From DoomWiki.org
< User:Quasar | Sandbox
Doomednums[edit]
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[edit]
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; };