||2012 |- |MT_ITEM_SOULSPHERE||2013 |- |MT_ITEM_INVULSPHERE||2022 |- |MT_ITEM_BERSERK||2023 |- |MT_ITEM_INVISSPHERE||2024 |- |MT_ITEM_RADSPHERE||2025 |- |MT_ITEM_AUTOMAP||2026 |- |MT_ITEM_PVIS||2045 |- |MT_ITEM_MEGASPHERE||83 |- |MT_AMMO_CLIP||2007 |- |MT_AMMO_CLIPBOX||2048 |- |MT_AMMO_ROCKET||2010 |- |MT_AMMO_ROCKETBOX||2046 |- |MT_AMMO_CELL||2047 |- |MT_AMMO_CELLPACK||17 |- |MT_AMMO_SHELL||2008 |- |MT_AMMO_SHELLBOX||2049 |- |MT_AMMO_BACKPACK||8 |- |MT_WEAP_BFG||2006 |- |MT_WEAP_CHAINSAW||2005 |- |MT_WEAP_CHAINGUN||2002 |- |MT_WEAP_LAUNCHER||2003 |- |MT_WEAP_PLASMA||2004 |- |MT_WEAP_SHOTGUN||2001 |- |MT_WEAP_SSHOTGUN||82 |- |MT_WEAP_LCARBINE||84 |- |MT_PROP_FIRE||2051 |- |MT_PROP_CANDLE||34 |- |MT_PROP_BARREL||1001 |- |MT_PROP_TECHLAMP1||1015 |- |MT_PROP_TECHLAMP2||1016 |- |MT_PROP_TORCHBLUE||1003 |- |MT_PROP_TORCHYELLOW||1039 |- |MT_PROP_TORCHRED||1025 |- |MT_PROP_POLEBASELONG||1050 |- |MT_PROP_POLEBASESHORT||1051 |- |MT_PROP_FIREBLUE||1033 |- |MT_PROP_FIRERED||1034 |- |MT_PROP_FIREYELLOW||1035 |- |MT_GIB_MEATSTICK||1005 |- |MT_GIB_MEATHANG||1006 |- |MT_GIB_TORSOHANG||1007 |- |MT_GIB_RIBFLOOR||1008 |- |MT_GIB_TWITCHFLOOR||1009 |- |MT_GIB_BLOODPOOL||1010 |- |MT_GIB_BONEFLOOR||1011 |- |MT_GIB_MEATRIBFLOOR||1012 |- |MT_GIB_MEATRIBCAGE||1013 |- |MT_GIB_CHAINHOOK||1014 |- |MT_GIB_HANGCAGE||1017 |- |MT_GIB_CHAINPINSER||1018 |- |MT_GIB_CHAINARM||1019 |- |MT_GIB_HANGMACE1||1020 |- |MT_GIB_HEADSTICK1||1022 |- |MT_GIB_HEADSTICK2||1023 |- |MT_GIB_DOUBLEMEATSTICK||1024 |- |MT_PROP_STATUE1||1028 |- |MT_PROP_STATUE2||1029 |- |MT_PROP_TECHPOLELONG||1031 |- |MT_PROP_TECHPOLESHORT||1032 |- |MT_PROP_TREESTUMPSMALL||1036 |- |MT_PROP_TREESTUMPLARGE||1037 |- |MT_PROP_TREE||1038 |- |MT_PROP_BLOODYPOLE||1045 |- |MT_GIB_HANGMACE2||1046 |- |MT_GIB_HANGWHITEMEAT||1047 |- |MT_GIB_HANGHEAD||1048 |- |MT_GIB_HANGRIB||1049 |} ==Map structures== <pre style="display: block; width: auto; height: auto; max-height: none; border: none;"><nowiki> struct maplights_t { byte r; byte g; byte b; byte a; int16_t tag; }; struct mapsidedef_t { int16_t textureoffset; int16_t rowoffset; uint16_t toptexture; uint16_t bottomtexture; uint16_t midtexture; int16_t sector; }; struct maplinedef_t { uint16_t v1; uint16_t v2; int flags; int16_t special; int16_t tag; uint16_t sidenum[2]; }; // Line flags #define ML_BLOCKING 1 // Solid, is an obstacle. #define ML_BLOCKMONSTERS 2 // Blocks monsters only. #define ML_TWOSIDED 4 // Backside will not be present at all if not two sided. #define ML_DONTPEGTOP 8 // upper texture unpegged #define ML_DONTPEGBOTTOM 16 // lower texture unpegged #define ML_SECRET 32 // In AutoMap: don't map as two sided: IT'S A SECRET! #define ML_SOUNDBLOCK 64 // Sound rendering: don't let sound cross two of these. #define ML_DONTDRAW 128 // Don't draw on the automap at all. #define ML_MAPPED 256 // Set if already seen, thus drawn in automap. #define ML_DRAWMASKED 0x200 // Draw middle texture on sidedef #define ML_DONTOCCLUDE 0x400 // Don't add to occlusion buffer #define ML_BLOCKPROJECTILES 0x800 // blocks projectiles #define ML_THINGTRIGGER 0x1000 // Line is triggered by dead thing (flagged as ondeathtrigger) #define ML_SWITCHX02 0x2000 // Switch flag 1 #define ML_SWITCHX04 0x4000 // Switch flag 2 #define ML_SWITCHX08 0x8000 // Switch flag 3 #define ML_CHECKFLOORHEIGHT 0x10000 // if true then check the switch's floor height, else use the ceiling height #define ML_SCROLLRIGHT 0x20000 // scroll texture to the right #define ML_SCROLLLEFT 0x40000 // scroll texture to the left #define ML_SCROLLUP 0x80000 // scroll texture up #define ML_SCROLLDOWN 0x100000 // scroll texture down #define ML_BLENDFULLTOP 0x200000 // do not extend blending for top texture #define ML_BLENDFULLBOTTOM 0x400000 // do not extend blending for bottom texture #define ML_BLENDING 0x800000 // use sector color blending (top/lower, ceiling, floor colors). #define ML_TRIGGERFRONT 0x1000000 // can only trigger from the front of the line #define ML_HIDEAUTOMAPTRIGGER 0x2000000 // don't display as yellow line special in automap #define ML_INVERSEBLEND 0x4000000 // reverse the blending of the sector colors #define ML_UNKNOWN8000000 0x8000000 // reserved #define ML_UNKNOWN10000000 0x10000000 // reserved #define ML_UNKNOWN20000000 0x20000000 // reserved #define ML_HMIRROR 0x40000000 // horizontal mirror the texture #define ML_VMIRROR 0x80000000 // vertical mirror the texture // Special attributes #define MLU_MACRO 0x100 // line is set to be used as a macro #define MLU_RED 0x200 // requires red key #define MLU_BLUE 0x400 // requires blue key #define MLU_YELLOW 0x800 // requires yellow key #define MLU_CROSS 0x1000 // must cross to trigger #define MLU_SHOOT 0x2000 // must shoot the line to trigger #define MLU_USE 0x4000 // must press use on the line to trigger #define MLU_REPEAT 0x8000 // line can be reactivated again // Sector light indices enum { LIGHT_FLOOR, LIGHT_CEILING, LIGHT_THING, LIGHT_UPRWALL, LIGHT_LWRWALL }; struct mapsector_t { int16_t floorheight; int16_t ceilingheight; uint16_t floorpic; uint16_t ceilingpic; uint16_t colors[5]; int16_t special; int16_t tag; uint16_t flags; }; // Sector flags #define MS_REVERB 1 // sounds are echoed in this sector #define MS_REVERBHEAVY 2 // heavier echo effect #define MS_LIQUIDFLOOR 4 // water effect (blitting two flats together) #define MS_SYNCSPECIALS 8 // sync light special with multiple sectors #define MS_SCROLLFAST 16 // faster ceiling/floor scrolling #define MS_SECRET 32 // count secret when entering and display message #define MS_DAMAGEX5 64 // damage player x5 #define MS_DAMAGEX10 128 // damage player x10 #define MS_DAMAGEX20 256 // damage player x20 #define MS_HIDESSECTOR 512 // hide subsectors in automap (textured mode) #define MS_SCROLLCEILING 1024 // enable ceiling scrolling #define MS_SCROLLFLOOR 2048 // enable floor scrolling #define MS_SCROLLLEFT 4096 // scroll flat to the left #define MS_SCROLLRIGHT 8192 // scroll flat to the right #define MS_SCROLLUP 16384 // scroll flat to the north #define MS_SCROLLDOWN 32768 // scroll flat to the south // Thing flags // Skill flags. #define MTF_EASY 1 #define MTF_NORMAL 2 #define MTF_HARD 4 #define MTF_AMBUSH 8 // Deaf monsters/do not react to sound. #define MTF_MULTI 16 // Multiplayer specific #define MTF_SPAWN 32 // Don't spawn until triggered in level #define MTF_ONTOUCH 64 // Trigger something when picked up #define MTF_ONDEATH 128 // Trigger something when killed #define MTF_SECRET 256 // Count as secret for intermission when picked up #define MTF_NOINFIGHTING 512 // Ignore other attackers #define MTF_NODEATHMATCH 1024 // Don't spawn in deathmatch games #define MTF_NONETGAME 2048 // Don't spawn in standard netgame mode (coop) #define MTF_NIGHTMARE 4096 // [kex] Nightmare thing struct mapthing_t { int16_t x; int16_t y; int16_t z; int16_t angle; int16_t type; int16_t options; int16_t tid; }; </nowiki></pre> Summary: All contributions to DoomWiki.org are considered to be released under the CC BY-SA 4.0 International (see Doom Wiki:Copyrights for details). By contributing, you agree to be bound by the Terms of Use. Your changes will be visible immediately. Please enter a summary of your changes above. Do not submit copyrighted images or text without permission! This includes text taken from in-game codices or logbooks, or from official instruction manuals, strategy guides, and other such books. This project is not affiliated with id Software, Raven Software, ZeniMax Media, Bethesda SoftWorks, or any other commercial software developer or publisher. Use of trademarked logos and other protected intellectual property is solely for the purpose of analysis and critical commentary on the identified products and associated fan community activity, and does not imply any endorsement by any of these organizations or their employees, past or present. Upload images to the wiki. Don't forget to categorize pages! For testing, please use a sandbox. View this template Cancel | Editing help (opens in new window) Template used on this page: Template:Prettytable (edit)