=====================================================================
=====================================================================
 LNDFS2.TXT - All linedef types by number and function,  Version 2

 Based on Wadspec1.3, Deu help, and DMLINDEF.TXT
 Thanks to Matt Fell, Raphal Quinet and Brendon Wyber, and Dr. Sleep.

 The purpose of this document is to categorize the functions on sectors
 permitted by the 1.666 Doom engine. It is a replacement file for a
 previous version by the name LNDFS.TXT.

 This document makes several corrections and an addition to
 the previous version of DMLDEF.ZIP. See errata at the bottom of the
 document for a list of corrections to the previous version. The
 addition is 72 - WR Lower ceil 8> floor. An optional file,
 DMLDMO.ZIP provides illustrations of all the linedefs described
 here in several wads, one per function section.

 Note this document frequently uses the word linedef where the phrase
 linedef type is technically correct. Some editors refer to these as
 "Line Specials" or "Triggers" or "Platforms". 

 All the linedefs here have been tried experimentally by me. This
 corrected Version 2 document reflects the results of the experiments. 
 The documents Wadspec1.3 and DMLINDEF.TXT and Deu help were very useful. 
 Complete accuracy is still not guarenteed, but we are very close.

 The following tables also show the number of times the linedef type was 
 used in Doom1 and Doom2. This may help authors decide between similar line 
 types, and warn against possibly buggy ones. No unusable ones have been
 found except possibly the types still unknown: 78, and 85. DoomCad 5
 reports functions for these I can not duplicate. 

 Note that the linedef list is reproduced twice - organized by number
 and by function. Listed first though is a summary of linedef types
 and their functional organization in this document and the demonstration
 wads. The layout in the summary is closely related to the map layout
 of the corresponding demonstration wad.

 Jim F. Flynn, CIS: 72713,3334

 This document though mostly correct still undoubtedly has errors and
 omissions, and I would appreciate any and all corrections/inputs/comments
 at the address above so a more correct, complete, and useful document
 can be produced as a reference for wad writing. 

=====================================================================
 Summary Map of Linedef Functions
---------------------------------------------------------------------

>>> Door Functions cf DOORS.WAD <<<

Open      Open      Fast O      Fast      Close    Fast      Close
Stay                 Stay       Open               Close   (Open 30)

31 D1	  1 DR      118 D1 *    117 DR *

34 D1(Y)  27 DR(Y)  137	S1(Y) * 
33 D1(B)  26 DR(B)  136	SR(Y) * 
32 D1(R)  25 DR(R)  133	S1(B) * 
                    99	SR(B) * 
                    135	S1(R) * 
                    134	SR(R) * 

103 S1    29 S1     112 S1 *    111 S1 *  50 S1    113 S1 *
61  SR    63 SR     115 SR *    115 SR *  42 SR    116 SR *
2   W1     4 W1     109 W1 *    109 W1 *  3  W1    110 W1 *   16 W1
86  SR    90 SR     106 SR *    105 SR *  4  SR    107 SR *   76 SR
46  GR

>>> Lift Functions cf. LIFTS.WAD <<<

Lower     Lower
	   Fast

21 S1	  122 S1 *
62 SR	  123 SR *
10 W1	  121 W1 *
88 WR	  120 WR *

>>> Crusher Functions cf. CRUSHERS.WAD <<<

Fast Crush     Slow Crush     Slow Quiet     Floor Crush

               49 S1
6  W1	       25 W1          141 W1 *        56 W1
77 WR	       73 WR 

>>> Rising Stair Functions cf. STAIRS.WAD <<<

Raise      Raise
Slow 8     Fast 16

7 S1	   127 S1 *
8 W1	   100 W1 *

>>> Floor Motion Functions cf. FLOORS.WAD <<<

Raise        Set Max    Set Min      Raise Next    Set Min   Floor
Absolute     Neighbor   Neighbor     Neighbor      Ceiling   Motion

58 W1 +24     102 S1    23 S1        20 S1 chg to  101 S1    53/54 W1
92 WR         45  SR    60 SR        68 SR  trig   64  SR    87/89 WR
              19  W1    38 W1        95 W1          5  W1
15 S1 +24 chg 83  WR    82 WR        22 WR         91  WR
66 SR to trig                        47 G1         24  G1
59 W1         71 S1 +8  37 W1 chg to 
93 WR         70 SR     84 WR min n  18 S1         55 S1 -8
              36 W1                  69 SR         65 SR
14 S1 +32 chg 98 WR                                94 WR
67 SR to trig                        131 S1 *
                                     132 SR *
30 W1 +128                           119 W1 *
96 WR                                128 WR *
                                     
140 S1 +512 *                        130 W1 * fast
                                     129 WR *

>>> Ceiling Motion Functions cf. CEILINGS.WAD <<<

Set Ceil
Max N. Ceil

40 W1 

Set Ceil  Set Ceil
Floor     Floor + 8

41 S1     72 W1
43 SR     44 WR

>>> Lighting Functions cf. LIGHTS.WAD <<<

Lights 	 Lights    Lights    Light to    Light to
 0         255     Blink     Max N.      Min N.

139 SR * 138 SR *            
35  W1   13 W1     17 W1     12 W1       104 W1 
79  WR 	 81 WR               80 WR	

>>> Teleporter Functions cf. TPORTERS.WAD <<<

Teleport    Teleport
             Monster

39 W1       125 W1 *
97 WR       126 WR *

>>> End Level Functions cf. EXITS.WAD <<<

Exit Level  Exit to
            Secret Level

11 S-        51 S-
52 W-       124 W- *

>>> Miscellaneous Functions cf. MISC.WAD <<<

Animated     Lower Pillar
  Wall	     Raise Donut
	     Chg Donut To Surrounds

48 --        9 S1

* 1.666 engine only


=====================================================================
---------------------------------------------------------------------
 Linedef types by number
---------------------------------------------------------------------
 Note n. abbreviates neighbor, min and max mean minimum and maximum.
 u1 and u2 are the number of occurrences of the trigger in Doom 1 and 2.
 txt abbreviates texture, and typ stands for "sector type". Sw is used 
 place of "switch sector".

 The trigger letters are as follows:

 D - special door trigger, no sector tag req. Acts on 2nd sidedef's sector.
 S - switch trigger, first sidedef must be used with spacebar to activate
 W - walkover trigger, only teleport linedefs req. approach from 1st sidedef
 M - monster walkover, activated only when a monster walks over the line
 G - gun trigger, activated when line hit (fists,chain,bullet,shell only)
     (Note: monster bullets/shells activate gun linedefs too!). Shots do
     not elevate/depress when shooting at a gun linedef.

#    u1  u2 TR Brief function description
---------------------------------------------------------------

0     0   0 -- Null tag indicating no function is assigned
1   281 220 DR Open door - open, wait 4, close
2   114  64 W1 Open door - stays open
3     2   9 W1 Close door
4     0   1 W1 Open door - open, wait 4, close
5     1   3 W1 Set floor to min n. ceil 
6     0   0 W1 Start fast crusher ceil (slow damage)
7    11   6 S1 Raise stair (rise 8)
8     2   1 W1 Raise stair (rise 8)
9     2   0 S1 Lower pillar, raise donut, chg donut txt to n.
10    1   0 W1 Lower lift (lower, wait 3, raise)        
11   15  19 S- End level. Goto next level  
12    0   0 W1 Light level to max n. light level
13    4   1 W1 Light level to 255
14    1   0 S1 Floor rises 32 txt & typ chg to sw
15    0   1 S1 Floor rises 24 txt & typ chg to sw
16    3   2 W1 Close door - opens in 30 sec
17    0   0 W1 Start blinking lights (every 1 sec)
18   10   8 S1 Raise floor to next floor
19   11  22 W1 Set floor to max n. floor
20   13  12 S1 Raise floor to next floor txt & typ chg to sw 
21    1   0 S1 Lower lift (lower, wait 3, raise)
22    3  18 W1 Raise floor to next floor txt & typ chg to 1st side sec.
23   16  12 S1 Set floor to min n. floor. 
24    1   0 G1 Set floor to min n. ceil
25    0   0 W1 Start slow crusher ceil (fast damage)
26   22  14 DR Open blue door - open, wait 4, close
27   26  12 DR Open yellow door - open, wait 4, close
28   10   9 DR Open red door - open, wait 4, close
29    1   0 S1 Open door - open, wait 4, close
30    2   2 W1 Floor rises 128? (sometimes less)
31   76  45 D1 Open door - stays open
32   15  40 D1 Open blue door - stays open
33   14  24 D1 Open red door - stays open
34   19  27 D1 Open yellow door - stays open
35    3  14 W1 Light level to 0
36    8  27 W1 Set floor to 8 above max n. floor
37   31  11 W1 Lower floor to min n. floor txt & typ chg to min n. [1] 
38   23  37 W1 Set floor to min n. floor. 
39    3   3 W1 Teleport to a sector (tagged sector unique, contains TP thing)
40    4   0 W1 Ceil rises to max n. ceil
41    0   0 S1 Lower ceil to floor  
42    6   1 SR Close door	[Note Close door = lower ceil to floor]
43    0   0 SR Lower ceil to floor
44    1   0 W1 Lower ceil to 8 above floor
45    0   2 SR Set floor to max n. floor
46   13  22 G1 Open door - stays open
47    0   2 G1 Raise floor to next floor txt & typ chg to 1st side sec.
48   99 103 -- Animated wall (number/level is limited)
49    0   1 S1 Start slow crusher ceil (fast damage)
50    0   0 S1 Close door 
51    3   1 S- End level. Goto secret level.
52   19  55 W- End level. Goto next level.
53    0   0 W1 Start moving floor (up, wait 3, down)
54    0   0 W1 Stop moving floor
55    0   0 S1 Set floor to 8 under min n. ceil.
56    5   0 W1 Crusher floor rises to 8 below ceiling
57    0   0 W1 Stop crusher ceil
58    5   0 W1 Floor rises 24
59    5   7 W1 Floor rises 24 txt & typ chg to 1st side sector
60    0   4 SR Set floor to min n. floor. 
61    9  36 SR Open door - stays open
62   51 143 SR Lower lift (lower, wait 3, raise)
63   38  15 SR Open door - open, wait 4, close
64    0   0 SR Set floor to min n. ceil
65    0   0 SR Set floor to 8 under min n. ceil
66    0   0 SR Floor rises 24 txt & typ chg to sw
67    0   9 SR Floor rises 32 txt & typ chg to sw
68    0   2 SR Raise floor to next floor txt & typ chg to sw
69    0   0 SR Raise floor to next floor
70    3   2 SR Set floor to 8 above max n. floor
71    0  24 S1 Set floor to 8 above max n. floor
72    0   0 WR Lower ceil to 8 above floor
73   17   6 WR Start slow crusher ceil (fast damage)
74   24  13 WR Stop crusher ceil
75    6   0 WR Close door
76    2   0 WR Close door - opens in 30 sec
77    6   3 WR Start fast crusher ceil (slow damage)
78    0   0 ?? ???????????????????????????
79    0   0 WR Light level to 0
80    0   0 WR Light level to max n. light level
81    0   0 WR Light level to 255
82    6   0 WR Set floor to min n. floor. 
83    0   7 WR Set floor to max n. floor
84    0   0 WR Lower floor to min n. floor txt & typ chg to min n. [1] 
85    0   0 ?? ???????????????????????????
86    9   3 WR Open door - stays open
87    6   4 WR Start moving floor (up, wait 3, down)
88   65  51 WR Lower lift (lower, wait 3, raise)
89   10   5 WR Stop moving floor
90   21  17 WR Open door - open, wait 4, close
91   18   1 WR Set floor to min n. ceil
92    0   0 WR Floor rises 24
93    0   0 WR Floor rises 24 txt & typ chg to 1st side sector
94    0   1 WR Set floor to 8 under min n. ceil
95    0   0 WR Raise floor to next floor txt & typ chg to 1st side sec. 
96    0   0 WR Floor rises 128
97  125 411 WR Teleport to a sector ( "   "    "  "   "    "  )
98    4   0 WR Set floor to 8 above max n. floor
99    0   2 SR Fast Open Door (stays open) Blue Key [1.666]
100   0   1 W1 Fast raise stair (rise 16) [1.666]
101   0   0 S1 Set floor to min n. ceil
102  14  22 S1 Set floor to max n. floor
103  41  32 S1 Open door - stays open 
104   2   0 W1 Light level to min n. light level
105   0  23 WR Fast Open Door (open, wait 4, close) [1.666]
106   0   6 WR Fast Open Door (stays open) [1.666]
107   0   0 WR Fast Close Door [1.666]
108   0   0 W1 Fast Open Door (open, wait 4, close) [1.666]
109   0  99 W1 Fast Open Door (stays open) [1.666]
110   0   1 W1 Fast Close Door [1.666]
111   0   0 S1 Fast Open Door (open, wait 4, close) [1.666]
112   0   4 S1 Fast Open Door (stays open) [1.666]
113   0   0 S1 Fast Close Door [1.666]
114   0  51 SR Fast Open Door (open, wait 4, close) [1.666]
115   0  11 SR Fast Open Door (stays open) [1.666]
116   0   1 SR Fast Close Door [1.666]
117   0  47 DR Fast Open Door (open, wait 4, close) [1.666]
118   0   8 D1 Fast Open Door (stays open) [1.666]
119   0  13 W1 Raise floor to next floor [1.666]
120   0  58 WR Fast Lower Lift (lower, wait 3, raise) [1.666]
121   0   0 W1 Fast Lower Lift (lower, wait 3, raise) [1.666]
122   0   0 S1 Fast Lower Lift (lower, wait 3, raise) [1.666]
123   0 162 SR Fast Lower Lift (lower, wait 3, raise) [1.666]
124   0   4 W- End Level. Goto secret level [1.666]
125   0   4 M1 Monster only teleporter [1.666]
126   0  20 MR Monster only teleporter [1.666]
127   0   6 S1 Fast raise stair (rise 16) [1.666]
128   0   0 WR Raise floor to next floor [1.666]
129   0   0 WR Raise floor to next floor fast [1.666]
130   0   0 W1 Raise floor to next floor fast [1.666]
131   0   2 S1 Raise floor to next floor [1.666]
132   0   0 SR Raise floor to next floor [1.666]
133   0   0 S1 Fast Open Door (stays open) Blue Key [1.666]
134   0   4 SR Fast Open Door (stays open) Red Key [1.666]
135   0  16 S1 Fast Open Door (stays open) Red Key [1.666]
136   0   4 SR Fast Open Door (stays open) Yellow Key [1.666]
137   0   6 S1 Fast Open Door (stays open) Yellow Key [1.666]
138   0   2 SR Light level to 255 [1.666]
139   0   2 SR Light level to 0 [1.666]
140   0   1 S1 Floor rises 512 [1.666]
141   0   1 W1 Start slow quiet crusher ceil (fast damage) [1.666]

Notes:
[1]        If no min n. floor exists, sector type is trashed
[1.666]    Usable with 1.666 engine and above only. Source is Dr. Sleep

=====================================================================
---------------------------------------------------------------------
 Linedef types by function
---------------------------------------------------------------------
 Note n. abbreviates neighbor, min and max mean minimum and maximum.
 u1 and u2 are the number of occurrences of the trigger in Doom 1 and 2.
 txt abbreviates texture, and typ stands for "sector type". Sw is used 
 place of "switch sector".

 The trigger letters are as follows:

 D - special door trigger, no sector tag req. Acts on 2nd sidedef's sector.
 S - switch trigger, first sidedef must be used with spacebar to activate
 W - walkover trigger, only teleport linedefs req. approach from 1st sidedef
 M - monster walkover, activated only when a monster walks over the line
 G - gun trigger, activated when line hit (fists,chain,bullet,shell only)
     (Note: monster bullets/shells activate gun linedefs too!). Shots do
  not elevate/depress when shooting at a gun linedef.

-----------------------------------------------------------------
Doors
---------------------------------------------------------------
Special door linedefs (no sector tag req.):
#    u1  u2 TR Brief function description
-------------------------------------------
1   281 220 DR Open door - open, wait 4, close
26   22  14 DR Open blue door - open, wait 4, close
27   26  12 DR Open yellow door - open, wait 4, close
28   10   9 DR Open red door - open, wait 4, close

117   0  47 DR Fast Open Door (open, wait 4, close) [1.666]

31   76  45 D1 Open door - stays open
32   15  40 D1 Open blue door - stays open
34   19  27 D1 Open yellow door - stays open
33   14  24 D1 Open red door - stays open

118   0   8 D1 Fast Open Door (stays open) [1.666]

-----------------------------------------------------------------
Door linedefs requiring sector tag:
#    u1  u2 TR Brief function description
------------------------------------
29    1   0 S1 Open door - open, wait 4, close
63   38  15 SR Open door - open, wait 4, close
4     0   1 W1 Open door - open, wait 4, close
90   21  17 WR Open door - open, wait 4, close

103  41  32 S1 Open door - stays open 
61    9  36 SR Open door - stays open
2   114  64 W1 Open door - stays open
86    9   3 WR Open door - stays open
46   13  22 G1 Open door - stays open

111   0   0 S1 Fast Open Door (open, wait 4, close) [1.666]
114   0  51 SR Fast Open Door (open, wait 4, close) [1.666]
108   0   0 W1 Fast Open Door (open, wait 4, close) [1.666]
105   0  23 WR Fast Open Door (open, wait 4, close) [1.666]

112   0   4 S1 Fast Open Door (stays open) [1.666]
115   0  11 SR Fast Open Door (stays open) [1.666]
109   0  99 W1 Fast Open Door (stays open) [1.666]
106   0   6 WR Fast Open Door (stays open) [1.666]

133   0   0 S1 Fast Open Door (stays open) Blue Key [1.666]
99    0   2 SR Fast Open Door (stays open) Blue Key [1.666]

135   0  16 S1 Fast Open Door (stays open) Red Key [1.666]
134   0   4 SR Fast Open Door (stays open) Red Key [1.666]

137   0   6 S1 Fast Open Door (stays open) Yellow Key [1.666]
136   0   4 SR Fast Open Door (stays open) Yellow Key [1.666]

50    0   0 S1 Close door 
42    6   1 SR Close door	[Note Close door ~ lower ceil to floor]
3     2   9 W1 Close door
75    6   0 WR Close door

16    3   2 W1 Close door - opens in 30 sec
76    2   0 WR Close door - opens in 30 sec

113   0   0 S1 Fast Close Door [1.666]
116   0   1 SR Fast Close Door [1.666]
110   0   1 W1 Fast Close Door [1.666]
107   0   0 WR Fast Close Door [1.666]

---------------------------------------------------------------
Lifts
#    u1  u2 TR Brief function description
---------------------------------------------------------------
21    1   0 S1 Lower lift (lower, wait 3, raise)
62   51 143 SR Lower lift (lower, wait 3, raise)
10    1   0 W1 Lower lift (lower, wait 3, raise)        
88   65  51 WR Lower lift (lower, wait 3, raise)

122   0   0 S1 Fast Lower Lift (lower, wait 3, raise) [1.666]
123   0 162 SR Fast Lower Lift (lower, wait 3, raise) [1.666]
121   0   0 W1 Fast Lower Lift (lower, wait 3, raise) [1.666]
120   0  58 WR Fast Lower Lift (lower, wait 3, raise) [1.666]

---------------------------------------------------------------
Crushers
#    u1  u2 TR Brief function description
---------------------------------------------------------------
6     0   0 W1 Start fast crusher ceil (slow damage)
77    6   3 WR Start fast crusher ceil (slow damage)

49    0   1 S1 Start slow crusher ceil (fast damage)
25    0   0 W1 Start slow crusher ceil (fast damage)
73   17   6 WR Start slow crusher ceil (fast damage)

141   0   1 W1 Start slow quiet crusher ceil (fast damage) [1.666]

57    0   0 W1 Stop crusher ceil
74   24  13 WR Stop crusher ceil

56    5   0 W1 Crusher floor rises to 8 below ceiling

---------------------------------------------------------------
Stairs
#    u1  u2 TR Brief function description
---------------------------------------------------------------
7    11   6 S1 Raise stair (rise 8)
8     2   1 W1 Raise stair (rise 8)

127   0   6 S1 Fast raise stair (rise 16) [1.666]
100   0   1 W1 Fast raise stair (rise 16) [1.666]

---------------------------------------------------------------
Floors
#    u1  u2 TR Brief function description
---------------------------------------------------------------
9     2   0 S1 Lower pillar, raise donut, chg donut txt to neigbhor.

58    5   0 W1 Floor rises 24
92    0   0 WR Floor rises 24

15    0   1 S1 Floor rises 24 txt & typ chg to sw
66    0   0 SR Floor rises 24 txt & typ chg to sw
59    5   7 W1 Floor rises 24 txt & typ chg to 1st side sector
93    0   0 WR Floor rises 24 txt & typ chg to 1st side sector

14    1   0 S1 Floor rises 32 txt & typ chg to sw
67    0   9 SR Floor rises 32 txt & typ chg to sw

30    2   2 W1 Floor rises 128? (sometimes less)
96    0   0 WR Floor rises 128

140   0   1 S1 Floor rises 512 [jff]

102  14  22 S1 Set floor to max n. floor
45    0   2 SR Set floor to max n. floor
19   11  22 W1 Set floor to max n. floor
83    0   7 WR Set floor to max n. floor

71    0  24 S1 Set floor to 8 above max n. floor
70    3   2 SR Set floor to 8 above max n. floor
36    8  27 W1 Set floor to 8 above max n. floor
98    4   0 WR Set floor to 8 above max n. floor

23   16  12 S1 Set floor to min n. floor. 
60    0   4 SR Set floor to min n. floor. 
38   23  37 W1 Set floor to min n. floor. 
82    6   0 WR Set floor to min n. floor. 

37   31  11 W1 Lower floor to min n. floor txt & typ chg to min n. [1] 
84    0   0 WR Lower floor to min n. floor txt & typ chg to min n. [1] 

20   13  12 S1 Raise floor to next floor txt & typ chg to sw 
68    0   2 SR Raise floor to next floor txt & typ chg to sw
22    3  18 W1 Raise floor to next floor txt & typ chg to 1st side sec.
95    0   0 WR Raise floor to next floor txt & typ chg to 1st side sec. 
47    0   2 G1 Raise floor to next floor txt & typ chg to 1st side sec.

18   10   8 S1 Raise floor to next floor
69    0   0 SR Raise floor to next floor

131   0   2 S1 Raise floor to next floor [1.666]
132   0   0 SR Raise floor to next floor [1.666]
119   0  13 W1 Raise floor to next floor [1.666]
128   0   0 WR Raise floor to next floor [1.666]

130   0   0 W1 Raise floor to next floor fast [1.666]
129   0   0 WR Raise floor to next floor fast [1.666]

101   0   0 S1 Set floor to min n. ceil
64    0   0 SR Set floor to min n. ceil
5     1   3 W1 Set floor to min n. ceil 
91   18   1 WR Set floor to min n. ceil
24    1   0 G1 Set floor to min n. ceil

55    0   0 S1 Set floor to 8 under min n. ceil.
65    0   0 SR Set floor to 8 under min n. ceil
94    0   1 WR Set floor to 8 under min n. ceil

53    0   0 W1 Start moving floor (up, wait 3, down)
87    6   4 WR Start moving floor (up, wait 3, down)

54    0   0 W1 Stop moving floor
89   10   5 WR Stop moving floor

---------------------------------------------------------------
Ceilings
#    u1  u2 TR Brief function description
---------------------------------------------------------------
40    4   0 W1 Ceil rises to max n. ceil

41    0   0 S1 Lower ceil to floor  
43    0   0 SR Lower ceil to floor

44    1   0 W1 Lower ceil to 8 above floor
72    0   0 WR Lower ceil to 8 above floor

---------------------------------------------------------------
Lights
#    u1  u2 TR Brief function description
---------------------------------------------------------------
139   0   2 SR Light level to 0 [1.666]
35    3  14 W1 Light level to 0
79    0   0 WR Light level to 0

138   0   2 SR Light level to 255 [1.666]
13    4   1 W1 Light level to 255
81    0   0 WR Light level to 255

17    0   0 W1 Start blinking lights (every 1 sec)

12    0   0 W1 Light level to max n. light level
80    0   0 WR Light level to max n. light level

104   2   0 W1 Light level to min n. light level

---------------------------------------------------------------
Teleporters
#    u1  u2 TR Brief function description
---------------------------------------------------------------
39    3   3 W1 Teleport to a sector (tagged sector unique, contains TP thing)
97  125 411 WR Teleport to a sector ( "   "    "  "   "    "  )

125   0   4 M1 Monster only teleporter [1.666]
126   0  20 MR Monster only teleporter [1.666]

---------------------------------------------------------------
End Level
#    u1  u2 TR Brief function description
---------------------------------------------------------------
11   15  19 S- End level. Goto next level  
52   19  55 W- End level. Goto next level.

51    3   1 S- End level. Goto secret level.
124   0   4 W- End Level. Goto secret level [1.666]

---------------------------------------------------------------
Misc.
#    u1  u2 TR Brief function description
---------------------------------------------------------------
0     0   0 -- Null tag indicating no function is assigned
48   99 103 -- Animated wall (number/level is limited)
9     2   0 S1 Lower pillar, raise donut, chg donut txt to n.

Notes: 
[1]         If no lower neighbor exists sector type is trashed
[1.666]     Usable with 1.666 engine and above only.

-----------------------------------------------------------------------------
===============================================================================

Special sector tags (not types, tags!): 

  0  Tag used to specify no tag assigned. However, a linedef assigned to
     tag 0 (none) will attempt to carry its function out on all 0 tagged
     sectors unless it also has 0 linedef type. This usually causes the
     game to crash and is always weird - don't do it.

 99  Artifact created by bug/feature of Id's BSP that collapses sectors
     that touch and have identical sector attributes. Used to prevent
     this. Has no effect on rising stairs other than this. Not necessary
     at all with Colin Reed's BSP.

 666 When last boss dies - Lower sector floor to n. floor, if ExM8 and 
     no 666 tagged sector exists then level ends. In Doom 2 only the
     Mancubus and the Commander Keen things are bosses. In Doom 1 it
     is only barons, cyberdemons, and spiderdemons. It is not possible 
     to end the level with 666 in Doom 2.


----------------------------------------------------------------------
Errata in version 1.

1) 50 is Close door -not- Open door stays open
2) 34 and 33 were reversed
3) 95 is WR not W1
4) 49 is S1 Start slow crusher ceil (fast damage) not lower ceil to floor
5) 44 is WR not W1
6) 72 is W1 Lower ceil to floor + 8
7) 37,84 require that a lower neighbor floor exists
8) Some floor functions were incorrectly reported to set to 0 hgt sometimes
