;ACTIONS.TXT for EdMap v1.30+
;
;lines starting with ";" are ignored
;
;actions entry format:
;num   HSR kind: brief;verbose-description
;  ^   ^^^   ^     ^     ^
;   \   \\\   \     \     \verbose-description: text use only for panel
;    \   \\\   \     \brief: description used in info bar, etc
;     \   \\\   \kind: optional (M`Door=Manual-Door,Lift,Exit..)
;      \   \\\R: repeatable action
;       \   \\S: switch/"use" action, must be activated by spacebar/use key
;        \   \H: "H"=heretic, "2"=DOOM-II, "."=DOOM-I and -II
;         \action/LineDef type number
;
;The columns must be lined up exactly; the 7th column must be "H"/"2"/"."
;
;To integrate changes to this file into the data file, ACTSLIST.DAT, run
; >EDMAPCFG REBUILD
;
;
000   ... (none); no action
000   H.. (none); no action
;
048   ... scroll; wall scrolls horizontally.
;
001   .SR M`Door: 6sec;ceiling behind rises, then returns to floor after 6 sec.
026   .SR M`Door: B-6sec;like [#1``6sec``M`Door], requires a blue key.
027   .SR M`Door: Y-6sec;like [#1``6sec``M`Door], requires a yellow key.
028   .SR M`Door: R-6sec;like [#1``6sec``M`Door], requires a red key.
031   .S. M`Door: open;ceiling behind rises.
032   .S. M`Door: open, blue;like [#31``stays``open``M`Door], requires a blue key.
034   .S. M`Door: open, yellow;like [#31``stays``open``M`Door], requires a yellow key.
033   .S. M`Door: open, red;like [#31``stays``open``M`Door], requires a red key.
046   ... M`Door: shoot- open;shoot open, opens like [#31``stays``open``M`Door].
117   2SR M`Door: fast, 6sec;Manual_Blazing_Door_Raise
118   2S. M`Door: fast open;Manual_Blazing_Door_Open
;
004   ... R`Door: 6sec;ceiling behind rises (door), then returns and stays closed.
029   .S. R`Door: 6sec;switch opens door for 6 seconds.
061   .SR R`Door: 6sec;switch opens door.
063   .SR R`Door: 6sec;switch opens door.
086   ..R R`Door: 6sec;opens door for 6 seconds.
090   ..R R`Door: 6sec;opens door for 6 seconds.
002   ... R`Door: open;ceiling rises (door).
003   ... R`Door: close;ceiling lowers to floor.
042   .SR R`Door: close;switch closes door.
050   .S. R`Door: close;switch closes and locks door.
075   ..R R`Door: close;closes door.
103   .S. R`Door: stays;switch locks door open.
105   2.R R`Door: fast, 6sec;Retrigger_Blazing_Door_Raise
108   2.. R`Door: fast, 6sec;Trigger_Blazing_Door_Raise
111   2S. R`Door: fast, 6sec;Switch_Blazing_Door_Raise
114   2SR R`Door: fast, 6sec;Button_Blazing_Door_Raise
106   2.R R`Door: fast open;Retrigger_Blazing_Door_Open
109   2.. R`Door: fast open;Trigger_Blazing_Door_Open
112   2S. R`Door: fast open;Switch_Blazing_Door_Open
115   2SR R`Door: fast open;Button_Blazing_Door_Open
107   2.R R`Door: fast close;Retrigger_Blazing_Door_Close
110   2.. R`Door: fast close;Trigger_Blazing_Door_Close
113   2S. R`Door: fast close;Switch_Blazing_Door_Close
116   2SR R`Door: fast close;Button_Blazing_Door_Close
099   2SR R`Door: B-fast blue;Button_BlzOpenDoor_Blue
133   2S. R`Door: B-fast blue;Switch_BlzOpenDoor_Blue
136   2SR R`Door: Y-fast yellow;Button_BlzOpenDoor_Yellow
137   2S. R`Door: Y-fast yellow;Switch_BlzOpenDoor_Yellow
134   2SR R`Door: R-fast;Button_BlzOpenDoor_Red
135   2S. R`Door: R-fast;Switch_BlzOpenDoor_Red
076   ..R R`Door: close 30sec;ceiling lowers to floor, then returns in 30 seconds.
016   ... R`Door: close 30sec;ceiling lowers to floor, then returns in 30 seconds and stays up.
;
010   ... Lift: lower for 4sec;floor lowers once for 4 seconds, then returns up.
021   .S. Lift: lower for 4sec;switch lowers floor once for 4 seconds, then returns up.
062   .SR Lift: lower for 4sec;switch floor lowers for 4 seconds, then returns up.
088   ..R Lift: lower for 4sec;floor lowers for 4 seconds, then returns up.
120   2.R Lift: fast;Retrigger_BlazeDownWaitUpStay
121   2.. Lift: fast;Trigger_BlazeDownWaitUpStay
122   2S. Lift: fast;Switch_BlazeDownWaitUpStay
123   2SR Lift: fast;Button_BlazeDownWaitUpStay
;
005   ... Flr: up to max adj;floor rises to highest adjacent floor.
014   .S. Flr: up 24, texture;matches texture, floor rises 24.
015   .S. Flr: up 24, texture;matches texture, floor rises 24.
018   .S. Flr: up to adj;floor rises to next adjacent floor.
019   ... Flr: up to min adj;floor goes to lowest adjacent floor.
020   .S. Flr: up to adj, lock,tx;matches texture, floor rises to next adjacent floor.
022   ... Flr: up to adj, lock,tx;matches texture, floor rises to next adjacent floor.
030   ... Flr: up 128 or 72;floor rises 72 or 128 points.
045   .SR Flr: up to min adj;floor rises to lowest adjacent floor.
058   ... Flr: up 24;floor rises 24.
059   ... Flr: up 24, tx, se;floor rises 24 and matches texture & sector type.
064   .SR Flr: up to min adj ceil;floor rises to lowest adjacent ceiling.
066   .SR Flr: up 24, texture;floor matches texture & rises 24.
067   .SR Flr: up 24, texture;floor matches texture & rises 24.
068   .SR Flr: up to adj, lock,tx;floor rises to next floor and matches texture & sector type.
069   .SR Flr: up to adjacent;floor rises to adjacent floor.
083   ..R Flr: up to min adj;floor rises to lowest adjacent floor.
091   ..R Flr: up to min adj ceil;floor rises to lowest adjacent ceiling.
092   ..R Flr: up 24;floor rises 24.
093   ..R Flr: up 24, tx, se;floor rises 24 and matches texture & sector type.
095   ..R Flr: up to adj, lock,tx;floor rises to adjacent floor, matches texture.
096   ..R Flr: up 128 or 72;floor rises 72 or 128.
101   .S. Flr: up to min adj ceil;floor rises to lowest adjacent ceiling.
102   .S. Flr: up to min adj;floor rises to lowest adjacent floor.
119   2.R Flr: up to next;Trigger_RaiseToNearestFloor
128   2.R Flr: up to next;Retrigger_RaiseToNearestFloor
129   2.R Flr: up fast;Retrigger_Raise_Floor_Turbo
130   2.. Flr: up fast;Trigger_Raise_Floor_Turbo
131   2S. Flr: up fast;Switch_Raise_Floor_Turbo
132   2SR Flr: up fast;Button_Raise_Floor_Turbo
140   2S. Flr: up 512;Switch_RaiseFloor512
009   .S. Flr: dn,``adj up, tx,se;floors match textures, center drops, surrounding rises.
023   .S. Flr: down to min adj;floor drops to lowest adjacent floor.
036   ... Flr: down to 8+adj;floor drops to 8 above the next adjacent floor.
037   ... Flr: dn to adj, tx, se;floor matches texture & sector type, drops to next floor.
038   ... Flr: down to min adj;floor drops to lowest adjacent floor.
055   .S. Flr: to adj ceiling;floor rises to next adjacent ceiling.
056   ... Flr: to adj ceil, lock;floor rises once to next adjacent ceiling.
060   .SR Flr: down to min adj;floor lowers to lowest adjacent floor.
065   .SR Flr: to adj ceiling;floor goes to adjacent ceiling.
070   .SR Flr: down to 8+adj;floor lowers to 8 above the next adjacent floor.
071   .S. Flr: down to 8+adj;floor lowers to 8 above the next adjacent floor.
082   ..R Flr: down to min adj;floor lowers to lowest adjacent floor.
084   ..R Flr: dn to adj, tx,se;floor lowers to adjacent, matches texture & sector type.
094   ..R Flr: to adj ceil, lock;floor goes to next adjacent ceiling.
098   ..R Flr: down to 8+adj;floor lowers to 8 above the adjacent floor.
024   ... Flr: shoot- up to ceil;shoot: floor rises to ceiling.
047   ... Flr: shoot- up, lock,tx;shoot: floor rises, mathces texture.
;
085   2.R Flr/Ceil: Flr```dn, Ceil```up;Retrigger_LwrFloorRaiseCeiling
;
040   ... Ceil: up to max adj;ceiling rises once to highest adjacent ceiling.
041   .S. Ceil: down to floor;switch lowers ceiling once to floor.
043   .SR Ceil: down to floor;switch lowers ceiling to floor.
044   ... Ceil: down to floor+8;ceiling lowers once to 8 above the floor.
049   .S. Ceil: down to floor+8;switch lowers ceiling once to 8 above the floor.
072   ..R Ceil: down to floor+8;ceiling lowers to 8 above the floor.
;
006   ... CrshC: fast hurt;starts ceiling up/down crushing motion once. "fast hurt."
077   ..R CrshC: fast hurt;starts ceiling up/down crushing motion. "fast hurt."
025   ... CrshC: slow hurt;starts ceiling up/down crushing motion once. "slow hurt."
073   ..R CrshC: slow hurt;starts ceiling up/down crushing motion. "slow hurt."
057   ... CrshC: stop crushing;stops ceiling up/down crushing motion and locks.
074   ..R CrshC: stop crushing;stops ceiling up/down crushing motion.
141   2.. CrshC: silent;Trigger_SilentCeilCrush&Raise
;
053   ... MvFlr: start, lock;starts floor up/down motion once.
087   ..R MvFlr: start, lock;starts floor up/down motion.
054   ... MvFlr: stop motion;stops and locks floor up/down motion.
089   ..R MvFlr: stop motion;stops floor up/down motion.
;
007   .S. Stair: rise 8; switch:sector floors rise 8+last sector
008   ... Stair: rise 8; sector floors rise 8+last sector
100   2.. Stair: fast 16; Trigger_BuildStairsTurbo16
127   2S. Stair: fast 16; Switch_BuildStairsTurbo16
;
013   ... Light: max (255);light once to maximum.
081   ..R Light: max (255);light to maximum.
138   2SR Light: max (255);Button_Light_TurnOn
012   ... Light: to max adj;light increases once to brightest adjacent.
080   ..R Light: to max adj;light increases to brightest adjacent.
078   2.R Light: to min adj;Retrigger_LightsToDimmestNear
104   ... Light: to min adj;light decreases to darkest adjacent.
035   ... Light: off (0);turns light off once.
079   ..R Light: off (0);turns light off.
139   2SR Light: off (0);Button_Light_TurnOff
017   ... Light: blinks 1sec;light begins blinking every second.
;
039   ... Telpt: teleport once;teleports only once.
097   ..R Telpt: repeatable;teleports always.
125   2.. Telpt: monster, once;Trigger_TELEPORT_MonsterONLY
126   2.R Telpt: monster, rpt;Retrigger_TELEPORT_MonsterONLY
;
011   .S. Exit: next level;switch ends the level.
052   ... Exit: next level;cross line to end the level.
051   .S. Exit: level 9;switch ends the level and goes to secret level 9.
124   2.. Exit: secret exit;Trigger_SecretEXIT
;
;
;
;
;
048   H.. Scroll: left;Effect_Scroll_Left
099   H.. Scroll: right;Effect_Scroll_Right
;
031   H.. M`Door: open;Manual_Door_Open
032   H.. M`Door: B-stay;Manual_Door_Open_Blue
033   H.. M`Door: G-stay;Manual_Door_Open_Red (Green)
034   H.. M`Door: Y-stay;Manual_Door_Open_Yellow
001   H.R M`Door: 6sec;Manual_Door_Raise
026   H.R M`Door: B-6sec;Manual_Door_Raise_Blue
028   H.R M`Door: G-6sec;Manual_Door_Raise_Red (Green)
027   H.R M`Door: Y-6sec;Manual_Door_Raise_Yellow
046   H.. M`Door: shoot- open;Impact_OpenDoor
;
063   HSR R`Door: 6sec;Button_Raise_Door
090   H.R R`Door: 6sec;Retrigger_Raise_Door
029   HS. R`Door: 6sec;Switch_Raise_Door
004   H.. R`Door: 6sec;Trigger_Raise_Door
061   HS. R`Door: open;Button_Open_Door
086   H.R R`Door: open;Retrigger_Open_Door
103   HS. R`Door: open;Switch_Open_Door
002   H.. R`Door: open;Trigger_Open_Door
042   HSR R`Door: close;Button_Close_Door
075   H.R R`Door: close;Retrigger_Close_Door
050   HS. R`Door: close;Switch_Close_Door
003   H.. R`Door: close;Trigger_Close_Door
076   H.R R`Door: close, 30sec;Retrigger_Close_Door_30
016   H.. R`Door: close, 30sec;Trigger_CloseDoor30
100   H.R R`Door: fast, 6sec;Retrigger_Raise_Door_Turbo
;
062   HSR Lift: lower for 4sec;Button_Plat_Down_Wait_Up_Stay
088   H.R Lift: lower for 4sec;Retrigger_PlatDownWaitUpStay
021   HS. Lift: lower for 4sec;Switch_PlatDownWaitUpStay
010   H.. Lift: lower for 4sec;Trigger_PlatDownWaitUpStay
087   H.R Lift: raise lift;Retrigger_Perpetual_Plat_Raise
053   H.. Lift: raise lift;Trigger_PerpetualPlatformRaise
089   H.R Lift: stop lift;Retrigger_Platform_Stop
054   H.. Lift: stop lift;Trigger_PlatformStop
;
009   HS. Flr: dn,``adj up, tx,se;Switch_Change_Donut
024   H.. Flr: shoot- raise;Impact_RaiseFloor
047   H.. Flr: shoot- up, tx,se;Impact_RaiseFloorNear&Change
064   HSR Flr: raise floor;Button_Raise_Floor
091   H.R Flr: raise floor;Retrigger_Raise_Floor
101   HS. Flr: raise floor;Switch_Raise_Floor
005   H.. Flr: raise floor;Trigger_Raise_Floor
068   HSR Flr: up to adj, tx,se;Button_Raise_Floor_Near&Change
069   HSR Flr: up to adj;Button_Raise_To_Nearest_Floor
096   H.R Flr: up to short tx;Retrigger_Raise_ToShortTexture
095   H.R Flr: up to adj, tx,se;Retrigger_RaiseFloorNear&Change
020   HS. Flr: up to adj, tx,se;Switch_RaiseFloorNear&Change
018   HS. Flr: up to next;Switch_RaiseToNearestFloor
022   H.. Flr: up to adj, tx,se;Trigger_RaiseFloorNear&Change
030   H.. Flr: up to short tx;Trigger_RaiseToShortTexture
066   HSR Flr: raise 24;Button_Raise_Floor_24
092   H.R Flr: raise 24;Retrigger_Raise_Floor_24
093   H.R Flr: raise 24, tx,se;Retrigger_RaiseFloor24_&_Change
015   HS. Flr: raise 24;Switch_RaiseFloor24
058   H.. Flr: raise 24;Trigger_Raise_Floor_24
059   H.. Flr: raise 24, tx,se;Trigger_Raise_Floor_24&Change
067   HSR Flr: raise 32;Button_Raise_Floor_32
014   HS. Flr: raise 32;Switch_RaiseFloor32
070   HSR Flr: fast lower floor;Button_Turbo_Lower_Floor
098   H.R Flr: fast lower floor;Retrigger_Turbo_Lower_Floor
071   HS. Flr: fast lower floor;Switch_Turbo_Lower_Floor
036   H.. Flr: fast lower floor;Trigger_Turbo_Lower_Floor
045   HSR Flr: lower floor;Button_Lower_Floor
083   H.R Flr: lower floor;Retrigger_Lower_Floor
084   H.R Flr: lower floor, tx,se;Retrigger_Lower_Floor_&_Change
102   HS. Flr: lower floor;Switch_Lower_Floor
019   H.. Flr: lower floor;Trigger_LowerFloor
037   H.. Flr: lower floor, tx,se;Trigger_LowerFloor&Change
060   HSR Flr: down to min adj;Button_Lower_Floor_To_Lowest
082   H.R Flr: down to min adj;Retrigger_Lower_Floor_To_Lowest
023   HS. Flr: down to min adj;Switch_Lower_FloorToLowest
038   H.. Flr: down to min adj;Trigger_Lower_Floor_To_Lowest
;
085   H.R Flr/Ceil: Flr```dn, Ceil```up;Retrigger_LwrFloorRaiseCeiling
040   H.. Flr/Ceil: Flr```dn, Ceil```up;Trigger_LowerFloorRaiseCeiling
;
043   HSR Ceil: down to floor;Button_Lower_Ceiling_To_Floor
041   HS. Ceil: down to floor;Switch_Lower_Ceiling_To_Floor
;
025   H.. CrshC: start up/dn;Trigger_CeilingCrush&Raise
073   H.R CrshC: start up/dn;Retrigger_Ceiling_Crush_&_Raise
049   HS. CrshC: start up/dn;Switch_CeilingCrush&Raise
057   H.. CrshC: stop crushing;Trigger_CeilingCrushStop
074   H.R CrshC: stop crushing;Retrigger_Ceiling_Crush_Stop
044   H.. CrshC: lower ceiling;Trigger_Ceiling_Crush
072   H.R CrshC: lower ceiling;Retrigger_Ceiling_Crush
006   H.. CrshC: fast up/dn;Trigger_Fast_Crush_&_Raise
077   H.R CrshC: fast up/dn;Retrigger_Fast_Crush_&_Raise
;
065   HSR CrshF: crushing floor;Button_Raise_Floor_Crush
094   H.R CrshF: crushing floor;Retrigger_Raise_Floor_Crush
055   HS. CrshF: crushing floor;Switch_Raise_FloorCrush
056   H.. CrshF: crushing floor;Trigger_Raise_FloorCrush
;
007   HS. Stair: rise 8;Switch_Build_Stairs
107   HS. Stair: rise 16;Switch_Build_Stairs_16
008   H.. Stair: fast 8;Trigger_Build_Stairs
106   H.. Stair: fast 16;Trigger_Build_Stairs_16
;
017   H.. Light: strobe light;Trigger_StartSlowStrobing
081   H.R Light: max (255);Retrigger_Light_Turn_On_255
013   H.. Light: max (255);Trigger_LightTurnOn255
080   H.R Light: brighten;Retrigger_Light_Turn_On
012   H.. Light: brighten;Trigger_LightTurnOn
079   H.R Light: darken;Retrigger_Lights_Very_Dark
078   H.R Light: to min adj;Retrigger_LightsToDimmestNear
104   H.. Light: to min adj;Trigger_Lights_To_Dimmest_Near
035   H.. Light: darken;Trigger_Lights_Very_Dark
;
097   H.R Telpt: repeatable;Retrigger_TELEPORT
039   H.. Telpt: teleport once;Trigger_TELEPORT
;
011   HS. Exit: next level;Switch_EXIT
052   H.. Exit: next level;Trigger_EXIT
051   HS. Exit: secret exit;Switch_SecretExit
105   H.. Exit: secret exit;Trigger_SecretExit
;
000   ... Last entry not used.
;
