freedoom/lumps/dehacked/dehacked.txt

652 lines
23 KiB
Plaintext

Patch File for DeHackEd v3.0
Doom version = 19
Patch format = 6
# SPDX-License-Identifier: BSD-3-Clause
# The following changes turn on full brightness for a few firing frames,
# since these they show gun flashes and it looks weird if they aren't full
# brightness. Doom itself has this problem too but it's more noticeable with
# the Freedoom sprites.
# Zombie
Frame 185
Sprite subnumber = 32773
# Minigun zombie
Frame 419
Sprite subnumber = 32773
# Assault tripod
Frame 685
Sprite subnumber = 32773
Frame 687
Sprite subnumber = 32773
Frame 689
Sprite subnumber = 32773
# This is a magic comment recognized by Chocolate Doom, so that the
# BEX [STRINGS] section below will be parsed:
#
# *allow-extended-strings*
[PARS]
#ifndef FREEDM
# Par times. The BEX format requires these to be specified in number
# of seconds, but for convenience we include the min:sec value in a
# comment. Comment also indicates when the run was done - ideally
# this should be re-done for every new release. Times are rounded
# to nearest half-minute.
par 1 1 30 # 00:30 - Voros for v0.12 - 2017/03
par 1 2 120 # 02:00 - Voros for v0.12 - 2017/03
par 1 3 150 # 02:30 - Voros for v0.12 - 2017/03
par 1 4 180 # 03:00 - Voros for v0.12 - 2017/03
par 1 5 420 # 07:00 - Voros for v0.12 - 2017/03
par 1 6 390 # 06:30 - Voros for v0.12 - 2017/03
par 1 7 690 # 11:30 - Voros for v0.12 - 2017/03
par 1 8 60 # 01:00 - Voros for v0.12 - 2017/03
par 1 9 30 # 01:30 - Voros for v0.12 - 2017/03
par 2 1 120 # 02:00 - Voros for v0.12 - 2017/03
par 2 2 150 # 02:30 - Voros for v0.12 - 2017/03
par 2 3 180 # 03:00 - Voros for v0.12 - 2017/03
par 2 4 270 # 04:30 - Voros for v0.12 - 2017/03
par 2 5 300 # 05:00 - Voros for v0.12 - 2017/03
par 2 6 150 # 02:30 - Voros for v0.12 - 2017/03
par 2 7 120 # 02:00 - Voros for v0.12 - 2017/03
par 2 8 120 # 02:00 - Voros for v0.12 - 2017/03
par 2 9 360 # 06:00 - Voros for v0.12 - 2017/03
par 3 1 30 # 00:30 - Voros for v0.12 - 2017/03
par 3 2 120 # 02:00 - Voros for v0.12 - 2017/03
par 3 3 240 # 04:00 - Voros for v0.12 - 2017/03
par 3 4 270 # 04:30 - Voros for v0.12 - 2017/03
par 3 5 0 # 00:00
par 3 6 180 # 03:00 - Voros for v0.12 - 2017/03
par 3 7 300 # 05:00 - Voros for v0.12 - 2017/03
par 3 8 60 # 01:00 - Voros for v0.12 - 2017/03
par 3 9 570 # 09:30 - Voros for v0.12 - 2017/03
par 1 30 # 00:30 - Voros for v0.11 - 2017/02
par 2 90 # 01:30 - Voros for v0.11 - 2017/02
par 3 120 # 02:00 - Voros for v0.11 - 2017/02
par 4 120 # 02:00 - Voros for v0.11 - 2017/02
par 5 150 # 02:30 - Voros for v0.11 - 2017/02
par 6 90 # 01:30 - Voros for v0.11 - 2017/02
par 7 150 # 02:30 - Voros for v0.11 - 2017/02
par 8 330 # 05:30 - Voros for v0.11 - 2017/02
par 9 150 # 02:30 - Voros for v0.11 - 2017/02
par 10 120 # 02:00 - Voros for v0.11 - 2017/02
par 11 420 # 07:00 - Voros for v0.11 - 2017/02
par 12 630 # 10:30 - Voros for v0.11 - 2017/02
par 13 180 # 03:00 - Voros for v0.11 - 2017/02
par 14 150 # 02:30 - Voros for v0.11 - 2017/02
par 15 510 # 08:30 - Voros for v0.11 - 2017/02
par 16 120 # 02:00 - Voros for v0.11 - 2017/02
par 17 120 # 02:00 - Voros for v0.11 - 2017/02
par 18 180 # 03:00 - Voros for v0.11 - 2017/02
par 19 210 # 03:30 - Voros for v0.11 - 2017/02
par 20 420 # 07:00 - Voros for v0.11 - 2017/02
par 21 330 # 05:30 - Voros for v0.11 - 2017/02
par 22 420 # 07:00 - Voros for v0.11 - 2017/02
par 23 240 # 04:00 - Voros for v0.11 - 2017/02
par 24 420 # 07:00 - Catoptromancy OLD run for v0.7
par 25 600 # 10:00 - Voros for v0.11 - 2017/02
par 26 270 # 04:30 - Voros for v0.11 - 2017/02
par 27 690 # 11:30 - Voros for v0.11 - 2017/02
par 28 450 # 07:30 - Voros for v0.11 - 2017/02
par 29 300 # 05:00 - Voros for v0.11 - 2017/02
par 30 60 # 01:00 - Voros for v0.11 - 2017/02
par 31 60 # 01:00 - Voros for v0.11 - 2017/02
par 32 210 # 03:30 - Voros for v0.11 - 2017/02
#else
# Par times don't matter so much for FreeDM, just set all to zero.
par 1 0
par 2 0
par 3 0
par 4 0
par 5 0
par 6 0
par 7 0
par 8 0
par 9 0
par 10 0
par 11 0
par 12 0
par 13 0
par 14 0
par 15 0
par 16 0
par 17 0
par 18 0
par 19 0
par 20 0
par 21 0
par 22 0
par 23 0
par 24 0
par 25 0
par 26 0
par 27 0
par 28 0
par 29 0
par 30 0
par 31 0
par 32 0
#endif
[STRINGS]
# Text shown on startup in Boom-compatible ports. This is all in
# STARTUP5, so if a mod replaces STARTUP1-4, it will still be shown.
#ifdef FREEDM
STARTUP5============================================================================\nThis is FreeDM, the free content deathmatch FPS.\n\nFreeDM is freely redistributable under the terms of the modified BSD\nlicense. Check out the Freedoom website for more information:\n\n https://freedoom.github.io/\n============================================================================
#else
STARTUP5============================================================================\nThis is Freedoom, the free content first person shooter.\n\nFreedoom is freely redistributable under the terms of the modified BSD\nlicense. Check out the Freedoom website for more information:\n\n https://freedoom.github.io/\n============================================================================
#endif
GOTARMOR = Picked up a light armor vest.
GOTMEGA = Picked up a heavy armor vest.
GOTHTHBONUS = Got a 1% health bonus.
GOTARMBONUS = Got a 1% armor bonus.
GOTSTIM = Picked up a small health pack.
GOTMEDINEED = Found a large health pack, just in time!
GOTMEDIKIT = Picked up a large health pack.
GOTSUPER = You got the overdrive sphere!
GOTBLUECARD = Picked up a blue passcard.
GOTYELWCARD = Picked up a yellow passcard.
GOTREDCARD = Picked up a red passcard.
GOTBLUESKUL = Picked up a blue skeleton key.
GOTYELWSKUL = Picked up a yellow skeleton key.
GOTREDSKULL = Picked up a red skeleton key.
GOTINVUL = You are untouchable!
GOTBERSERK = Punch 'em to death!
GOTINVIS = You got the stealth sphere!
GOTSUIT = Picked up a hazard suit.
GOTMAP = Got the tactical survey map.
GOTVISOR = Got the night vision goggles.
GOTMSPHERE = You got the ultra-overdrive sphere!
GOTCLIP = Picked up an ammo clip.
GOTCLIPBOX = Picked up a box of ammo.
GOTROCKET = Picked up a missile.
GOTROCKBOX = Picked up a crate of missiles.
GOTCELL = Picked up a small energy recharge.
GOTCELLBOX = Picked up a large energy recharge.
GOTSHELLS = Picked up some shotgun shells.
GOTSHELLBOX = Picked up a box of shotgun shells.
GOTBACKPACK = You found a backpack!
GOTBFG9000 = The SKAG 1337 ... time to kick some ass!
GOTCHAINGUN = You got the minigun!
GOTCHAINSAW = You got the angle grinder!
GOTLAUNCHER = You got the missile launcher!
GOTPLASMA = You got the polaric energy cannon!
GOTSHOTGUN = You got the pump-action shotgun!
GOTSHOTGUN2 = You got the double-barrelled shotgun!
TAG_FIST = fist
TAG_BFG9000 = SKAG 1337
TAG_CHAINGUN = minigun
TAG_CHAINSAW = angle grinder
TAG_ROCKETLAUNCHER = missile launcher
TAG_PLASMARIFLE = polaric energy cannon
TAG_SHOTGUN = pump-action shotgun
TAG_SUPERSHOTGUN = double-barrelled shotgun
PD_BLUEO = This object requires a blue key.
PD_REDO = This object requires a red key.
PD_YELLOWO = This object requires a yellow key.
PD_BLUEK = This door requires a blue key.
PD_REDK = This door requires a red key.
PD_YELLOWK = This door requires a yellow key.
PD_BLUEC = This door requires the blue passcard.
PD_REDC = This door requires the red passcard.
PD_YELLOWC = This door requires the yellow passcard.
PD_BLUES = This door requires the blue skeleton key.
PD_REDS = This door requires the red skeleton key.
PD_YELLOWS = This door requires the yellow skeleton key.
PD_ANY = This door requires any key.
PD_ALL3 = This door requires all three keys.
PD_ALL6 = This door requires all six keys!
HUSTR_E1M1 = E1M1: Outer Prison
HUSTR_E1M2 = E1M2: Communications Center
HUSTR_E1M3 = E1M3: Waste Disposal
HUSTR_E1M4 = E1M4: Supply Depot
HUSTR_E1M5 = E1M5: Main Control
HUSTR_E1M6 = E1M6: Training Facility
HUSTR_E1M7 = E1M7: Transportation Bay
HUSTR_E1M8 = E1M8: Outpost Quarry
HUSTR_E1M9 = E1M9: Armory
HUSTR_E2M1 = E2M1: Surreality
HUSTR_E2M2 = E2M2: Shifter
HUSTR_E2M3 = E2M3: Reclaimed Facilities
HUSTR_E2M4 = E2M4: Unnamed
HUSTR_E2M5 = E2M5: Unnamed
HUSTR_E2M6 = E2M6: Unnamed
HUSTR_E2M7 = E2M7: Control Complex
HUSTR_E2M8 = E2M8: Containment Cell
HUSTR_E2M9 = E2M9: Fortress 31
HUSTR_E3M1 = E3M1: Land of the Lost
HUSTR_E3M2 = E3M2: Derelict Temple
HUSTR_E3M3 = E3M3: Sacrificial Bastion
HUSTR_E3M4 = E3M4: Oblation Temple
HUSTR_E3M5 = E3M5: Infernal hallways
HUSTR_E3M6 = E3M6: Igneous Intrusion
HUSTR_E3M7 = E3M7: No Regrets
HUSTR_E3M8 = E3M8: Ancient Lair
HUSTR_E3M9 = E3M9: Acquainted With Grief
HUSTR_E4M1 = E4M1: Maintenance Area
HUSTR_E4M2 = E4M2: Research Complex
HUSTR_E4M3 = E4M3: Central Computing
HUSTR_E4M4 = E4M4: Hydroponic Facility
HUSTR_E4M5 = E4M5: Engineering Station
HUSTR_E4M6 = E4M6: Command Center
HUSTR_E4M7 = E4M7: Waste Treatment
HUSTR_E4M8 = E4M8: Launch Bay
HUSTR_E4M9 = E4M9: Operations
CC_ZOMBIE = zombie
CC_SHOTGUN = shotgun zombie
CC_HEAVY = minigun zombie
CC_IMP = serpentipede
CC_DEMON = flesh worm
CC_LOST = hatchling
CC_CACO = trilobite
CC_HELL = pain bringer
CC_BARON = pain lord
CC_ARACH = technospider
CC_PAIN = matribite
CC_REVEN = dark soldier
CC_MANCU = combat slug
CC_ARCH = necromancer
CC_SPIDER = large technospider
CC_CYBER = assault tripod
CC_HERO = savior of humanity
#ifdef FREEDM
HUSTR_1 = DM01: Tech Test
HUSTR_2 = DM02: Natural Station
HUSTR_3 = DM03: Issues of Claveria
HUSTR_4 = DM04: Steel
HUSTR_5 = DM05: Dense Fields
HUSTR_6 = DM06: Temple of Ammon
HUSTR_7 = DM07: Main Stronghold
HUSTR_8 = DM08: Artifact Base
HUSTR_9 = DM09: Industrial Outland
HUSTR_10 = DM10: Detached Grounds
HUSTR_11 = DM11: Isolated Facility
HUSTR_12 = DM12: Up 'n Down Canyon
HUSTR_13 = DM13: Unholy Blood
HUSTR_14 = DM14: Technical Assault
HUSTR_15 = DM15: Shallow Complex
HUSTR_16 = DM16: Barren Alleys
HUSTR_17 = DM17: Underwoods
HUSTR_18 = DM18: Deserted Courtyard
HUSTR_19 = DM19: Tech Isle
HUSTR_20 = DM20: Warehouse
HUSTR_21 = DM21: Refinary
HUSTR_22 = DM22: Fourplay
HUSTR_23 = DM23: Confrontation
HUSTR_24 = DM24: Flooded Base
HUSTR_25 = DM25: Mansion Yard
HUSTR_26 = DM26: Acidic Crypt
HUSTR_27 = DM27: The Exile
HUSTR_28 = DM28: Weapons Factory
HUSTR_29 = DM29: Unusual Territory
HUSTR_30 = DM30: Last Man Standing
HUSTR_31 = DM31: Desolated Fort
HUSTR_32 = DM32: Chocolate
#else
HUSTR_1 = MAP01: Hydroelectric Plant
HUSTR_2 = MAP02: Filtration Tunnels
HUSTR_3 = MAP03: Crude Processing Center
HUSTR_4 = MAP04: Containment Bay
HUSTR_5 = MAP05: Sludge Burrow
HUSTR_6 = MAP06: Gamma Labs
HUSTR_7 = MAP07: Outer Storage Warehouse
HUSTR_8 = MAP08: Astronomy Complex
HUSTR_9 = MAP09: Datacenter
HUSTR_10 = MAP10: Deadly Outlands
HUSTR_11 = MAP11: Infinite Plain
HUSTR_12 = MAP12: Railroads
HUSTR_13 = MAP13: Station Earth
HUSTR_14 = MAP14: Nuclear Zone
HUSTR_15 = MAP15: Hostile Takeover
HUSTR_16 = MAP16: Urban Jungle
HUSTR_17 = MAP17: City Capitol
HUSTR_18 = MAP18: Aquatics Lab
HUSTR_19 = MAP19: Sewage Control
HUSTR_20 = MAP20: Blood Ember Fortress
HUSTR_21 = MAP21: Under Realm
HUSTR_22 = MAP22: Remanasu
HUSTR_23 = MAP23: Underground Facility
HUSTR_24 = MAP24: Tertiary Loading Bay
HUSTR_25 = MAP25: Red Works
HUSTR_26 = MAP26: Dark Depths
HUSTR_27 = MAP27: Warped Elementality
HUSTR_28 = MAP28: Grim Redoubt
HUSTR_29 = MAP29: Last Stand
HUSTR_30 = MAP30: Jaws of Defeat
HUSTR_31 = MAP31: Be Quiet
HUSTR_32 = MAP32: Not Sure
#endif
# Final Doom level strings, left blank
PHUSTR_1 = MAP01
PHUSTR_2 = MAP02
PHUSTR_3 = MAP03
PHUSTR_4 = MAP04
PHUSTR_5 = MAP05
PHUSTR_6 = MAP06
PHUSTR_7 = MAP07
PHUSTR_8 = MAP08
PHUSTR_9 = MAP09
PHUSTR_10 = MAP10
PHUSTR_11 = MAP11
PHUSTR_12 = MAP12
PHUSTR_13 = MAP13
PHUSTR_14 = MAP14
PHUSTR_15 = MAP15
PHUSTR_16 = MAP16
PHUSTR_17 = MAP17
PHUSTR_18 = MAP18
PHUSTR_19 = MAP19
PHUSTR_20 = MAP20
PHUSTR_21 = MAP21
PHUSTR_22 = MAP22
PHUSTR_23 = MAP23
PHUSTR_24 = MAP24
PHUSTR_25 = MAP25
PHUSTR_26 = MAP26
PHUSTR_27 = MAP27
PHUSTR_28 = MAP28
PHUSTR_29 = MAP29
PHUSTR_30 = MAP30
PHUSTR_31 = MAP31
PHUSTR_32 = MAP32
THUSTR_1 = MAP01
THUSTR_2 = MAP02
THUSTR_3 = MAP03
THUSTR_4 = MAP04
THUSTR_5 = MAP05
THUSTR_6 = MAP06
THUSTR_7 = MAP07
THUSTR_8 = MAP08
THUSTR_9 = MAP09
THUSTR_10 = MAP10
THUSTR_11 = MAP11
THUSTR_12 = MAP12
THUSTR_13 = MAP13
THUSTR_14 = MAP14
THUSTR_15 = MAP15
THUSTR_16 = MAP16
THUSTR_17 = MAP17
THUSTR_18 = MAP18
THUSTR_19 = MAP19
THUSTR_20 = MAP20
THUSTR_21 = MAP21
THUSTR_22 = MAP22
THUSTR_23 = MAP23
THUSTR_24 = MAP24
THUSTR_25 = MAP25
THUSTR_26 = MAP26
THUSTR_27 = MAP27
THUSTR_28 = MAP28
THUSTR_29 = MAP29
THUSTR_30 = MAP30
THUSTR_31 = MAP31
THUSTR_32 = MAP32
HUSTR_PLRGREEN = g:
HUSTR_PLRINDIGO = i:
HUSTR_PLRBROWN = b:
HUSTR_PLRRED = r:
AMSTR_FOLLOWON = Map following player.
AMSTR_FOLLOWOFF = Map no longer following player.
AMSTR_GRIDON = Map grid on.
AMSTR_GRIDOFF = Map grid off.
AMSTR_MARKEDSPOT = Added map bookmark.
AMSTR_MARKSCLEARED = All map bookmarks cleared.
STSTR_MUS = Music changed.
STSTR_NOMUS = Unknown music track?
STSTR_DQDON = God mode on.
STSTR_DQDOFF = God mode off.
STSTR_KFAADDED = Keys, weapons and ammo added.
STSTR_FAADDED = Weapons and ammo added.
STSTR_NCON = Noclip on.
STSTR_NCOFF = Noclip off.
STSTR_CHOPPERS = Vroom!
STSTR_BEHOLD = v=invuln, s=steroids, i=invis, r=hazard, a=map, l=night vision
NIGHTMARE = This is the highest skill level.\n\
Not recommended unless you're experienced.\n\n\
(Press Y to confirm)
# End-of-episode texts, now with a consistent story. Feel free to edit them.
E1TEXT = You've made it out of the outpost.\n\
But you're still stuck on this rock.\n\
AGM sure has been busy with their\n\
"experiments," with those monsters\n\
infesting that dreadful place. You are\n\
an experiment as well, so who cares?\n\
There weren't any ships inside the\n\
outpost. The only section that might\n\
have one is the Military Labs. The\n\
very place you got your strength\n\
from. Damned AGM scientists.\n\n\
This nightmare is too much. You\n\
step through the massive doors of\n\
the Military Labs.\n\n\
There could be a way to escape in there.
E2TEXT = The massive brutes collapse onto\n\
the ground. They fall apart bit by bit.\n\
Unfortunately, there was no ship\n\
here either. The Labs have bizarre\n\
technology though. Like this one.\n\n\
A huge teleporter machine, set for...\n\
A place called Horizon?\n\n\
You never heard of such a thing before.\n\
Maybe it's another AGM facility.\n\
Meaning there could be a ship on\n\
the other side. Sounds like a good\n\
plan. Or at least, as good as it gets.\n\n\
Next stop, Horizon.
E3TEXT = The abomination explodes into\n\
oblivion. That's that. Horizon is a\n\
whole new world, not a facility.\n\
Even worse than the outpost you\n\
rotted away for years in. Meaning\n\
you're still trapped.\n\n\
An AGM teleporter is here somehow.\n\
They must have been here, then.\n\
The teleporter is set for a facility\n\
called "Double Impact," which is a\n\
ridiculous name. Who cares? All\n\
you need is a working ship.\n\n\
You drop all your weapons on\n\
the ground and step on the platform,\n\
reintegrating on Double Impact.
E4TEXT = After yet another army of monsters\n\
you manage to find a functioning ship.\n\
Looks like freedom is yours.\n\n\
You practically melt into the soft\n\
pilot's seat, a luxurious welcome\n\
as you leave this wretched rock.\n\n\
The ship rumbles as she wakes up;\n\
you think of Earth as she lifts off.\n\
Hopefully, AGM won't find you there:\n\
they've got the outbreak to deal\n\
with, so that'll give you some time.\n\n\
Destination: Earth!
#ifdef FREEDM
# After MAP06, before MAP07:
C1TEXT = You're playing FreeDM, the Freedoom\n\
deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
# After MAP11, before MAP12:
C2TEXT = You're playing FreeDM, the Freedoom\n\
deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
# After MAP20, before MAP21:
C3TEXT = You're playing FreeDM, the Freedoom\n\
deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
# After MAP30 (endgame text):
C4TEXT = Thank you for playing FreeDM, the\n\
Freedoom deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
# Before MAP31 (secret level #1):
C5TEXT = You're playing FreeDM, the Freedoom\n\
deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
# Before MAP32 (secret level #2):
C6TEXT = You're playing FreeDM, the Freedoom\n\
deathmatch spinoff project.\n\n\
For more information about Freedoom\n\
and FreeDM, see:\n\n\
https://freedoom.github.io/
#else
# After MAP06, before MAP07:
C1TEXT = You've found your way to the\n\
complex's outer storage warehouse.\n\
Not even Earth was safe from the\n\
monsters. This AGM space terminal\n\
is a lost cause. Best to get out.\n\n\
You press the panel to call the lift.\n\
It slowly lowers, then speeds up.\n\
Growls come along with it.\n\
Looks like you're not alone here.\n\n\
Planted your feet.\n\n\
Checked your weapons.\n\n\
Time to go up.
# After MAP11, before MAP12:
C2TEXT = The facility is gone, no doubt there.\n\
You didn't find anyone alive.\n\
But you don't want to keep fighting\n\
either. You are only human.\n\
There's a teleporter here, set for\n\
a city unknown to you. City means\n\
people, right?\n\n\
The bolts holding the platform\n\
fly off over the ledge. The place\n\
is falling apart. You quickly step on\n\
the platform and reappear at the city.\n\
It's been destroyed to the ground.\n\n\
You can't go back either.
# After MAP20, before MAP21:
C3TEXT = There is no AGM here. No humans.\n\
Just monsters and monsters.\n\
And you.\n\
This could be the beginning of\n\
your freedom.\n\
The finale of this endless fighting\n\
against the monsters.\n\
No man has ever survived in this\n\
wasteland.\n\n\
Other than you, that is.\n\
Maybe AGM saw this place.\n\
But never got through here.\n\
Either way, it doesn't matter.\n\n\
You're stuck here once again.
# After MAP30 (endgame text):
C4TEXT = The evil thing becomes unstable.\n\n\
Its final roars echo throughout the\n\
room until it crumples into scrap metal.\n\
A portal opens up, and in it, you see a\n\
small town. You jump in quickly.\n\
AGM learned its lesson this time.\n\n\
Hopefully.\n\n\
No one will know who saved them.\n\n\
No one will know what happened here.\n\n\
No one will ever find you again.
# Before MAP31 (secret level #1):
C5TEXT = You step onto the machine and\n\
after a strange flash you find\n\
yourself in a rusty cage.\n\n\
What happened? Where is this?\n\n\
Before you can wonder further\n\
you notice that you are surrounded\n\
by monsters. It was a trap.\n\n\
You silently bring out\n\
your gun, ready to kill.
# Before MAP32 (secret level #2):
C6TEXT = The world dissipitates around\n\
you. You got out of that trap. Only\n\
to find yourself inside another.\n\
As the glow of the teleporter\n\
subsides, it looks like you may\n\
have made a wrong turn.\n\n\
Again.\n\n\
The world comes back to you.\n\
The monsters you fought before\n\
raise their weapons,\n\n\
aiming for your head.
#endif
BGFLATE1 = AQF051
BGFLATE2 = AQF054
BGFLATE3 = FLAT5_2
BGFLATE4 = AQF075
BGFLAT06 = AQF016
BGFLAT11 = AQF001
BGFLAT20 = FLAT5_6
BGFLAT30 = SLIME13
BGFLAT15 = AQF004
BGFLAT31 = AQF021
# Obituary texts, for ZDoom-based ports.
OB_STEALTHBABY=%o thought %g saw a technospider.
OB_STEALTHVILE=%o thought %g saw a necromancer.
OB_STEALTHBARON=%o thought %g saw a pain lord.
OB_STEALTHCACO=%o thought %g saw a trilobite
OB_STEALTHCHAINGUY=%o thought %g saw a minigun zombie.
OB_STEALTHDEMON=%o thought %g saw a flesh worm.
OB_STEALTHKNIGHT=%o thought %g saw a pain bringer.
OB_STEALTHIMP=%o thought %g saw a serpentipede.
OB_STEALTHFATSO=%o thought %g saw a combat slug.
OB_STEALTHUNDEAD=%o thought %g saw a dark soldier.
OB_STEALTHSHOTGUY=%o thought %g saw a shotgun zombie.
OB_STEALTHZOMBIE=%o thought %g saw a zombie.
OB_UNDEADHIT=%o was punched by a dark soldier.
OB_IMPHIT=%o was slashed by a serpentipede.
OB_CACOHIT=%o got too close to a trilobite.
OB_DEMONHIT=%o was bitten by a flesh worm.
OB_SPECTREHIT=%o was eaten by a stealth worm.
OB_BARONHIT=%o was torn open by a pain lord.
OB_KNIGHTHIT=%o was gutted by a pain bringer.
OB_ZOMBIE=%o was killed by a zombie.
OB_SHOTGUY=%o was gunned down by a shotgun zombie.
OB_VILE=%o was incinerated by a necromancer.
OB_UNDEAD=%o couldn't evade the dark soldier's fireball.
OB_FATSO=%o was blasted by a combat slug.
OB_CHAINGUY=%o was perforated by a minigun zombie.
OB_SKULL=%o was slammed by a hatchling.
OB_IMP=%o was burned by a serpentipede.
OB_CACO=%o was smitten by a trilobite.
OB_BARON=%o was bruised by a pain lord.
OB_KNIGHT=%o was splayed by a pain bringer.
OB_SPIDER=%o stood in awe of the large technospider.
OB_BABY=%o let a technospider get %h.
OB_CYBORG=%o was splattered by an assault tripod.
OB_WOLFSS=%o met a sailor.
OB_MPFIST=%k punched %o to death.
OB_MPCHAINSAW=%o was shredded by %k's angle grinder.
OB_MPPISTOL=%o was tickled by %k's handgun.
OB_MPSHOTGUN=%o chewed on %k's boomstick.
OB_MPSSHOTGUN=%k swapped two barrels upside %o's head.
OB_MPCHAINGUN=%o was perforated by %k's minigun.
OB_MPROCKET=%o was mutilated by %k's missile.
OB_MPR_SPLASH=%o couldn't dodge %k's missile.
OB_MPPLASMARIFLE=%o swallowed too much of %k's polaric energy.
OB_MPBFG_BOOM=%o had %p ass kicked by %k's SKAG!
OB_MPBFG_SPLASH=%o couldn't hide from %k's SKAG.
OB_MPTELEFRAG=%o stood where %k was teleporting.
OB_RAILGUN=%o was railed by %k.
OB_MPBFG_MBF=%o had %p ass kicked by %k's SKAG!
#ifdef PHASE1
# Redefine the no-clipping cheats, so that IDCLIP may be used in Phase 1.
# IDSPISPOPD is swapped into the slot normally for Phase 2, in case of
# engines that would otherwise try to apply the cheat twice.
Cheat 0
No Clipping 1 = idclip
No Clipping 2 = idspispopd
#endif