gamevar J 0 0
gamevar K 0 0

definequote 100 LOTAG 0 = ROTATED SECTOR
definequote 101 HITAG = TO HITAG OF SE 1
definequote 102 PIVOT POINT SPRITE
definequote 103 USE A GPSPEED SPRITE WITH LOTAG TO
definequote 104 SET SPEED (DEFAULT 256)
definequote 105 ANGLE DOWN OR SOUTH IN 2D MODE =
definequote 106 ROTATE SECTOR AROUND SE 1 (RECOMMENDED)
definequote 107 ANGLE UP OR NORTH IN 2D MODE =
definequote 108 ROTATE SECTOR AND SE 0
definequote 109 AROUND SE 1

definequote 110 LOTAG 1 = PIVOT POINT FOR SE 0
definequote 111 HITAG = SET EQUAL TO HITAG OF ALL
definequote 112 SE 0 USING THIS PIVOT POINT
definequote 113 
definequote 114 ANGLE DOWN OR SOUTH IN 2D MODE =
definequote 115 ROTATE CLOCKWISE
definequote 116 ANGLE UP OR NORTH IN 2D MODE =
definequote 117 ROTATE ANTICLOCKWISE
definequote 118 
definequote 119 

definequote 120 LOTAG 2 = EARTHQUAKE
definequote 121 ANGLE = DIRECTION OF SECTOR SHIFT
definequote 122 DURING THE EARTHQUAKE SHAKING
definequote 123 MUST ACTIVATE WITH A MASTERSWITCH
definequote 124 
definequote 125 IF SECTOR IS SLOPED IT WILL BE FLAT
definequote 126 UNTIL TRIGGERED THEN IT WILL SLOPE
definequote 127 USE WITH SE 33 TO SPAWN DEBRIS DURING 
definequote 128 THE EARTHQUAKE
definequote 129 "INACTIVE" SPRITES WILL KEEP ON SHAKING

definequote 130 LOTAG 3 = RANDOM LIGHTS AFTER SHOT OUT
definequote 131 HITAG = TO WALL LOTAG OR SECTOR HITAG
definequote 132 WITH BREAKABLE LIGHT TEXTURE
definequote 133 SHADE = SET SE SHADE TO WHEN LIGHT IS ON
definequote 134 SET SECTOR SHADE TO WHEN LIGHT IS OFF
definequote 135 FLICKERING LIGHT PALETTES ARE SWAPPED
definequote 136 SET SE PALETTE TO WHEN LIGHT IS OFF
definequote 137 SET SECTOR PALETTE TO WHEN LIGHT IS ON
definequote 138 CAN BE USED WITH SE 12 (LIGHT SWITCH)
definequote 139 UNTIL THE LIGHTS ARE DAMAGED

definequote 140 LOTAG 4 = RANDOM LIGHTS
definequote 141 HITAG = RANDOMFLASHNUMBER
definequote 142 MAKE RANDOMFLASHNUMBER UNIQUE
definequote 143 FOR SEPARATE LIGHTS
definequote 144 SHADE = SET SE SHADE TO WHEN LIGHT IS ON
definequote 145 SET SECTOR SHADE TO WHEN LIGHT IS OFF
definequote 146 FLICKERING LIGHT PALETTES ARE SWAPPED
definequote 147 SET SE PALETTE TO WHEN LIGHT IS OFF
definequote 148 SET SECTOR PALETTE TO WHEN LIGHT IS ON
definequote 149 

definequote 150 LOTAG 5 = *RESERVED*
definequote 151 SOME UNFINISHED HOMING TURRET
definequote 152 PLACE LOTAGS IN A SECTOR WITH THIS SE
definequote 153 IT WILL TRY TO STAY CLOSE TO THE PLAYER
definequote 154 AND FIRE HARMLESS MISSLE SHOTS
definequote 155 
definequote 156 REFERRED TO AS A "BOSS CREATURE" IN THE SOURCE CODE
definequote 157 
definequote 158 
definequote 159 

definequote 160 LOTAG 6 = SUBWAY ENGINE
definequote 161 MOVES ALONG A TRACK OF LOCATOR SPRITES
definequote 162 CAN BE USED WITH SE 14 FOR MULTIPLE SUBWAY CARS
definequote 163 HITAG = TO FIRST LOCATOR LOTAG TO VISIT
definequote 164 SECTOR HITAG = ENGINE NUMBER. SECTORS WITHIN
definequote 165 THE VEHICLE SECTOR MUST HAVE SAME HITAG
definequote 166 ANGLE = SET TO INDICATE THE FRONT OF THE VEHICLE
definequote 167 USE A GPSPEED SPRITE WITH LOTAG TO SET SPEED
definequote 168 IF A LOCATOR HAS A HITAG OF 1, THE ENGINE AND
definequote 169 CARS WILL PAUSE AT THAT LOCATOR FOR 5 SECONDS

definequote 170 LOTAG 7 = TELEPORTER/WATER
definequote 171 HITAG = TO HITAG OF ONE OTHER SE 7 (OR SE 23)
definequote 172 AS TRANSPORTER DESTINATION
definequote 173 SECTOR LOTAG = 0 TELEPORTER OR 1 ABOVE-WATER
definequote 174 OR 2 BELOW-WATER
definequote 175 ANGLE = DIRECTION PLAYER WILL FACE EXITING
definequote 176 PALETTE = 0 STANDARD OR
definequote 177 PALETTE >0 WON'T PLAY SFX OR FLASH
definequote 178 SILENT TELEPORTERS, RISE SE UP OFF THE FLOOR
definequote 179 ONE WAY DESTINATION ONLY, SINK SE INTO FLOOR

definequote 180 LOTAG 8 = OPEN DOOR ROOM LIGHTS
definequote 181 LIGHT UP A ROOM WHEN A DOOR IS OPENED
definequote 182 HITAG = TO ALL OTHER SE 8 USED TOGETHER
definequote 183 SHADE = SET SE SHADE TO WHEN LIGHT IS ON
definequote 184 SET SECTOR SHADE TO WHEN LIGHT IS OFF
definequote 185 AN SE 8 WITH EQUAL HITAG MUST BE IN THE DOOR
definequote 186 SECTOR LOTAG = ANY DOOR WHICH RAISES THE
definequote 187 CEILING (SUCH AS SECTOR LOTAG 20)
definequote 188 MAY WORK WITH OTHER SE'S (31,32,ETC)
definequote 189 USE MUSICANDSFX SPRITE FOR SOUND

definequote 190 LOTAG 9 = CLOSE DOOR ROOM LIGHTS
definequote 191 LIGHT UP A ROOM WHEN A DOOR IS CLOSED
definequote 192 HITAG = TO ALL OTHER SE 9 USED TOGETHER
definequote 193 SHADE = SET SE SHADE TO WHEN LIGHT IS ON
definequote 194 SET SECTOR SHADE TO WHEN LIGHT IS OFF
definequote 195 AN SE 9 WITH EQUAL HITAG MUST BE IN THE DOOR
definequote 196 SECTOR LOTAG = ANY DOOR WHICH RAISES THE
definequote 197 CEILING (SUCH AS SECTOR LOTAG 20)
definequote 198 MAY WORK WITH OTHER SE'S (31,32,ETC)
definequote 199 USE MUSICANDSFX SPRITE FOR SOUND

definequote 200 LOTAG 10 = DOOR AUTO-CLOSE
definequote 201 HITAG = DELAY
definequote 202 HITAG 30 ~= 1 SECOND
definequote 203 SECTOR LOTAG = ANY DOOR EXCEPT SLIDING
definequote 204 DOORS ST 25 AND STAR TREK DOORS ST 9 OR 26
definequote 205 THEY WILL OPEN AND CLOSE AUTOMATICALLY FOREVER
definequote 206 TRIGGERS ACTIVATOR SPRITES IN SECTOR, AFTER DELAY
definequote 207 MANY EFFECTS ARE TIMED WITH THESE DOORS
definequote 208 COMPATABLE WITH MANY OTHER SE'S
definequote 209 

definequote 210 LOTAG 11 = SWINGING DOOR HINGE
definequote 211 PIVOT POINT OF SECTOR LOTAG 23 SWING DOOR
definequote 212 ROTATES 90 DEGREES TO OPEN
definequote 213 HITAG = TO ANY OTHER SE 11 TO ACTIVATE TOGETHER
definequote 214 USE A UNIQUE HITAG (NOT 0)
definequote 215 ANGLE DOWN OR SOUTH IN 2D MODE =
definequote 216 ROTATE CLOCKWISE
definequote 217 ANGLE UP OR NORTH IN 2D MODE =
definequote 218 ROTATE ANTICLOCKWISE
definequote 219 USE A GPSPEED SPRITE WITH LOTAG TO SET SPEED

definequote 220 LOTAG 12 = LIGHT SWITCH
definequote 221 HITAG = TO ALL OTHER SE 12 USED TOGETHER AND
definequote 222 THE LOTAG OF THE SWITCH USED TO ACTIVATE EFFECT
definequote 223 SHADE = SET SE SHADE TO WHEN LIGHT IS ON
definequote 224 SET SECTOR SHADE TO WHEN LIGHT IS OFF
definequote 225 PALETTE = TO WHEN LIGHT IS ON. SECTOR PALETTE
definequote 226 EQUAL TO WHEN LIGHT IS OFF. ONLY TOGGLES ONCE.
definequote 227 THE SWITCH'S START MAKES THE LIGHT START ON OR OFF
definequote 228 IF A BREAKABLE LIGHT TEXTURE IS USED ON THE CEILING
definequote 229 THE LIGHTS WILL BE DISABLED IF THEY ARE DAMAGED

definequote 230 LOTAG 13 = EXPLOSION
definequote 231 HITAG = TO CRACK, FIREEXT, SEENINE OR OOZFILTER
definequote 232 EXPLODABLE SPRITES TO BE ACTIVATED
definequote 233 ANGLE UP OR NORTH IN 2D MODE =
definequote 234 CEILING AND FLOOR COME TOGETHER AT PRE-MAP
definequote 235 ANGLE DOWN OR SOUTH IN 2D MODE =
definequote 236 CEILING OR FLOOR MATCHES HEIGHT WITH THE SE
definequote 237 DEPENDING ON WHICH IS CLOSEST
definequote 238 MULTIPLE SE 13 HI-TAGS CAN BE LINKED
definequote 239 SEE EXPLODABLE SPRITES FOR MORE INFO

definequote 240 LOTAG 14 = SUBWAY CAR (CABOOSE)
definequote 241 HITAG = TO SE 6 HI-TAG (SUBWAY ENGINE)
definequote 242 ANGLE = SET TO INDICATE THE FRONT OF THE VEHICLE
definequote 243 IF A GPSPEED SPRITE IS USED IN THE SUBWAY ENGINE
definequote 244 THE TRAILING CARS WILL RUN AT THE SAME SPEED
definequote 245 ITS RECOMMENDED TO USE AT LEAST ONE PAUSE
definequote 246 ON A SUBWAY WITH TRAILING CARS
definequote 247 VEHICLES CANNOT MOVE UP OR DOWN SLOPES
definequote 248 THE TRACK CANNOT BE SPLIT INTO MULTIPLE SECTORS
definequote 249 CHECK THE ORIGINAL MAPS FOR EXAMPLES

definequote 250 LOTAG 15 = SLIDING DOOR
definequote 251 A DOOR WHICH SLIDES INTO THE WALL WHEN OPENED
definequote 252 HITAG = TO OTHER DOORS TO BE OPENED TOGETHER
definequote 253 USE A UNIQUE HITAG (NOT 0)
definequote 254 SECTOR LOTAG = 25
definequote 255 
definequote 256 ANGLE = DIRECTION THAT DOOR CLOSES
definequote 257  
definequote 258 GPSPEED SPRITE LOTAG SETS DISTANCE TO OPEN
definequote 259 512 = LARGEST GRID SQUARE, 256 = DEFAULT

definequote 260 LOTAG 16 = *RESERVED* (ROTATE REACTOR SECTOR)
definequote 261 THE SECTOR WILL BE SKEWED VERY SLIGHTLY AND 
definequote 262 THE CEILING RAISES OR LOWERS A SMALL AMOUNT
definequote 263 
definequote 264 REFERRED TO AS "THAT ROTATING BLOCKER 
definequote 265 REACTOR THING" IN THE SOURCE CODE
definequote 266 
definequote 267 
definequote 268 
definequote 269 

definequote 270 LOTAG 17 = TRANSPORT ELEVATOR
definequote 271 HITAG = TO ONE OTHER SE 17 AS DESTINATION
definequote 272 SECTOR LOTAG = 15
definequote 273 SECTOR HITAG = 0 BOTTOM FLOOR OR 1 TOP FLOOR
definequote 274 SHADE = SET TO 17 OR DARKER FOR STARTNG FLOOR
definequote 275 LEAVE OTHER SE 17 SHADE AT 0
definequote 276 BOTH FLOORS MUST BE BUILT AT PROPER HEIGHT DIFFERENCES
definequote 277 BOTH ELEVATORS MUST BE EXACTLY THE SAME SIZE AND SHAPE
definequote 278 BOTH SE 17 MUST BE IN THE EXACT SAME POSITION IN EACH ELEVATOR
definequote 279 SFX ARE AUTOMATIC. A MUSICANDSFX SPRITE WILL NOT WORK

definequote 280 LOTAG 18 = INCREMENTAL SECTOR RAISE/FALL
definequote 281 HITAG = NUMBER OF Z-UNITS TO MOVE PER ACTIVATION
definequote 282 ANGLE UP OR NORTH IN 2D MODE =
definequote 283 FLOOR WILL MOVE INCREMENTALLY
definequote 284 ANGLE DOWN OR SOUTH IN 2D MODE =
definequote 285 CEILING WILL MOVE INCREMENTALLY
definequote 286 PALETTE = 0 START AT SET HEIGHT
definequote 287 PALETTE >0 START AT SE SPRITE HEIGHT
definequote 288 GPSPEED SPRITE LOTAG MAY FINE TUNE UNITS MOVED
definequote 289 MUST BE USED WITH ACTIVATOR

definequote 290 LOTAG 19 = CEILING FALLS FROM EXPLOSION
definequote 291 HITAG = TO OTHER SE 19 TO ACTIVATE SIMULTANEOUSLY
definequote 292 USE A GPSPEED SPRITE WITH LOTAG TO
definequote 293 SET SPEED (DEFAULT 256)
definequote 294 
definequote 295 DISPLAYS MESSAGE "UNLOCKED" WHEN TRIGGERED
definequote 296 
definequote 297 THIS EFFECT WAS NOT USED IN THE GAME
definequote 298 IT WAS TO SEAL A WINDOW AFTER THE GLASS 
definequote 299 HAS BEEN DESTROYED BY AN EXPLOSION

definequote 300 LOTAG 20 = STRETCHING/SHRINKING SECTOR
definequote 301 SECTOR LOTAG = 27
definequote 302 ANGLE = DIRECTION TO INITIALLY STRETCH/SHRINK SECTOR
definequote 303 USE A GPSPEED SPRITE WITH LOTAG TO
definequote 304 SET DISTANCE (DEFAULT 256) 1024 = LARGEST GRID SQUARE
definequote 305 THE SE ACTS AS A SORT OF ANCHOR POINT FOR THE MOVEMENT
definequote 306 ALL EFFECT SPRITES MUST BE IN CLOSE PROXIMITY TO THE SE
definequote 307 SET RELATIVE ALIGNMENT (R KEY) ON SECTOR FLOOR/CEILING 
definequote 308 TO MAKE THEM MOVE WITH THE SECTOR
definequote 309 COMPATIBLE WITH ACTIVATOR AND MASTERSWITCH

definequote 310 LOTAG 21 = FLOOR RISE/CEILING DROP
definequote 311 HITAG = TO OTHER SE 21 TO ACTIVATE SIMULTANEOUSLY
definequote 312 SECTOR LOTAG = 28
definequote 313 ANGLE UP OR NORTH IN 2D MODE = DROP CEILING
definequote 314 ANGLE DOWN OR SOUTH IN 2D MODE = RAISE FLOOR
definequote 315 MUST USE A GPSPEED SPRITE WITH LOTAG TO
definequote 316 SET SPEED AND DELAY. ONLY VALUES >0 & <128
definequote 317 A MISSING GPSPEED CAUSES THE SECTOR TO RISE/FALL INFINITELY
definequote 318 COMPATIBLE WITH ACTIVATOR AND MASTERSWITCH
definequote 319 THIS EFFECT WILL ONLY ACTIVATE ONCE

definequote 320 LOTAG 22 = TEETH DOOR (A CEILING-TYPE DOOR WITH TEETH PRONGS)
definequote 321 HITAG = TO HITAG OF DOOR SECTOR AND OTHER SE 22
definequote 322 SECTOR LOTAG = 29
definequote 323 THIS EFFECT WAS NOT USED IN THE GAME
definequote 324 THIS EFFECT CAN DEVELOP PROBLEMS
definequote 325 FOR BEST RESULTS, USE WITH A SWITCH AND ACTIVATOR
definequote 326 COMPATIBLE WITH ACTIVATOR, ACTIVATORLOCKED, AND MASTERSWITCH
definequote 327 START CLOSED, LOWER THE DOOR AND PRONG CEILINGS TO FLOOR
definequote 328 START OPEN, RAISE THE DOOR AND PRONG CEILINGS TO 1 UNIT 
definequote 329 BELOW THE SURROUNDING CEILING *READ THE INFOSUITE FOR MORE

definequote 330 LOTAG 23 = ONE-WAY TELEPORTER EXIT
definequote 331 HITAG = TO TELEPORTER ENTRANCE SE 7 HITAG
definequote 332 ANGLE = DIRECTION PLAYER WILL FACE EXITING
definequote 333 LINKED SE 7 PALETTE = 0 STANDARD OR 
definequote 334 SE 7 PALETTE >0 WON'T PLAY SFX OR FLASH
definequote 335 PLACE AT EXACT LOCATION/HEIGHT YOU WANT THE PLAYER TO EXIT
definequote 336 BOTH TELEPORTER SECTORS DO NOT HAVE TO BE THE SAME SHAPE
definequote 337 
definequote 338 THIS TYPE OF TELEPORTER CAN ALSO BE 
definequote 339 USED TO CREATE ONE-WAY SUBMERGIBLE WATER

definequote 340 LOTAG 24 = CONVEYOR BELT
definequote 341 CARRY SPRITES ('ACTIVE' OR 'INACTIVE') ALONG THE FLOOR
definequote 342 HITAG = TO A SWITCH TO BE TOGGLED BY
definequote 343 ANGLE = DIRECTION TO CARRY OBJECTS
definequote 344 THE TEXTURE'S DIRECTION OF MOVEMENT DEPENDS ON ITS 
definequote 345 RELATIVE ALIGNMENT (R KEY), AND HOW IT'S FLIPPED (F KEY)
definequote 346 USE A GPSPEED SPRITE WITH LOTAG TO SET SPEED (DEFAULT 256)
definequote 347 YOU MAY USE AND SWITCH MULTIPLE SE 24S IN THE SAME SECTOR
definequote 348 CONVEYOR BELT IS ACTIVE BY DEFAULT
definequote 349 THIS EFFECT IS NOT COMPATIBLE WITH TOUCHPLATES

definequote 350 LOTAG 25 = PISTON (CYCLES VERTICALLY)
definequote 351 HITAG = 0 OR SET TO A SWITCH TO BE TOGGLED BY (NOT RECOMMENDED)
definequote 352 SE SPRITE HEIGHT DETERMINES INITIAL HEIGHT OF PISTON
definequote 353 CEILING IS MAXIMUM HEIGHT OF PISTON BEFORE RETURNING TO GROUND
definequote 354 USE A GPSPEED SPRITE WITH LOTAG TO SET SPEED (DEFAULT 256)
definequote 355 
definequote 356 PISTON IS ACTIVE BY DEFAULT
definequote 357 "ACTIVATED"/"DEACTIVATED" MESSAGES WILL BE SWAPPED INCORRECTLY
definequote 358 
definequote 359 

definequote 360 LOTAG 26 = *RESERVED* ESCALATOR
definequote 361 THIS EFFECT HAS SOME PROBLEMS AND WAS NOT USED IN THE GAME
definequote 362 ANGLE = DIRECTION TO CARRY 'ACTIVE' SPRITES 
definequote 363 SHADE = 0 ASCENDING >0 DESCENDING ESCALATOR FLOOR
definequote 364 THE SECTOR 'CYCLES' BY RAISING ITS FLOOR HEIGHT A BIT
definequote 365 AND SHIFTING ITS PHYSICAL POSITION 1 GRID SIZE 3 UNIT 
definequote 366 IN THE DIRECTION OF MOVEMENT, THEN BACK TO START
definequote 367 THIS EFFECT HAS A FIXED RATE OF MOVEMENT
definequote 368 THE SPRITES TEND TO 'HOP' ALONG THE SURFACE OF THE ESCALATOR
definequote 369 NOT USED IN GAME/UNFINISHED

definequote 370 LOTAG 27 = DEMO CAMERA
definequote 371 CAM POSITION TO RECORD A 3RD-PERSON PERSPECTIVE OF GAME DEMOS
definequote 372 
definequote 373 HITAG = MAXIMUM DISTANCE FOR THE CAMERA TO VIEW 
definequote 374 PLAYER ACTION (2048 EQUALS LARGEST GRID SQUARE)
definequote 375 
definequote 376 CAMERA DOES NOT WORK WELL WITH EXTREME HEIGHTS
definequote 377 DON'T LET TWO CAMERAS "SEE" EACH OTHER
definequote 378 DEMO CAMERAS CANNOT DISPLAY MIRRORS
definequote 379 

definequote 380 LOTAG 28 = LIGHTNING BOLT
definequote 381 CREATE LIGHTNING EFFECT IN AN AREA OF 10000 UNITS
definequote 382 
definequote 383 ON RANDOM ACTIVATION WILL FLASH LINKED 
definequote 384 LIGHTNING BOLT SPRITES AND START SFX
definequote 385 
definequote 386 HITAG = TO HITAG OF LIGHTNING BOLT SPRITE(S) (#4890)
definequote 387 
definequote 388 
definequote 389 

definequote 390 LOTAG 29 = FLOATING SECTOR (LIKE WAVES)
definequote 391 HITAG = PHASE OFFSET VALUE (0-2047)
definequote 392 THIS OFFSET OF THE SECTOR FLOOR'S Z HEIGHT OSCILLATION
definequote 393 IS USED WITH OTHER SECTORS AT DIFERENT OFFSETS TO CREATE A WAVE 
definequote 394 EFFECT IN THE FLOOR.  BASICALLY, THE SECTOR FLOOR'S INITIAL HEIGHT
definequote 395 SECTOR LOTAG = 0 SOLID FLOOR OR 1 ABOVE-WATER SECTOR (WAVE)
definequote 396 HEIGHT OF THE SE DETERMINES THE SECTOR FLOOR'S CENTERED HEIGHT
definequote 397 TRAVELLING WAVE EFFECT, USE MULTIPLE FOUR-SIDED FLOATING SECTORS 
definequote 398 ADJACENT, IDENTICALLY FIRST WALLS, AND INCREMENTAL SE PHASE OFFSET
definequote 399 GPSPEED LOTAG = AMPLITUDE OF THE FLOATING SECTOR FLOOR (0-32767)

definequote 400 LOTAG 30 = TWO-WAY TRAIN (TRAVELS BETWEEN TWO LOCATORS)
definequote 401 HITAG = SET TO A UNIQUE ACTIVATION NUMBER & AN ACTIVATOR SPRITE
definequote 402 WITHIN THE SECTOR CONTAINING THE SE 30. USE A SWITCH OR TOUCHPLATE
definequote 403 2 MORE OPTIONAL ACTIVATORS CAN BE ADDED TO GET TRIGGERED AT EACH
definequote 404 LOCATOR, 1ST LOCATOR (TAG 0,1) TRIGGERS AN ACTIVATOR WITH HITAG + 2
definequote 405 2ND LOCATOR (TAGS 0,0) TRIGGERS AN ACTIVATOR WITH HITAG + 1
definequote 406 SECTOR LOTAG = 31, ANGLE = DIRECTION OF 1ST LOCATOR
definequote 407 THIS EFFECT HAS A FIXED RATE OF MOVEMENT
definequote 408 RELATIVE ALIGNMENT (R KEY) ON FLOOR/CEILING TO MAKE THEM MOVE
definequote 409 YOU CAN'T USE RECON CARS AND SUBWAYS/TRAINS IN THE SAME MAP

definequote 410 LOTAG 31 = RAISE/LOWER FLOOR
definequote 411 HITAG = DELAY BEFORE FLOOR MOVEMENT (30 = 1 SECOND)
definequote 412 WILL ONLY WORK WITH AN ACTIVATOR
definequote 413 ANGLE UP OR NORTH IN 2D MODE = 
definequote 414 START AT FLOOR HEIGHT, RAISE TO SE HEIGHT
definequote 415 ANGLE DOWN OR SOUTH IN 2D MODE = 
definequote 416 START AT SE HEIGHT, LOWER TO FLOOR HEIGHT
definequote 417 USE A GPSPEED SPRITE WITH LOTAG TO SET SPEED (DEFAULT 256)
definequote 418 USE WITH ACTIVATOR OR MASTERSWITCH, MASTERSWITCH CHANGES MUSICANDSFX 
definequote 419 FUNCTION LO-TAG BECOMES STOP SOUND, SE 31 & 32 MAY BE USED TOGETHER

definequote 420 LOTAG 32 = RAISE/LOWER CEILING
definequote 421 WILL ONLY WORK WITH AN ACTIVATOR
definequote 422 ANGLE UP OR NORTH IN 2D MODE = 
definequote 423 START AT FLOOR HEIGHT, RAISE TO SE HEIGHT
definequote 424 ANGLE DOWN OR SOUTH IN 2D MODE = 
definequote 425 START AT SE HEIGHT, LOWER TO FLOOR HEIGHT
definequote 426 USE A GPSPEED SPRITE WITH LOTAG TO SET SPEED (DEFAULT 256)
definequote 427 USE WITH ACTIVATOR OR MASTERSWITCH
definequote 428 MASTERSWITCH CHANGES MUSICANDSFX FUNCTION LO-TAG BECOMES STOP SOUND
definequote 429 SE 31 & 32 MAY BE USED TOGETHER IN THE SAME SECTOR

definequote 430 LOTAG 33 = EARTHQUAKE DEBRIS
definequote 431 
definequote 432 Used to spawn metal and rock debris from SE 
definequote 433 sprite's position during an earthquake
definequote 434 
definequote 435 Debris will be spawned whenever an earthquake 
definequote 436 occurs anywhere on the map
definequote 437 
definequote 438 
definequote 439 

definequote 440 LOTAG 34 = *RESERVED* (HALF SPEED CONVEYOR BELT)
definequote 441 CARRY SPRITES ('ACTIVE' OR 'INACTIVE') ALONG THE FLOOR
definequote 442 HITAG = TO A SWITCH TO BE TOGGLED BY
definequote 443 ANGLE = DIRECTION TO CARRY OBJECTS
definequote 444 THE TEXTURE'S DIRECTION OF MOVEMENT DEPENDS ON ITS 
definequote 445 RELATIVE ALIGNMENT (R KEY), AND HOW IT'S FLIPPED (F KEY)
definequote 446 USE A GPSPEED SPRITE WITH LOTAG TO SET SPEED (DEFAULT 256)
definequote 447 YOU MAY USE AND SWITCH MULTIPLE SE 34S IN THE SAME SECTOR
definequote 448 CONVEYOR BELT IS ACTIVE BY DEFAULT
definequote 449 THIS EFFECT IS NOT COMPATIBLE WITH TOUCHPLATES

definequote 450 LOTAG 35 = *RESERVED* (DRILL)
definequote 451 USE A GPSPEED SPRITE WITH LOTAG TO SET SPEED (DEFAULT 256)
definequote 452 THIS EFFECT MAKES A SECTOR CEILING LOWER INTO THE GROUND 
definequote 453 THEN SHOOT BACK UP CAUSING SILENT EXPLOSIONS AND DEBRIS TO SPAWN
definequote 454 YOU CAN USE IT IN COMBINATION WITH ROTATING 
definequote 455 SECTORS TO CREATE A DRILL HEAD
definequote 456 THE DRILL CEILING CYCLE PEAKS AT APPROXIMATELY 8 PG/UP UNITS 
definequote 457 ABOVE AND BELOW THE SE SPRITE'S HEIGHT
definequote 458 IF THE CEILING IS SLOPED AND THE FLOOR IS NOT, THE SLOPE  
definequote 459 WILL 'DIG' THROUGH THE FLOOR AND SPAWN MORE DEBRIS

definequote 460 LOTAG 36 = AUTOMATIC SHOOTER
definequote 461 SPAWN A SHOT FROM THE SE ABOUT EVERY 5 SECONDS WHEN ACTIVATED
definequote 462 ANGLE = TO THE DESIRED DIRECTION OF TRAJECTORY
definequote 463 USE GPSPEED LOTAG TO SET PROJECTILE TYPE (BY TILE NUMBER)
definequote 464 940 BOUNCEMINE, 1360 COOLEXPLOSION1, 1625 FIRELASER, 1636 SPIT,
definequote 465 1641 FREEZEBLAST (AUTO-AIMS) 1650 MORTER, 2296-99 BLOODSPLATS,
definequote 466 2448 GROWSPARK, 2521 KNEE, 2536 CHAINGUN, 2556 SHRINKER,
definequote 467 2563 TRIPBOMB (NEAR WALL) 2595 SHOTSPARK1, 2605 RPG, 2615 SHOTGUN
definequote 468 COMPATIBLE WITH ACTIVATOR OR MASTERSWITCH. 
definequote 469 THE MASTERSWITCH ONLY ACTIVATES ONCE AND CANNOT BE TURNED OFF

defstate quoteloop
set K J
addvar K 10
whilevarvarn J K
{
        qstrlen tmp J
        shiftl tmp 2
        set x searchx
        sub x tmp
        printext16 J x y 15 0 65536
        add y 10
        add J 1
}
ends

defstate quoteloop3d
set K J
addvar K 10
whilevarvarn J K
{
        qstrlen tmp J
        shiftl tmp 2
        set x searchx
        sub x tmp
        printext256 J x y 242 0 65536
        add y 10
        add J 1
}
ends

onevent EVENT_PREKEYS2D
ifg pointhighlight 16383
{
    set i pointhighlight
    sub i 16384
    set y searchy
    add y 20
    // STARTING QUOTE NUMBER == LOTAG + 10 * 100
    ife sprite[i].picnum SECTOREFFECTOR
    {       
        ife sprite[i].lotag 00 { set J 100 state quoteloop }
        ife sprite[i].lotag 01 { set J 110 state quoteloop }
        ife sprite[i].lotag 02 { set J 120 state quoteloop }
        ife sprite[i].lotag 03 { set J 130 state quoteloop }
        ife sprite[i].lotag 04 { set J 140 state quoteloop }
        ife sprite[i].lotag 05 { set J 150 state quoteloop }
        ife sprite[i].lotag 06 { set J 160 state quoteloop }
        ife sprite[i].lotag 07 { set J 170 state quoteloop }
        ife sprite[i].lotag 08 { set J 180 state quoteloop }
        ife sprite[i].lotag 09 { set J 190 state quoteloop }
        ife sprite[i].lotag 10 { set J 200 state quoteloop }
        ife sprite[i].lotag 11 { set J 210 state quoteloop }
        ife sprite[i].lotag 12 { set J 220 state quoteloop }
        ife sprite[i].lotag 13 { set J 230 state quoteloop }
        ife sprite[i].lotag 14 { set J 240 state quoteloop }
        ife sprite[i].lotag 15 { set J 250 state quoteloop }
        ife sprite[i].lotag 16 { set J 260 state quoteloop }
        ife sprite[i].lotag 17 { set J 270 state quoteloop }
        ife sprite[i].lotag 18 { set J 280 state quoteloop }
        ife sprite[i].lotag 19 { set J 290 state quoteloop }	
        ife sprite[i].lotag 20 { set J 300 state quoteloop }
        ife sprite[i].lotag 21 { set J 310 state quoteloop }
        ife sprite[i].lotag 22 { set J 320 state quoteloop }
        ife sprite[i].lotag 23 { set J 330 state quoteloop }
        ife sprite[i].lotag 24 { set J 340 state quoteloop }
        ife sprite[i].lotag 25 { set J 350 state quoteloop }
        ife sprite[i].lotag 26 { set J 360 state quoteloop }
        ife sprite[i].lotag 27 { set J 370 state quoteloop }
        ife sprite[i].lotag 28 { set J 380 state quoteloop }
        ife sprite[i].lotag 29 { set J 390 state quoteloop }
        ife sprite[i].lotag 30 { set J 400 state quoteloop }  
        ife sprite[i].lotag 31 { set J 410 state quoteloop } 		
        ife sprite[i].lotag 32 { set J 420 state quoteloop }     
        ife sprite[i].lotag 33 { set J 430 state quoteloop } 
        ife sprite[i].lotag 34 { set J 440 state quoteloop }
        ife sprite[i].lotag 35 { set J 450 state quoteloop } 
        ife sprite[i].lotag 36 { set J 460 state quoteloop } 			
    }
}
endevent

onevent EVENT_KEYS3D
{
    set y searchy
    add y 20
    ife sprite[searchwall].picnum SECTOREFFECTOR
    // STARTING QUOTE NUMBER == LOTAG + 10 * 100
    {
        ife sprite[i].lotag 00 { set J 100 state quoteloop3d }    
        ife sprite[i].lotag 01 { set J 110 state quoteloop3d }    
        ife sprite[i].lotag 02 { set J 120 state quoteloop3d }    
        ife sprite[i].lotag 03 { set J 130 state quoteloop3d }    
        ife sprite[i].lotag 04 { set J 140 state quoteloop3d }    
        ife sprite[i].lotag 05 { set J 150 state quoteloop3d }    
        ife sprite[i].lotag 06 { set J 160 state quoteloop3d }    
        ife sprite[i].lotag 07 { set J 170 state quoteloop3d }    
        ife sprite[i].lotag 08 { set J 180 state quoteloop3d }     
        ife sprite[i].lotag 09 { set J 190 state quoteloop3d }   
        ife sprite[i].lotag 10 { set J 200 state quoteloop3d }  
        ife sprite[i].lotag 11 { set J 210 state quoteloop3d } 		
        ife sprite[i].lotag 12 { set J 220 state quoteloop3d }     
        ife sprite[i].lotag 13 { set J 230 state quoteloop3d } 
        ife sprite[i].lotag 14 { set J 240 state quoteloop3d }
        ife sprite[i].lotag 15 { set J 250 state quoteloop3d } 
        ife sprite[i].lotag 16 { set J 260 state quoteloop3d } 
        ife sprite[i].lotag 17 { set J 270 state quoteloop3d } 
        ife sprite[i].lotag 18 { set J 280 state quoteloop3d } 
        ife sprite[i].lotag 19 { set J 290 state quoteloop3d } 
        ife sprite[i].lotag 20 { set J 300 state quoteloop3d }  
        ife sprite[i].lotag 21 { set J 310 state quoteloop3d } 		
        ife sprite[i].lotag 22 { set J 320 state quoteloop3d }     
        ife sprite[i].lotag 23 { set J 330 state quoteloop3d } 
        ife sprite[i].lotag 24 { set J 340 state quoteloop3d }
        ife sprite[i].lotag 25 { set J 350 state quoteloop3d } 
        ife sprite[i].lotag 26 { set J 360 state quoteloop3d } 
        ife sprite[i].lotag 27 { set J 370 state quoteloop3d } 
        ife sprite[i].lotag 28 { set J 380 state quoteloop3d } 
        ife sprite[i].lotag 29 { set J 390 state quoteloop3d }  
        ife sprite[i].lotag 30 { set J 400 state quoteloop3d }  
        ife sprite[i].lotag 31 { set J 410 state quoteloop3d } 		
        ife sprite[i].lotag 32 { set J 420 state quoteloop3d }     
        ife sprite[i].lotag 33 { set J 430 state quoteloop3d } 
        ife sprite[i].lotag 34 { set J 440 state quoteloop3d }
        ife sprite[i].lotag 35 { set J 450 state quoteloop3d } 
        ife sprite[i].lotag 36 { set J 460 state quoteloop3d } 
	}
}
endevent