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SECTORS.TXT Sector Types Reference 
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 Special sector types by function
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LIGHTING EFFECTS: FLICKER, BLINK, SYNC BLINK, OSCILLATE
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 1    blinks off randomly
17 *  flickers on and off randomly

 2    blink 0.5 second
 3    blink 1.0 second

12    blink 0.5 second, synchronized
13    blink 1.0 second, synchronized

 8    oscillates with 2 second period

 4    -10/20% health AND light blink 0.5 second


  Design notes:
  1. Blink is regular switching between two light levels. Flicker is
     random switching between two light levels. Oscillate is a continual
     smooth transition between two light levels.
  2. Blink, flicker, and oscillate effects all work between the
     level of light programmed for the sector, and the minimum adjacent
     neighbor light level excluding the programmed sector. If there is
     no neighbor or all have higher light level, 0 is used for the second
     light level, except in the case of oscillate which then doesn't work.
  3. All sectors that have synchronized blinking types turn on and
     off at the same time, all over the level. (Is simultaneity
     meaningful in a virtual world?)

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DAMAGE EFFECTS
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 7    -2/5% health/sec
 5    -5/10% health/sec
16    -10/20% health/sec

 4    -10/20% health/sec AND light blink 0.5 second

11    -10/20% health/sec. IDDQD off! On health<11% level ends.

Design Notes:
  1.When -X/Y% damage is shown, X% occurs on Too Young to Die and
    Y% on other difficulty levels, each second in a damaging sector.
  2.Damaging sectors do not hurt monsters.
  3.Like battle damage nukage damage is split between armor and health

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DOOR EFFECTS
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10    30 seconds after level start, ceiling closes like a door.
14    300 seconds after level start, ceiling opens like a door.

Design Notes:
	(none)

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SECRET EFFECT
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 9    Score 1 secret for standing in sector.

Design Notes:
  1. A common error is to mark a room secret and then to split
     another small room or door from it which inherits the secret
     attribute. If the small room is inaccessible (torch alcove e.g.)
     an unreachable secret is created.
  2. Another common beginners error is to confuse this bit with the
     linedef secret bit. This is the one you want for the secrets
     score at the end. The linedef bit prevents a yellow line on the
     map from giving away a puzzle too easily.

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 Special sector types by number
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 1    random off
 2    blink 0.5 second
 3    blink 1.0 second
 4    -10/20% health/sec AND light blink 0.5 second
 5    -5/10% health/sec
 6    NOT USED
 7    -2/5% health/sec
 8    oscillates 2 second period
 9    Score 1 secret for standing in sector.
10    30 seconds after level start, ceiling closes like a door.
11    -10/20% health/sec. IDDQD off! On health<11% level ends.
12    blink 0.5 second, synchronized
13    blink 1.0 second, synchronized
14    300 seconds after level start, ceiling opens like a door.
15    NOT USED
16    -10/20% health/sec
17 *  flickers on and off randomly

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