{
	"versions": [19, 21],
	"extended": true,
	"name": "Marine's Best Friend (MBF)",
	"features": [],

	"hacks": {
		"plasmaFlashStateJitter": true
	},

	"actions": {
		"NULL": {
			"name": "",
			"description": "None.",
			"type": 0
		},
		"KeenDie": {
			"name": "KeenDie",
			"description": "Same as the 'Fall' action and triggering tag 666 if all things with the same type are dead.",
			"type": 0
		},
		"Look": {
			"name": "Look",
			"description": "Wait to wake up.\n\nThis causes currently sleeping monsters to wake up when they see a player.",
			"type": 0
		},
		"Chase": {
			"name": "Chase",
			"description": "Standard walking code pointer.\n\nThis chases the target object, regardless of a direct line of sight.",
			"type": 0,
			"setsMomentum": true
		},
		"FaceTarget": {
			"name": "FaceTarget",
			"description": "Turn to face the player's direction.",
			"type": 0
		},
		"PosAttack": {
			"name": "PosAttack",
			"description": "Trooper pistol shot.",
			"type": 0,
			"sound": "sound:1"
		},
		"SPosAttack": {
			"name": "SPosAttack",
			"description": "Shotgun Sargeant and Spiderdemon attack.",
			"type": 0,
			"sound": "sound:2"
		},
		"CPosAttack": {
			"name": "CPosAttack",
			"description": "Chaingun Sargeant\\SS Nazi Chaingun attack.",
			"type": 0,
			"sound": "sound:2"
		},
		"CPosRefire": {
			"name": "CPosRefire",
			"description": "Check line of sight to stop firing.\n\nIf the target is no longer visible, halt firing and continue chasing it.",
			"type": 0
		},
		"SpidRefire": {
			"name": "SpidRefire",
			"description": "Check line of sight to stop firing (Spiderdemon).",
			"type": 0
		},
		"BspiAttack": {
			"name": "BspiAttack",
			"description": "Arachnotron plasma shot.",
			"type": 0,
			"spawns": 36
		},
		"TroopAttack": {
			"name": "TroopAttack",
			"description": "Imp fireball shot or scratch if at close range.",
			"type": 0,
			"sound": "sound:55",
			"spawns": 31
		},
		"SargAttack": {
			"name": "SargAttack",
			"description": "Demon bite attack.",
			"type": 0
		},
		"HeadAttack": {
			"name": "HeadAttack",
			"description": "Cacodemon fireball shot or bite at close range.",
			"type": 0,
			"spawns": 32
		},
		"CyberAttack": {
			"name": "CyberAttack",
			"description": "Cyberdemon attack (launch a single rocket).",
			"type": 0,
			"spawns": 33
		},
		"BruisAttack": {
			"name": "BruisAttack",
			"description": "Baron of Hell or Hell Knight fireball shot or scratch if at close range.",
			"type": 0,
			"sound": "sound:55",
			"spawns": 16
		},
		"SkelMissile": {
			"name": "SkelMissile",
			"description": "Launch a Revenant missile. Chance of launching a homing missile.",
			"type": 0,
			"spawns": 6
		},
		"Tracer": {
			"name": "Tracer",
			"description": "A Revenant's fireball homing action. Changes the angle to point towards the target and emits a puff of smoke.",
			"type": 0
		},
		"SkelWhoosh": {
			"name": "SkelWhoosh",
			"description": "Play sound 'skeswg'.",
			"type": 0,
			"sound": "sound:56"
		},
		"SkelFist": {
			"name": "SkelFist",
			"description": "Revenant punch.\n\nThis plays the sound 'skepch' if it hits it's target.",
			"type": 0,
			"sound": "sound:53"
		},
		"VileChase": {
			"name": "VileChase",
			"description": "Arch-Vile walking code pointer.\n\nChecks to see if there is a dead monster in front of the Arch-Vile and ressurects it if so.",
			"type": 0,
			"setsMomentum": true
		},
		"VileStart": {
			"name": "VileStart",
			"description": "Play sound 'vilatk'.",
			"type": 0,
			"sound": "sound:54"
		},
		"StartFire": {
			"name": "StartFire",
			"description": "Play sound 'flamest'.",
			"type": 0,
			"sound": "sound:92"
		},
		"FireCrackle": {
			"name": "FireCrackle",
			"description": "Play sound 'flame'.",
			"type": 0,
			"sound": "sound:91"
		},
		"Fire": {
			"name": "Fire",
			"description": "Keep the Arch-Vile's flame at the same position as it's target.",
			"type": 0
		},
		"VileTarget": {
			"name": "VileTarget",
			"description": "Creates an Arch-Vile flame at the target object's location.",
			"type": 0
		},
		"VileAttack": {
			"name": "VileAttack",
			"description": "Arch-Vile targeted attack.",
			"type": 0,
			"sound": "sound:82"
		},
		"FatRaise": {
			"name": "FatRaise",
			"description": "Play sound 'manatk'.",
			"type": 0,
			"sound": "sound:99"
		},
		"FatAttack1": {
			"name": "FatAttack1",
			"description": "Mancubus shot, 2 fireballs: one straight, one left.",
			"type": 0,
			"spawns": 9
		},
		"FatAttack2": {
			"name": "FatAttack2",
			"description": "Mancubus shot, 2 fireballs: one straight, one right.",
			"type": 0,
			"spawns": 9
		},
		"FatAttack3": {
			"name": "FatAttack3",
			"description": "Mancubus shot, 2 fireballs: one left, one right.",
			"type": 0,
			"spawns": 9
		},
		"SkullAttack": {
			"name": "SkullAttack",
			"description": "Lost soul attack.\n\nAn attack sound is REQUIRED.",
			"type": 0,
			"sound": "thing:soundAttack"
		},
		"PainAttack": {
			"name": "PainAttack",
			"description": "Spawn a lost soul.",
			"type": 0
		},
		"PainDie": {
			"name": "PainDie",
			"description": "Spawn 3 or 4 lost souls.",
			"type": 0
		},
		"Scream": {
			"name": "Scream",
			"description": "Play the object's death sound.",
			"type": 0,
			"sound": "thing:soundDeath"
		},
		"XScream": {
			"name": "XScream",
			"description": "Play sound 'slop'.",
			"type": 0,
			"sound": "sound:31"
		},
		"Pain": {
			"name": "Pain",
			"description": "Play the object's pain sound.",
			"type": 0,
			"sound": "thing:soundPain"
		},
		"Fall": {
			"name": "Fall",
			"description": "Dead body mode.\n\nThis action enabled the object's flags Obstacle, Corpse and Dropoff.",
			"type": 0
		},
		"Explode": {
			"name": "Explode",
			"description": "Damage objects inside the explosion radius.",
			"type": 0
		},
		"BossDeath": {
			"name": "BossDeath",
			"description": "Magic.\n\nDo special effects based on map number and enemy type.",
			"type": 0
		},
		"Hoof": {
			"name": "Hoof",
			"description": "Play sound 'hoof'.",
			"type": 0,
			"sound": "sound:84"
		},
		"Metal": {
			"name": "Metal",
			"description": "Play sound 'metal'.",
			"type": 0,
			"sound": "sound:85"
		},
		"BabyMetal": {
			"name": "BabyMetal",
			"description": "Play sound 'bspwlk'.",
			"type": 0,
			"sound": "sound:79"
		},
		"OpenShotgun2": {
			"name": "OpenShotgun2",
			"description": "Play sound 'dbopn'.",
			"type": 1,
			"sound": "sound:5"
		},
		"LoadShotgun2": {
			"name": "LoadShotgun2",
			"description": "Play sound 'dbload'.",
			"type": 1,
			"sound": "sound:7"
		},
		"CloseShotgun2": {
			"name": "CloseShotgun2",
			"description": "Play sound 'dbcls'.",
			"type": 1,
			"sound": "sound:6"
		},
		"BrainAwake": {
			"name": "BrainAwake",
			"description": "Play sound 'bossit'.",
			"type": 0,
			"sound": "sound:96"
		},
		"BrainPain": {
			"name": "BrainPain",
			"description": "Play sound 'bospn'.",
			"type": 0,
			"sound": "sound:97"
		},
		"BrainScream": {
			"name": "BrainScream",
			"description": "Play sound 'bosdth' and make special explosions (states 799-801) about 320 units south of the object.",
			"type": 0,
			"sound": "sound:98"
		},
		"BrainExplode": {
			"name": "BrainExplode",
			"description": "Creates an explosion (states 127-129).",
			"type": 0
		},
		"BrainDie": {
			"name": "BrainDie",
			"description": "Immediately end the level.",
			"type": 0
		},
		"BrainSpit": {
			"name": "BrainSpit",
			"description": "Fire a spawn cube.\n\nA landing spot thing is REQUIRED.",
			"type": 0,
			"sound": "sound:94"
		},
		"SpawnSound": {
			"name": "SpawnSound",
			"description": "Play sound 'boscub'.",
			"type": 0,
			"sound": "sound:95"
		},
		"SpawnFly": {
			"name": "SpawnFly",
			"description": "Check for spawn point.\n\nSpawns a monster if it hits a spawn-point.",
			"type": 0
		},
		"PlayerScream": {
			"name": "PlayerScream",
			"description": "Play sound 'pldeth'",
			"type": 0,
			"sound": "sound:57"
		},
		"WeaponReady": {
			"name": "WeaponReady",
			"description": "Weapon bobbing.",
			"type": 1
		},
		"ReFire": {
			"name": "ReFire",
			"description": "Last shooting state.\n\nIf the fire button is still held, jump back to the first shooting state instead of the state with this action.",
			"type": 1
		},
		"CheckReload": {
			"name": "CheckReload",
			"description": "Check ammo.\n\nIf there is not enough ammo for another shot, skip the reloading states and select a different weapon.",
			"type": 1
		},
		"Lower": {
			"name": "Lower",
			"description": "Weapon deselect.",
			"type": 1
		},
		"Raise": {
			"name": "Raise",
			"description": "Weapon select.",
			"type": 1
		},
		"GunFlash": {
			"name": "GunFlash",
			"description": "Display the weapon's firing flash sprite over the regular weapon sprite.",
			"type": 1
		},
		"Punch": {
			"name": "Punch",
			"description": "Player Punch attack.",
			"type": 1,
			"sound": "sound:83"
		},
		"Saw": {
			"name": "Saw",
			"description": "Player Chainsaw attack.\n\nEager Beaver to the rescue!",
			"type": 1,
			"sound": "sound:13"
		},
		"FireMissile": {
			"name": "FireMissile",
			"description": "Player Rocket Launcher attack.",
			"type": 1
		},
		"FireBFG": {
			"name": "FireBFG",
			"description": "Player BFG9000 attack.",
			"type": 1
		},
		"FirePlasma": {
			"name": "FirePlasma",
			"description": "Player Plasma Rifle attack.",
			"type": 1
		},
		"FirePistol": {
			"name": "FirePistol",
			"description": "Player Pistol shot.",
			"type": 1,
			"sound": "sound:1"
		},
		"FireShotgun": {
			"name": "FireShotgun",
			"description": "Player Shotgun attack.",
			"type": 1,
			"sound": "sound:2"
		},
		"FireShotgun2": {
			"name": "FireShotgun2",
			"description": "Player Super Shotgun attack",
			"type": 1,
			"sound": "sound:4"
		},
		"FireCGun": {
			"name": "FireCGun",
			"description": "Player Chaingun shot.\n\nAlso checks ammo, does not go to -1 ammo, but changes the weapon instead.",
			"type": 1,
			"sound": "sound:1"
		},
		"Light0": {
			"name": "Light0",
			"description": "Restore the lighting level after a gun flash.",
			"type": 1
		},
		"Light1": {
			"name": "Light1",
			"description": "Set the light flash to 'dim'.",
			"type": 1
		},
		"Light2": {
			"name": "Light2",
			"description": "Set the light flash to bright.",
			"type": 1
		},
		"BFGSpray": {
			"name": "BFGSpray",
			"description": "BFG blast effect.\n\nCasts invisible BFG rays.",
			"type": 1
		},
		"BFGSound": {
			"name": "BFGSound",
			"description": "Play sound 'bfg'.",
			"type": 1,
			"sound": "sound:9"
		},
		"Detonate": {
			"name": "Detonate",
			"description": "Explode with variable damage (thing damage field).",
			"type": 0
		},
		"Mushroom": {
			"name": "Mushroom",
			"description": "Creates a mushroom explosion effect by throwing fireballs up in all directions and causing radius damage.",
			"unused": [
				{
					"name": "Fireball angle",
					"description": "The angle to throw the fireballs in.",
					"type": "fixedpoint",
					"range": [-359, 359]
				},
				{
					"name": "Fireball speed",
					"description": "The speed to throw the fireballs at.",
					"type": "fixedpoint",
					"range": [-32767, 32767]
				}
			],
			"type": 0
		},
		"Spawn": {
			"name": "Spawn",
			"description": "Spawns a thing at the position of this thing.",
			"unused": [
				{
					"name": "Thing",
					"description": "The thing to spawn.",
					"type": "thing"
				},
				{
					"name": "Z",
					"description": "The relative Z position to spawn the thing at.",
					"type": "integer",
					"range": [-32767, 32767]
				}
			],
			"type": 0
		},
		"Turn": {
			"name": "Turn",
			"description": "Turns this actor a certain amount.",
			"unused": [
				{
					"name": "Angle",
					"description": "The angle to turn, in degrees.",
					"type": "integer",
					"range": [-359, 359]
				}
			],
			"type": 0
		},
		"Face": {
			"name": "Face",
			"description": "Sets this thing's angle directly.",
			"unused": [
				{
					"name": "Angle",
					"description": "The angle to face, in degrees.",
					"type": "integer",
					"range": [0, 359]
				}
			],
			"type": 0
		},
		"Scratch": {
			"name": "Scratch",
			"description": "Scratches a nearby thing.",
			"unused": [
				{
					"name": "Damage",
					"description": "The amount of damage to inflict.",
					"type": "integer",
					"range": [-32767, 32767]
				},
				{
					"name": "Sound",
					"description": "The sound to play.",
					"type": "sound"
				}
			],
			"type": 0,
			"sound": "state:unused2"
		},
		"PlaySound": {
			"name": "PlaySound",
			"description": "Plays a sound.",
			"unused": [
				{
					"name": "Sound",
					"description": "The sound to play.",
					"type": "sound"
				},
				{
					"name": "Full volume",
					"description": "If set to 1, the sound effect will play at full volume regardless of the distance.",
					"type": "integer",
					"range": [0, 1]
				}
			],
			"type": 0,
			"sound": "state:unused1"
		},
		"RandomJump": {
			"name": "RandomJump",
			"description": "A random chance to jump to a state. Duration must not be -1.",
			"unused": [
				{
					"name": "State",
					"description": "The state number to jump to.",
					"type": "state"
				},
				{
					"name": "Chance",
					"description": "The chance that the jump is executed. Ranged 0 to 255.",
					"type": "integer",
					"range": [0, 255]
				}
			],
			"type": 0
		},
		"LineEffect": {
			"name": "LineEffect",
			"description": "Triggers a linedef effect for a sector tag.",
			"unused": [
				{
					"name": "Type",
					"description": "The linedef effect type number to trigger.",
					"type": "integer",
					"range": [-32767, 32767]
				},
				{
					"name": "Sector tag",
					"description": "The sector tag to trigger the effect on.",
					"type": "integer",
					"range": [-32767, 32767]
				}
			],
			"type": 0
		},
		"Die": {
			"name": "Die",
			"description": "Kills this thing.",
			"type": 0
		},
		"FireOldBFG": {
			"name": "FireOldBFG",
			"description": "Fires the beta-style BFG.",
			"type": 1
		},
		"BetaSkullAttack": {
			"name": "BetaSkullAttack",
			"description": "Performs the beta Lost Soul attack.",
			"type": 0,
			"sound": "thing:soundAttack"
		},
		"Stop": {
			"name": "Stop",
			"description": "Stops the actor's movement by setting its momentum to 0.",
			"type": 0
		}
	},
	"ammo": [
		{
			"maximum": 200,
			"clip": 10
		},
		{
			"maximum": 50,
			"clip": 4
		},
		{
			"maximum": 300,
			"clip": 20
		},
		{
			"maximum": 50,
			"clip": 1
		}
	],
	"ammoNames": [
		"Bullets",
		"Shells",
		"Cells",
		"Rockets"
	],
	"cheatData": {
		"changeMusic": {
			"name": "Change music",
			"patchKey": "Change music"
		},
		"chainsaw": {
			"name": "Give chainsaw",
			"patchKey": "Chainsaw"
		},
		"godMode": {
			"name": "God mode",
			"patchKey": "God mode"
		},
		"ammoAndKeys": {
			"name": "Give ammo + keys",
			"patchKey": "Ammo & Keys"
		},
		"ammo": {
			"name": "Give ammo",
			"patchKey": "Ammo"
		},
		"noClip1": {
			"name": "No clipping 1",
			"patchKey": "No Clipping 1"
		},
		"noClip2": {
			"name": "No clipping 2",
			"patchKey": "No Clipping 2"
		},
		"invincibility": {
			"name": "Invincibility powerup",
			"patchKey": "Invincibility"
		},
		"berserk": {
			"name": "Berserk powerup",
			"patchKey": "Berserk"
		},
		"invisibility": {
			"name": "Invisibility powerup",
			"patchKey": "Invisibility"
		},
		"radiationSuit": {
			"name": "Radiation suit",
			"patchKey": "Radiation Suit"
		},
		"autoMap": {
			"name": "Auto-map",
			"patchKey": "Auto-map"
		},
		"liteAmpGoggles": {
			"name": "Lite-amp powerup",
			"patchKey": "Lite-Amp Goggles"
		},
		"beholdMenu": {
			"name": "Powerup menu",
			"patchKey": "BEHOLD menu"
		},
		"warp": {
			"name": "Level warp",
			"patchKey": "Level Warp"
		},
		"position": {
			"name": "Get player position",
			"patchKey": "Player Position"
		},
		"map": {
			"name": "Reveal map",
			"patchKey": "Map cheat"
		}
	},
	"cheats": {
		"ammo": "idfa",
		"ammoAndKeys": "idkfa",
		"autoMap": "idbeholda",
		"beholdMenu": "idbehold",
		"berserk": "idbeholds",
		"chainsaw": "idchoppers",
		"changeMusic": "idmus",
		"godMode": "iddqd",
		"invincibility": "idbeholdv",
		"invisibility": "idbeholdi",
		"liteAmpGoggles": "idbeholdl",
		"map": "iddt",
		"noClip1": "idspispopd",
		"noClip2": "idclip",
		"position": "idmypos",
		"radiationSuit": "idbeholdr",
		"warp": "idclev"
	},
	"misc": {
		"armorClassBlue": 2,
		"armorClassGreen": 1,
		"bfgAmmoUsage": 40,
		"godModeHealth": 100,
		"idfaArmor": 200,
		"idfaArmorClass": 2,
		"idkfaArmor": 200,
		"idkfaArmorClass": 2,
		"maxArmor": 200,
		"maxHealth": 200,
		"maxSoulSphereHealth": 200,
		"megaSphereHealth": 200,
		"monstersInfight": 202,
		"soulSphereHealth": 100,
		"startAmmo": 50,
		"startHealth": 100
	},
	"miscData": {
		"armorClassBlue": {
			"name": "Blue armor class",
			"patchKey": "Blue Armor Class",
			"type": "int"
		},
		"armorClassGreen": {
			"name": "Green armor class",
			"patchKey": "Green Armor Class",
			"type": "int"
		},
		"bfgAmmoUsage": {
			"name": "BFG cells per shot",
			"patchKey": "BFG Cells/Shot",
			"type": "byte"
		},
		"godModeHealth": {
			"name": "God mode health",
			"patchKey": "God Mode Health",
			"type": "int"
		},
		"idfaArmor": {
			"name": "IDFA cheat armor",
			"patchKey": "IDFA Armor",
			"type": "int"
		},
		"idfaArmorClass": {
			"name": "IDFA cheat armor class",
			"patchKey": "IDFA Armor Class",
			"type": "int"
		},
		"idkfaArmor": {
			"name": "IDKFA cheat armor",
			"patchKey": "IDKFA Armor",
			"type": "int"
		},
		"idkfaArmorClass": {
			"name": "IDKFA cheat armor class",
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		  "action": "FaceTarget",
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		{
		  "action": "BetaSkullAttack",
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		  "action": "NULL",
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		{
		  "action": "Pain",
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		  "action": "NULL",
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		{
		  "action": "NULL",
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		{
		  "action": "NULL",
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		{
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		{
		  "action": "Scream",
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		  "action": "NULL",
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		{
		  "action": "Fall",
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		{
		  "action": "Stop",
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		{
		  "action": "Mushroom",
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	],
	"strings": {
		"D_DEVSTR": "Development mode ON.",
		"D_CDROM": "CD-ROM Version: default.cfg from c:\\doomdata",
		"QUITMSG": "are you sure you want to\nquit this great game?",
		"LOADNET": "you can't do load while in a net game!",
		"QLOADNET": "you can't quickload during a netgame!",
		"QSAVESPOT": "you haven't picked a quicksave slot yet!",
		"SAVEDEAD": "you can't save if you aren't playing!",
		"QSPROMPT": "quicksave over your game named\n\n'%s'?",
		"QLPROMPT": "do you want to quickload the game named\n\n'%s'?",
		"NEWGAME": "you can't start a new game\nwhile in a network game.\n\npress a key.",
		"NIGHTMARE": "are you sure? this skill level\nisn't even remotely fair.\n\npress y or n.",
		"SWSTRING": "this is the shareware version of doom.\n\nyou need to order the entire trilogy.\n\npress a key.",
		"MSGOFF": "Messages OFF",
		"MSGON": "Messages ON",
		"NETEND": "you can't end a netgame!",
		"ENDGAME": "are you sure you want to end the game?",
		"DETAILHI": "High detail",
		"DETAILLO": "Low detail",
		"GAMMALVL0": "Gamma correction OFF",
		"GAMMALVL1": "Gamma correction level 1",
		"GAMMALVL2": "Gamma correction level 2",
		"GAMMALVL3": "Gamma correction level 3",
		"GAMMALVL4": "Gamma correction level 4",
		"EMPTYSTRING": "empty slot",
		"GGSAVED": "game saved.",
		"SAVEGAMENAME": "BOOMSAV",
		"GOTARMOR": "Picked up the armor.",
		"GOTMEGA": "Picked up the MegaArmor!",
		"GOTHTHBONUS": "Picked up a health bonus.",
		"GOTARMBONUS": "Picked up an armor bonus.",
		"GOTSTIM": "Picked up a stimpack.",
		"GOTMEDINEED": "Picked up a medikit that you REALLY need!",
		"GOTMEDIKIT": "Picked up a medikit.",
		"GOTSUPER": "Supercharge!",
		"GOTBLUECARD": "Picked up a blue keycard.",
		"GOTYELWCARD": "Picked up a yellow keycard.",
		"GOTREDCARD": "Picked up a red keycard.",
		"GOTBLUESKUL": "Picked up a blue skull key.",
		"GOTYELWSKUL": "Picked up a yellow skull key.",
		"GOTREDSKULL": "Picked up a red skull key.",
		"GOTINVUL": "Invulnerability!",
		"GOTBERSERK": "Berserk!",
		"GOTINVIS": "Partial Invisibility",
		"GOTSUIT": "Radiation Shielding Suit",
		"GOTMAP": "Computer Area Map",
		"GOTVISOR": "Light Amplification Visor",
		"GOTMSPHERE": "MegaSphere!",
		"GOTCLIP": "Picked up a clip.",
		"GOTCLIPBOX": "Picked up a box of bullets.",
		"GOTROCKET": "Picked up a rocket.",
		"GOTROCKBOX": "Picked up a box of rockets.",
		"GOTCELL": "Picked up an energy cell.",
		"GOTCELLBOX": "Picked up an energy cell pack.",
		"GOTSHELLS": "Picked up 4 shotgun shells.",
		"GOTSHELLBOX": "Picked up a box of shotgun shells.",
		"GOTBACKPACK": "Picked up a backpack full of ammo!",
		"GOTBFG9000": "You got the BFG9000!  Oh, yes.",
		"GOTCHAINGUN": "You got the chaingun!",
		"GOTCHAINSAW": "A chainsaw!  Find some meat!",
		"GOTLAUNCHER": "You got the rocket launcher!",
		"GOTPLASMA": "You got the plasma gun!",
		"GOTSHOTGUN": "You got the shotgun!",
		"GOTSHOTGUN2": "You got the super shotgun!",
		"PD_BLUEO": "You need a blue key to activate this object",
		"PD_REDO": "You need a red key to activate this object",
		"PD_YELLOWO": "You need a yellow key to activate this object",
		"PD_BLUEK": "You need a blue key to open this door",
		"PD_REDK": "You need a red key to open this door",
		"PD_YELLOWK": "You need a yellow key to open this door",
		"PD_BLUEC": "You need a blue card to open this door",
		"PD_REDC": "You need a red card to open this door",
		"PD_YELLOWC": "You need a yellow card to open this door",
		"PD_BLUES": "You need a blue skull to open this door",
		"PD_REDS": "You need a red skull to open this door",
		"PD_YELLOWS": "You need a yellow skull to open this door",
		"PD_ANY": "Any key will open this door",
		"PD_ALL3": "You need all three keys to open this door",
		"PD_ALL6": "You need all six keys to open this door",
		"HUSTR_MSGU": "[Message unsent]",
		"HUSTR_MESSAGESENT": "[Message Sent]",
		"HUSTR_CHATMACRO1": "I'm ready to kick butt!",
		"HUSTR_CHATMACRO2": "I'm OK.",
		"HUSTR_CHATMACRO3": "I'm not looking too good!",
		"HUSTR_CHATMACRO4": "Help!",
		"HUSTR_CHATMACRO5": "You suck!",
		"HUSTR_CHATMACRO6": "Next time, scumbag...",
		"HUSTR_CHATMACRO7": "Come here!",
		"HUSTR_CHATMACRO8": "I'll take care of it.",
		"HUSTR_CHATMACRO9": "Yes",
		"HUSTR_CHATMACRO0": "No",
		"HUSTR_TALKTOSELF1": "You mumble to yourself",
		"HUSTR_TALKTOSELF2": "Who's there?",
		"HUSTR_TALKTOSELF3": "You scare yourself",
		"HUSTR_TALKTOSELF4": "You start to rave",
		"HUSTR_TALKTOSELF5": "You've lost it...",
		"HUSTR_PLRGREEN": "Green: ",
		"HUSTR_PLRINDIGO": "Indigo: ",
		"HUSTR_PLRBROWN": "Brown: ",
		"HUSTR_PLRRED": "Red: ",
		"HUSTR_E1M1": "E1M1: Hangar",
		"HUSTR_E1M2": "E1M2: Nuclear Plant",
		"HUSTR_E1M3": "E1M3: Toxin Refinery",
		"HUSTR_E1M4": "E1M4: Command Control",
		"HUSTR_E1M5": "E1M5: Phobos Lab",
		"HUSTR_E1M6": "E1M6: Central Processing",
		"HUSTR_E1M7": "E1M7: Computer Station",
		"HUSTR_E1M8": "E1M8: Phobos Anomaly",
		"HUSTR_E1M9": "E1M9: Military Base",
		"HUSTR_E2M1": "E2M1: Deimos Anomaly",
		"HUSTR_E2M2": "E2M2: Containment Area",
		"HUSTR_E2M3": "E2M3: Refinery",
		"HUSTR_E2M4": "E2M4: Deimos Lab",
		"HUSTR_E2M5": "E2M5: Command Center",
		"HUSTR_E2M6": "E2M6: Halls of the Damned",
		"HUSTR_E2M7": "E2M7: Spawning Vats",
		"HUSTR_E2M8": "E2M8: Tower of Babel",
		"HUSTR_E2M9": "E2M9: Fortress of Mystery",
		"HUSTR_E3M1": "E3M1: Hell Keep",
		"HUSTR_E3M2": "E3M2: Slough of Despair",
		"HUSTR_E3M3": "E3M3: Pandemonium",
		"HUSTR_E3M4": "E3M4: House of Pain",
		"HUSTR_E3M5": "E3M5: Unholy Cathedral",
		"HUSTR_E3M6": "E3M6: Mt. Erebus",
		"HUSTR_E3M7": "E3M7: Limbo",
		"HUSTR_E3M8": "E3M8: Dis",
		"HUSTR_E3M9": "E3M9: Warrens",
		"HUSTR_E4M1": "E4M1: Hell Beneath",
		"HUSTR_E4M2": "E4M2: Perfect Hatred",
		"HUSTR_E4M3": "E4M3: Sever The Wicked",
		"HUSTR_E4M4": "E4M4: Unruly Evil",
		"HUSTR_E4M5": "E4M5: They Will Repent",
		"HUSTR_E4M6": "E4M6: Against Thee Wickedly",
		"HUSTR_E4M7": "E4M7: And Hell Followed",
		"HUSTR_E4M8": "E4M8: Unto The Cruel",
		"HUSTR_E4M9": "E4M9: Fear",
		"HUSTR_1": "level 1: entryway",
		"HUSTR_2": "level 2: underhalls",
		"HUSTR_3": "level 3: the gantlet",
		"HUSTR_4": "level 4: the focus",
		"HUSTR_5": "level 5: the waste tunnels",
		"HUSTR_6": "level 6: the crusher",
		"HUSTR_7": "level 7: dead simple",
		"HUSTR_8": "level 8: tricks and traps",
		"HUSTR_9": "level 9: the pit",
		"HUSTR_10": "level 10: refueling base",
		"HUSTR_11": "level 11: 'o' of destruction!",
		"HUSTR_12": "level 12: the factory",
		"HUSTR_13": "level 13: downtown",
		"HUSTR_14": "level 14: the inmost dens",
		"HUSTR_15": "level 15: industrial zone",
		"HUSTR_16": "level 16: suburbs",
		"HUSTR_17": "level 17: tenements",
		"HUSTR_18": "level 18: the courtyard",
		"HUSTR_19": "level 19: the citadel",
		"HUSTR_20": "level 20: gotcha!",
		"HUSTR_21": "level 21: nirvana",
		"HUSTR_22": "level 22: the catacombs",
		"HUSTR_23": "level 23: barrels o' fun",
		"HUSTR_24": "level 24: the chasm",
		"HUSTR_25": "level 25: bloodfalls",
		"HUSTR_26": "level 26: the abandoned mines",
		"HUSTR_27": "level 27: monster condo",
		"HUSTR_28": "level 28: the spirit world",
		"HUSTR_29": "level 29: the living end",
		"HUSTR_30": "level 30: icon of sin",
		"HUSTR_31": "level 31: wolfenstein",
		"HUSTR_32": "level 32: grosse",
		"PHUSTR_1": "level 1: congo",
		"PHUSTR_2": "level 2: well of souls",
		"PHUSTR_3": "level 3: aztec",
		"PHUSTR_4": "level 4: caged",
		"PHUSTR_5": "level 5: ghost town",
		"PHUSTR_6": "level 6: baron's lair",
		"PHUSTR_7": "level 7: caughtyard",
		"PHUSTR_8": "level 8: realm",
		"PHUSTR_9": "level 9: abattoire",
		"PHUSTR_10": "level 10: onslaught",
		"PHUSTR_11": "level 11: hunted",
		"PHUSTR_12": "level 12: speed",
		"PHUSTR_13": "level 13: the crypt",
		"PHUSTR_14": "level 14: genesis",
		"PHUSTR_15": "level 15: the twilight",
		"PHUSTR_16": "level 16: the omen",
		"PHUSTR_17": "level 17: compound",
		"PHUSTR_18": "level 18: neurosphere",
		"PHUSTR_19": "level 19: nme",
		"PHUSTR_20": "level 20: the death domain",
		"PHUSTR_21": "level 21: slayer",
		"PHUSTR_22": "level 22: impossible mission",
		"PHUSTR_23": "level 23: tombstone",
		"PHUSTR_24": "level 24: the final frontier",
		"PHUSTR_25": "level 25: the temple of darkness",
		"PHUSTR_26": "level 26: bunker",
		"PHUSTR_27": "level 27: anti-christ",
		"PHUSTR_28": "level 28: the sewers",
		"PHUSTR_29": "level 29: odyssey of noises",
		"PHUSTR_30": "level 30: the gateway of hell",
		"PHUSTR_31": "level 31: cyberden",
		"PHUSTR_32": "level 32: go 2 it",
		"THUSTR_1": "level 1: system control",
		"THUSTR_2": "level 2: human bbq",
		"THUSTR_3": "level 3: power control",
		"THUSTR_4": "level 4: wormhole",
		"THUSTR_5": "level 5: hanger",
		"THUSTR_6": "level 6: open season",
		"THUSTR_7": "level 7: prison",
		"THUSTR_8": "level 8: metal",
		"THUSTR_9": "level 9: stronghold",
		"THUSTR_10": "level 10: redemption",
		"THUSTR_11": "level 11: storage facility",
		"THUSTR_12": "level 12: crater",
		"THUSTR_13": "level 13: nukage processing",
		"THUSTR_14": "level 14: steel works",
		"THUSTR_15": "level 15: dead zone",
		"THUSTR_16": "level 16: deepest reaches",
		"THUSTR_17": "level 17: processing area",
		"THUSTR_18": "level 18: mill",
		"THUSTR_19": "level 19: shipping/respawning",
		"THUSTR_20": "level 20: central processing",
		"THUSTR_21": "level 21: administration center",
		"THUSTR_22": "level 22: habitat",
		"THUSTR_23": "level 23: lunar mining project",
		"THUSTR_24": "level 24: quarry",
		"THUSTR_25": "level 25: baron's den",
		"THUSTR_26": "level 26: ballistyx",
		"THUSTR_27": "level 27: mount pain",
		"THUSTR_28": "level 28: heck",
		"THUSTR_29": "level 29: river styx",
		"THUSTR_30": "level 30: last call",
		"THUSTR_31": "level 31: pharaoh",
		"THUSTR_32": "level 32: caribbean",
		"AMSTR_FOLLOWON": "Follow Mode ON",
		"AMSTR_FOLLOWOFF": "Follow Mode OFF",
		"AMSTR_GRIDON": "Grid ON",
		"AMSTR_GRIDOFF": "Grid OFF",
		"AMSTR_MARKEDSPOT": "Marked Spot",
		"AMSTR_MARKSCLEARED": "All Marks Cleared",
		"STSTR_MUS": "Music Change",
		"STSTR_NOMUS": "IMPOSSIBLE SELECTION",
		"STSTR_DQDON": "Degreelessness Mode On",
		"STSTR_DQDOFF": "Degreelessness Mode Off",
		"STSTR_KFAADDED": "Very Happy Ammo Added",
		"STSTR_FAADDED": "Ammo (no keys) Added",
		"STSTR_NCON": "No Clipping Mode ON",
		"STSTR_NCOFF": "No Clipping Mode OFF",
		"STSTR_BEHOLD": "inVuln, Str, Inviso, Rad, Allmap, or Lite-amp",
		"STSTR_BEHOLDX": "Power-up Toggled",
		"STSTR_CHOPPERS": "... doesn't suck - GM",
		"STSTR_CLEV": "Changing Level...",
		"STSTR_COMPON": "Compatibility Mode On",
		"STSTR_COMPOFF": "Compatibility Mode Off",
		"E1TEXT": "Once you beat the big badasses and\nclean out the moon base you're supposed\nto win, aren't you? Aren't you? Where's\nyour fat reward and ticket home? What\nthe hell is this? It's not supposed to\nend this way!\n\nIt stinks like rotten meat, but looks\nlike the lost Deimos base.  Looks like\nyou're stuck on The Shores of Hell.\nThe only way out is through.\n\nTo continue the DOOM experience, play\nThe Shores of Hell and its amazing\nsequel, Inferno!\n",
		"E2TEXT": "You've done it! The hideous cyber-\ndemon lord that ruled the lost Deimos\nmoon base has been slain and you\nare triumphant! But ... where are\nyou? You clamber to the edge of the\nmoon and look down to see the awful\ntruth.\n\nDeimos floats above Hell itself!\nYou've never heard of anyone escaping\nfrom Hell, but you'll make the bastards\nsorry they ever heard of you! Quickly,\nyou rappel down to  the surface of\nHell.\n\nNow, it's on to the final chapter of\nDOOM! -- Inferno.",
		"E3TEXT": "The loathsome spiderdemon that\nmasterminded the invasion of the moon\nbases and caused so much death has had\nits ass kicked for all time.\n\nA hidden doorway opens and you enter.\nYou've proven too tough for Hell to\ncontain, and now Hell at last plays\nfair -- for you emerge from the door\nto see the green fields of Earth!\nHome at last.\n\nYou wonder what's been happening on\nEarth while you were battling evil\nunleashed. It's good that no Hell-\nspawn could have come through that\ndoor with you ...",
		"E4TEXT": "the spider mastermind must have sent forth\nits legions of hellspawn before your\nfinal confrontation with that terrible\nbeast from hell.  but you stepped forward\nand brought forth eternal damnation and\nsuffering upon the horde as a true hero\nwould in the face of something so evil.\n\nbesides, someone was gonna pay for what\nhappened to daisy, your pet rabbit.\n\nbut now, you see spread before you more\npotential pain and gibbitude as a nation\nof demons run amok among our cities.\n\nnext stop, hell on earth!",
		"C1TEXT": "YOU HAVE ENTERED DEEPLY INTO THE INFESTED\nSTARPORT. BUT SOMETHING IS WRONG. THE\nMONSTERS HAVE BROUGHT THEIR OWN REALITY\nWITH THEM, AND THE STARPORT'S TECHNOLOGY\nIS BEING SUBVERTED BY THEIR PRESENCE.\n\nAHEAD, YOU SEE AN OUTPOST OF HELL, A\nFORTIFIED ZONE. IF YOU CAN GET PAST IT,\nYOU CAN PENETRATE INTO THE HAUNTED HEART\nOF THE STARBASE AND FIND THE CONTROLLING\nSWITCH WHICH HOLDS EARTH'S POPULATION\nHOSTAGE.",
		"C2TEXT": "YOU HAVE WON! YOUR VICTORY HAS ENABLED\nHUMANKIND TO EVACUATE EARTH AND ESCAPE\nTHE NIGHTMARE.  NOW YOU ARE THE ONLY\nHUMAN LEFT ON THE FACE OF THE PLANET.\nCANNIBAL MUTATIONS, CARNIVOROUS ALIENS,\nAND EVIL SPIRITS ARE YOUR ONLY NEIGHBORS.\nYOU SIT BACK AND WAIT FOR DEATH, CONTENT\nTHAT YOU HAVE SAVED YOUR SPECIES.\n\nBUT THEN, EARTH CONTROL BEAMS DOWN A\nMESSAGE FROM SPACE: \"SENSORS HAVE LOCATED\nTHE SOURCE OF THE ALIEN INVASION. IF YOU\nGO THERE, YOU MAY BE ABLE TO BLOCK THEIR\nENTRY.  THE ALIEN BASE IS IN THE HEART OF\nYOUR OWN HOME CITY, NOT FAR FROM THE\nSTARPORT.\" SLOWLY AND PAINFULLY YOU GET\nUP AND RETURN TO THE FRAY.",
		"C3TEXT": "YOU ARE AT THE CORRUPT HEART OF THE CITY,\nSURROUNDED BY THE CORPSES OF YOUR ENEMIES.\nYOU SEE NO WAY TO DESTROY THE CREATURES'\nENTRYWAY ON THIS SIDE, SO YOU CLENCH YOUR\nTEETH AND PLUNGE THROUGH IT.\n\nTHERE MUST BE A WAY TO CLOSE IT ON THE\nOTHER SIDE. WHAT DO YOU CARE IF YOU'VE\nGOT TO GO THROUGH HELL TO GET TO IT?",
		"C4TEXT": "THE HORRENDOUS VISAGE OF THE BIGGEST\nDEMON YOU'VE EVER SEEN CRUMBLES BEFORE\nYOU, AFTER YOU PUMP YOUR ROCKETS INTO\nHIS EXPOSED BRAIN. THE MONSTER SHRIVELS\nUP AND DIES, ITS THRASHING LIMBS\nDEVASTATING UNTOLD MILES OF HELL'S\nSURFACE.\n\nYOU'VE DONE IT. THE INVASION IS OVER.\nEARTH IS SAVED. HELL IS A WRECK. YOU\nWONDER WHERE BAD FOLKS WILL GO WHEN THEY\nDIE, NOW. WIPING THE SWEAT FROM YOUR\nFOREHEAD YOU BEGIN THE LONG TREK BACK\nHOME. REBUILDING EARTH OUGHT TO BE A\nLOT MORE FUN THAN RUINING IT WAS.\n",
		"C5TEXT": "CONGRATULATIONS, YOU'VE FOUND THE SECRET\nLEVEL! LOOKS LIKE IT'S BEEN BUILT BY\nHUMANS, RATHER THAN DEMONS. YOU WONDER\nWHO THE INMATES OF THIS CORNER OF HELL\nWILL BE.",
		"C6TEXT": "CONGRATULATIONS, YOU'VE FOUND THE\nSUPER SECRET LEVEL!  YOU'D BETTER\nBLAZE THROUGH THIS ONE!\n",
		"P1TEXT": "You gloat over the steaming carcass of the\nGuardian.  With its death, you've wrested\nthe Accelerator from the stinking claws\nof Hell.  You relax and glance around the\nroom.  Damn!  There was supposed to be at\nleast one working prototype, but you can't\nsee it. The demons must have taken it.\n\nYou must find the prototype, or all your\nstruggles will have been wasted. Keep\nmoving, keep fighting, keep killing.\nOh yes, keep living, too.",
		"P2TEXT": "Even the deadly Arch-Vile labyrinth could\nnot stop you, and you've gotten to the\nprototype Accelerator which is soon\nefficiently and permanently deactivated.\n\nYou're good at that kind of thing.",
		"P3TEXT": "You've bashed and battered your way into\nthe heart of the devil-hive.  Time for a\nSearch-and-Destroy mission, aimed at the\nGatekeeper, whose foul offspring is\ncascading to Earth.  Yeah, he's bad. But\nyou know who's worse!\n\nGrinning evilly, you check your gear, and\nget ready to give the bastard a little Hell\nof your own making!",
		"P4TEXT": "The Gatekeeper's evil face is splattered\nall over the place.  As its tattered corpse\ncollapses, an inverted Gate forms and\nsucks down the shards of the last\nprototype Accelerator, not to mention the\nfew remaining demons.  You're done. Hell\nhas gone back to pounding bad dead folks \ninstead of good live ones.  Remember to\ntell your grandkids to put a rocket\nlauncher in your coffin. If you go to Hell\nwhen you die, you'll need it for some\nfinal cleaning-up ...",
		"P5TEXT": "You've found the second-hardest level we\ngot. Hope you have a saved game a level or\ntwo previous.  If not, be prepared to die\naplenty. For master marines only.",
		"P6TEXT": "Betcha wondered just what WAS the hardest\nlevel we had ready for ya?  Now you know.\nNo one gets out alive.",
		"T1TEXT": "You've fought your way out of the infested\nexperimental labs.   It seems that UAC has\nonce again gulped it down.  With their\nhigh turnover, it must be hard for poor\nold UAC to buy corporate health insurance\nnowadays..\n\nAhead lies the military complex, now\nswarming with diseased horrors hot to get\ntheir teeth into you. With luck, the\ncomplex still has some warlike ordnance\nlaying around.",
		"T2TEXT": "You hear the grinding of heavy machinery\nahead.  You sure hope they're not stamping\nout new hellspawn, but you're ready to\nream out a whole herd if you have to.\nThey might be planning a blood feast, but\nyou feel about as mean as two thousand\nmaniacs packed into one mad killer.\n\nYou don't plan to go down easy.",
		"T3TEXT": "The vista opening ahead looks real damn\nfamiliar. Smells familiar, too -- like\nfried excrement. You didn't like this\nplace before, and you sure as hell ain't\nplanning to like it now. The more you\nbrood on it, the madder you get.\nHefting your gun, an evil grin trickles\nonto your face. Time to take some names.",
		"T4TEXT": "Suddenly, all is silent, from one horizon\nto the other. The agonizing echo of Hell\nfades away, the nightmare sky turns to\nblue, the heaps of monster corpses start \nto evaporate along with the evil stench \nthat filled the air. Jeeze, maybe you've\ndone it. Have you really won?\n\nSomething rumbles in the distance.\nA blue light begins to glow inside the\nruined skull of the demon-spitter.",
		"T5TEXT": "What now? Looks totally different. Kind\nof like King Tut's condo. Well,\nwhatever's here can't be any worse\nthan usual. Can it?  Or maybe it's best\nto let sleeping gods lie..",
		"T6TEXT": "Time for a vacation. You've burst the\nbowels of hell and by golly you're ready\nfor a break. You mutter to yourself,\nMaybe someone else can kick Hell's ass\nnext time around. Ahead lies a quiet town,\nwith peaceful flowing water, quaint\nbuildings, and presumably no Hellspawn.\n\nAs you step off the transport, you hear\nthe stomp of a cyberdemon's iron shoe.",
		"CC_ZOMBIE": "ZOMBIEMAN",
		"CC_SHOTGUN": "SHOTGUN GUY",
		"CC_HEAVY": "HEAVY WEAPON DUDE",
		"CC_IMP": "IMP",
		"CC_DEMON": "DEMON",
		"CC_LOST": "LOST SOUL",
		"CC_CACO": "CACODEMON",
		"CC_HELL": "HELL KNIGHT",
		"CC_BARON": "BARON OF HELL",
		"CC_ARACH": "ARACHNOTRON",
		"CC_PAIN": "PAIN ELEMENTAL",
		"CC_REVEN": "REVENANT",
		"CC_MANCU": "MANCUBUS",
		"CC_ARCH": "ARCH-VILE",
		"CC_SPIDER": "THE SPIDER MASTERMIND",
		"CC_CYBER": "THE CYBERDEMON",
		"CC_HERO": "OUR HERO",
		"BGFLATE1": "FLOOR4_8",
		"BGFLATE2": "SFLR6_1",
		"BGFLATE3": "MFLR8_4",
		"BGFLATE4": "MFLR8_3",
		"BGFLAT06": "SLIME16",
		"BGFLAT11": "RROCK14",
		"BGFLAT20": "RROCK07",
		"BGFLAT30": "RROCK17",
		"BGFLAT15": "RROCK13",
		"BGFLAT31": "RROCK19",
		"BGCASTCALL": "BOSSBACK",
		"STARTUP1": "",
		"STARTUP2": "",
		"STARTUP3": "",
		"STARTUP4": "",
		"STARTUP5": ""
	},
	"thingFlags": {
		"SPECIAL": {
			"index": 0,
			"name": "Can be picked up",
			"description": "This thing can be picked up."
		},
		"SOLID": {
			"index": 1,
			"name": "Obstacle",
			"description": "This thing blocks other things from moving through it."
		},
		"SHOOTABLE": {
			"index": 2,
			"name": "Shootable",
			"description": "This thing can get hit by projectiles and hitscan weapons."
		},
		"NOSECTOR": {
			"index": 3,
			"name": "Invisible && touchable",
			"description": "This thing is invisible, but touchable."
		},
		"NOBLOCKMAP": {
			"index": 4,
			"name": "Visible && untouchable",
			"description": "This thing is visible, but untouchable."
		},
		"AMBUSH": {
			"index": 5,
			"name": "Deaf (ambush)",
			"description": "This thing cannot be woken up by sounds, only by sight (internal flag)."
		},
		"JUSTHIT": {
			"index": 6,
			"name": "Attack right back",
			"description": "This thing is going to attack right after being attacked itself (internal flag)."
		},
		"JUSTATTACKED": {
			"index": 7,
			"name": "Steps before attack",
			"description": "This thing is going to take a single step before it attacks (internal flag)."
		},
		"SPAWNCEILING": {
			"index": 8,
			"name": "Spawned on ceiling",
			"description": "This thing will spawn hanging from the ceiling."
		},
		"NOGRAVITY": {
			"index": 9,
			"name": "No gravity",
			"description": "This thing is not affected by gravity."
		},
		"DROPOFF": {
			"index": 10,
			"name": "Travels over cliffs",
			"description": "This thing is able to travel over height differences bigger than 24 units."
		},
		"PICKUP": {
			"index": 11,
			"name": "Picks up items",
			"description": "This thing can pick up other things that can be picked up."
		},
		"NOCLIP": {
			"index": 12,
			"name": "No clipping",
			"description": "This thing can move through walls and through blocking obstacles."
		},
		"SLIDE": {
			"index": 13,
			"name": "Keep wall-slide info",
			"description": "This thing will remember wall-sliding information (internal flag)."
		},
		"FLOAT": {
			"index": 14,
			"name": "Floating",
			"description": "This thing floats."
		},
		"TELEPORT": {
			"index": 15,
			"name": "Semi no-clipping",
			"description": "This thing can walk through obstacles, but not through walls."
		},
		"MISSILE": {
			"index": 16,
			"name": "Projectile",
			"description": "This thing is a projectile."
		},
		"DROPPED": {
			"index": 17,
			"name": "Dropped by enemy",
			"description": "This thing was dropped dropped by an enemy (internal flag)."
		},
		"SHADOW": {
			"index": 18,
			"name": "Draw as shadow",
			"description": "This thing is drawn using the Spectre fuzz effect."
		},
		"NOBLOOD": {
			"index": 19,
			"name": "Puffs (vs. bleeds)",
			"description": "This thing emits puffs when hit instead of blood splats."
		},
		"CORPSE": {
			"index": 20,
			"name": "Corpse slides off steps",
			"description": "This thing slides off steps (internal flag)."
		},
		"INFLOAT": {
			"index": 21,
			"name": "No auto-levelling",
			"description": "This thing won't automatically get equal to the floor's level."
		},
		"COUNTKILL": {
			"index": 22,
			"name": "Affects kill %",
			"description": "This thing counts towards the 'killed' percentage in the intermission screen."
		},
		"COUNTITEM": {
			"index": 23,
			"name": "Affects item %",
			"description": "This thing counts towards the 'items' percentage in the intermission screen."
		},
		"SKULLFLY": {
			"index": 24,
			"name": "Flying skull",
			"description": "This thing is a skull (Lost Soul) in mid-flight (internal flag)."
		},
		"NOTDMATCH": {
			"index": 25,
			"name": "Not in deathmatch",
			"description": "This thing won't be spawned during deathmatch."
		},
		"TRANSLATION": {
			"index": 26,
			"name": "Color 1 (grey\\red)",
			"description": "This thing's green colors will be mapped to grey (or red if the Color 2 flag is also set)."
		},
		"TRANSLATION2": {
			"index": 27,
			"name": "Color 2 (brown\\red)",
			"description": "This thing's green colors will be mapped to brown (or red if the Color 1 flag is also set)."
		},
		"TOUCHY": {
			"index": 28,
			"name": "Dies on impact",
			"description": "Dies on impact with any solid object."
		},
		"BOUNCES": {
			"index": 29,
			"name": "Bounces",
			"description": "Bounces off floors, ceilings and maybe walls."
		},
		"FRIEND": {
			"index": 30,
			"name": "Friendly",
			"description": "A friend of the player."
		},
		"TRANSLUCENT": {
			"index": 31,
			"name": "Translucent",
			"description": "Apply translucency."
		},
		"UNUSED1": {
			"alias": "TRANSLATION2"
		},
		"UNUSED2": {
			"alias": "TOUCHY"
		},
		"UNUSED3": {
			"alias": "BOUNCES"
		},
		"UNUSED4": {
			"alias": "FRIEND"
		}
	},
	"thingNames": [
		"Player",
		"Trooper",
		"Sargeant",
		"Archvile",
		"Archvile attack",
		"Revenant",
		"Revenant fireball",
		"Fireball trail",
		"Mancubus",
		"Mancubus fireball",
		"Chaingun Sargeant",
		"Imp",
		"Demon",
		"Spectre",
		"Cacodemon",
		"Baron of Hell",
		"Baron fireball",
		"Hell Knight",
		"Lost Soul",
		"Spiderdemon",
		"Arachnotron",
		"Cyberdemon",
		"Pain Elemental",
		"SS Nazi",
		"Commander Keen",
		"Big Brain",
		"Demon spawner",
		"Demon spawn spot",
		"Demon spawn cube",
		"Demon spawn fire",
		"Barrel",
		"Imp fireball",
		"Caco fireball",
		"Rocket in flight",
		"Plasma projectile",
		"BFG projectile",
		"Arachnotron projectile",
		"Bullet puff",
		"Blood splat",
		"Teleport fog",
		"Item respawn fog",
		"Teleport exit",
		"BFG impact",
		"Green armor",
		"Blue armor",
		"Health potion",
		"Armor helmet",
		"Blue keycard",
		"Red keycard",
		"Yellow keycard",
		"Yellow skull key",
		"Red skull key",
		"Blue skull key",
		"Stimpack",
		"Medical kit",
		"Soul sphere",
		"Invulnerability",
		"Berserk sphere",
		"Blur sphere",
		"Radiation suit",
		"Computer map",
		"Light amplification visor",
		"Mega sphere",
		"Ammo clip",
		"Box of ammo",
		"Rocket",
		"Box of rockets",
		"Energy cell",
		"Energy cell pack",
		"Shells",
		"Box of shells",
		"Backpack",
		"BFG 9000",
		"Chaingun",
		"Chainsaw",
		"Rocket launcher",
		"Plasma rifle",
		"Shotgun",
		"Super shotgun",
		"Tall lamp",
		"Tall lamp 2",
		"Short lamp",
		"Tall green pillar",
		"Short green pillar",
		"Tall red pillar",
		"Short red pillar",
		"Pillar with skull",
		"Pillar with heart",
		"Eye in symbol",
		"Flaming skulls",
		"Grey tree",
		"Tall blue torch",
		"Tall green torch",
		"Tall red torch",
		"Small blue torch",
		"Small green torch",
		"Small red torch",
		"Brown stub",
		"Technical column",
		"Candle",
		"Candelabra",
		"Swaying body",
		"Hanging arms out",
		"One-legged body",
		"Hanging torso",
		"Hanging leg",
		"Hanging arms out 2",
		"Hanging torso 2",
		"One-legged body 2",
		"Hanging leg 2",
		"Swaying body 2",
		"Dead Cacodemon",
		"Dead Marine",
		"Dead Trooper",
		"Dead Demon",
		"Dead Lost Soul",
		"Dead Imp",
		"Dead Sargeant",
		"Guts and bones",
		"Guts and bones 2",
		"Skewered heads",
		"Pool of blood",
		"Pole with skull",
		"Pile of skulls",
		"Impaled body",
		"Twitching body",
		"Large tree",
		"Flaming barrel",
		"Hanging body 1",
		"Hanging body 2",
		"Hanging body 3",
		"Hanging body 4",
		"Hanging body 5",
		"Hanging body 6",
		"Pool of blood 1",
		"Pool of blood 2",
		"Brain",
		"Pusher",
		"Puller",
		"Dog",
		"Beta Plasma 1",
		"Beta Plasma 2",
		"Beta Sceptre",
		"Beta Bible"
	],
	"things": [
		{
			"flags": 33557510,
			"health": 100,
			"height": 3670016,
			"id": -1,
			"mass": 100,
			"damage": 0,
			"painChance": 255,
			"reactionTime": 0,
			"soundActive": 0,
			"soundAlert": 0,
			"soundAttack": 0,
			"soundDeath": 57,
			"soundPain": 25,
			"speed": 0,
			"stateAttack": 154,
			"stateDeath": 158,
			"stateExplode": 165,
			"stateMelee": 0,
			"stateWalk": 150,
			"statePain": 156,
			"stateRaise": 0,
			"stateSpawn": 149,
			"stateCrash": 0,
			"stateBurn": 0,
			"stateFreeze": 0,
			"radius": 1048576,
			"spawnId": 0,
			"game": "Doom",
			"respawnTime": 0,
			"renderStyle": "STYLE_Normal",
			"alpha": 1.0,
			"decal": "",
			"scale": 1.0,
			"damageFactor": 1.0,
			"gravity": 1.0,
			"gibHealth": 0
		},
		{
			"flags": 4194310,
			"health": 20,
			"height": 3670016,
			"id": 3004,
			"mass": 100,
			"damage": 0,
			"painChance": 200,
			"reactionTime": 8,
			"soundActive": 75,
			"soundAlert": 36,
			"soundAttack": 1,
			"soundDeath": 59,
			"soundPain": 27,
			"speed": 8,
			"stateAttack": 184,
			"stateDeath": 189,
			"stateExplode": 194,
			"stateMelee": 0,
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