#Zone Builder metadata for Lua stuff to include both Binary and UDMF arguments

################
###ITEM SKINS###
################

##RING##

Thing MT_RING
#$Name "Ring"
#$Sprite RINGA0
#$Category Rings and Weapon Panels
#$Arrow
#$ParameterText Skin
#$Flags1Text "Count as Sphere"
#$Flags8Text Float
#$Arg1 "Skin"
#$Arg1Tooltip "Affects how a Ring appears.\nThe default uses the map's defined Era or 2.2 otherwise."
#$Arg1Type 11
#$Arg1Enum {0="Default"; 1="2.2"; 2="Demo"; 3="Halloween"; 4="SD2 Health"; 5="SD2 Armor"; 6="TGF";}
#$Arg2 "SS Sphere"
#$Arg2Tooltip "Decrement the Sphere Counter in Special Stages as Rings were used instead of Spheres in older versions."
#$Arg2Type 11
#$Arg2Enum falsetrue
MAPTHINGNUM = 300
RADIUS = 16*FRACUNIT
HEIGHT = 24*FRACUNIT


##SPRINGS##

Thing MT_YELLOWSPRING
#$Name "Yellow Spring"
#$Sprite SPRYA0
#$Category Springs and Fans
#$Arrow
#$ParameterText Era
#$Arg0 "Era"
#$Arg0Tooltip "Affects how this Spring appears and behaves.\nThe default uses the map's defined Era or 2.2 otherwise."
#$Arg0Type 11
#$Arg0Enum {0="Default"; 1="2.2"; 2="Final Demo"; 3="Xmas";}
MAPTHINGNUM = 550
RADIUS = 20*FRACUNIT
HEIGHT = 16*FRACUNIT

Thing MT_REDSPRING
#$Name "Red Spring"
#$Sprite SPRRA0
#$Category Springs and Fans
#$Arrow
#$ParameterText Era
#$Arg0 "Era"
#$Arg0Tooltip "Affects how this Spring appears and behaves.\nThe default uses the map's defined Era or 2.2 otherwise."
#$Arg0Type 11
#$Arg0Enum {0="Default"; 1="2.2"; 2="Final Demo"; 3="Xmas";}
MAPTHINGNUM = 551
RADIUS = 20*FRACUNIT
HEIGHT = 16*FRACUNIT

Thing MT_BLUESPRING
#$Name "Blue Spring"
#$Sprite SPRBA0
#$Category Springs and Fans
#$Arrow
#$ParameterText Era
#$Arg0 "Era"
#$Arg0Tooltip "Affects how this Spring appears.\nThe default uses the map's defined Era or 2.2 otherwise."
#$Arg0Type 11
#$Arg0Enum {0="Default"; 1="2.2"; 2="Final Demo";}
MAPTHINGNUM = 552
RADIUS = 20*FRACUNIT
HEIGHT = 16*FRACUNIT

Thing MT_YELLOWDIAG
#$Name "Diagonal Yellow Spring"
#$Sprite YSPRD2
#$Category Springs and Fans
#$Arrow
#$ParameterText Era
#$Arg1 "Era"
#$Arg1Tooltip "Affects how this Spring appears and behaves.\nThe default uses the map's defined Era or 2.2 otherwise."
#$Arg1Type 11
#$Arg1Enum {0="Default"; 1="2.2"; 2="Final Demo"; 3="Demo 4"; 4="Demo 1-3"; 5="Xmas";}
MAPTHINGNUM = 555
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT

Thing MT_REDDIAG
#$Name "Diagonal Red Spring"
#$Sprite RSPRD2
#$Category Springs and Fans
#$Arrow
#$ParameterText Era
#$Arg1 "Era"
#$Arg1Tooltip "Affects how this Spring appears.\nThe default uses the map's defined Era or 2.2 otherwise."
#$Arg1Type 11
#$Arg1Enum {0="Default"; 1="2.2"; 2="Final Demo";}
MAPTHINGNUM = 556
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT

Thing MT_BLUEDIAG
#$Name "Diagonal Blue Spring"
#$Sprite BSPRD2
#$Category Springs and Fans
#$Arrow
#$ParameterText Era
#$Arg1 "Era"
#$Arg1Tooltip "Affects how this Spring appears.\nThe default uses the map's defined Era or 2.2 otherwise."
#$Arg1Type 11
#$Arg1Enum {0="Default"; 1="2.2"; 2="Final Demo";}
MAPTHINGNUM = 557
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT


##STARPOST##

Thing MT_STARPOST
#$Name "Star Post"
#$Sprite STPTA0M0
#$Category Generic Items & Hazards
#$Arrow
#$Flags1Text ENABLE Skins
#$Flags4Text Respawn at Center
#$Flags8Text Use Parameter instead of Rotation for Skin
#$Arg2 "Skin"
#$Arg2Tooltip "Affects how this Starpost appears.\nThe default uses the map's defined Era or 2.2 otherwise."
#$Arg2Type 11
#$Arg2Enum {0="Default"; 1="2.2"; 2="Final Demo";}
MAPTHINGNUM = 502
RADIUS = 64*FRACUNIT
HEIGHT = 80*FRACUNIT



#######################
###EMERGENCY OBJECTS###
#######################
Thing MT_HOLOYLWSPRING
#$Name "Yellow Holo-Spring"
#$Sprite SPRYK0
#$Category Emergency/Anti-Softlock
#$Color 12
#$Arrow
#$ParameterText Char(s)
#$Arg0 "Characters"
#$Arg0Tooltip "This Determines which of the default 6 characters can use this spring.\n If this value is 0, then it will function for every character."
#$Arg0Type 12
#$Arg0Enum {1="Sonic"; 2="Tails"; 4="Knuckles"; 8="Amy"; 16="Fang"; 32="Metal Sonic";}
MAPTHINGNUM = 1142
SPAWNSTATE = S_HOLOYLWSPRING
SEESTATE = S_HOLOYLWSPRING2
PAINSOUND = sfx_spring
RAISESTATE = S_HOLOYLWSPRING2
RADIUS = 20*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 20*FRACUNIT
FLAGS = MF_SOLID|MF_SPRING

Thing MT_HOLOREDSPRING
#$Name "Red Holo-Spring"
#$Sprite SPRRK0
#$Category Emergency/Anti-Softlock
#$Color 12
#$Arrow
#$ParameterText Char(s)
#$Arg0 "Characters"
#$Arg0Tooltip "This Determines which of the default 6 characters can use this spring.\n If this value is 0, then it will function for every character."
#$Arg0Type 12
#$Arg0Enum {1="Sonic"; 2="Tails"; 4="Knuckles"; 8="Amy"; 16="Fang"; 32="Metal Sonic";}
MAPTHINGNUM = 1143
SPAWNSTATE = S_HOLOREDSPRING
SEESTATE = S_HOLOREDSPRING2
PAINSOUND = sfx_spring
RAISESTATE = S_HOLOREDSPRING2
RADIUS = 20*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 32*FRACUNIT
FLAGS = MF_SOLID|MF_SPRING

Thing MT_HOLOBLUSPRING
#$Name "Blue Holo-Spring"
#$Sprite SPRBK0
#$Category Emergency/Anti-Softlock
#$Color 12
#$Arrow
#$ParameterText Char(s)
#$Arg0 "Characters"
#$Arg0Tooltip "This Determines which of the default 6 characters can use this spring.\n If this value is 0, then it will function for every character."
#$Arg0Type 12
#$Arg0Enum {1="Sonic"; 2="Tails"; 4="Knuckles"; 8="Amy"; 16="Fang"; 32="Metal Sonic";}
MAPTHINGNUM = 1141
SPAWNSTATE = S_HOLOBLUSPRING
SEESTATE = S_HOLOBLUSPRING2
PAINSOUND = sfx_spring
RAISESTATE = S_HOLOBLUSPRING2
RADIUS = 20*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 11*FRACUNIT
FLAGS = MF_SOLID|MF_SPRING

Thing MT_HYLWDIAG
#$Name "Diagonal Yellow Holo-Spring"
#$Sprite YSPRK2
#$Category Emergency/Anti-Softlock
#$Color 12
#$Arrow
#$ParameterText Char(s)
#$Arg0 "Flags"
#$Arg0Type 12
#$Arg0Enum {1="Ignore gravity"; 2="Rotate 22.5° CCW";}
#$Arg1 "Characters"
#$Arg1Tooltip "This Determines which of the default 6 characters can use this spring.\n If this value is 0, then it will function for every character."
#$Arg1Type 12
#$Arg1Enum {1="Sonic"; 2="Tails"; 4="Knuckles"; 8="Amy"; 16="Fang"; 32="Metal Sonic";}
MAPTHINGNUM = 1145
SPAWNSTATE = S_HYDIAG1
SEESTATE = S_HYDIAG2
PAINSOUND = sfx_spring
RAISESTATE = S_HYDIAG2
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 20*FRACUNIT
damage = 20*FRACUNIT
FLAGS = MF_SOLID|MF_SPRING

Thing MT_HREDDIAG
#$Name "Diagonal Red Holo-Spring"
#$Sprite RSPRK2
#$Category Emergency/Anti-Softlock
#$Color 12
#$Arrow
#$ParameterText Char(s)
#$Arg0 "Flags"
#$Arg0Type 12
#$Arg0Enum {1="Ignore gravity"; 2="Rotate 22.5° CCW";}
#$Arg1 "Characters"
#$Arg1Tooltip "This Determines which of the default 6 characters can use this spring.\n If this value is 0, then it will function for every character."
#$Arg1Type 12
#$Arg1Enum {1="Sonic"; 2="Tails"; 4="Knuckles"; 8="Amy"; 16="Fang"; 32="Metal Sonic";}
MAPTHINGNUM = 1146
SPAWNSTATE = S_HRDIAG1
SEESTATE = S_HRDIAG2
PAINSOUND = sfx_spring
RAISESTATE = S_HRDIAG2
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 32*FRACUNIT
damage = 32*FRACUNIT
FLAGS = MF_SOLID|MF_SPRING

Thing MT_HBLUDIAG
#$Name "Diagonal Blue Holo-Spring"
#$Sprite BSPRK2
#$Category Emergency/Anti-Softlock
#$Color 12
#$Arrow
#$ParameterText Char(s)
#$Arg0 "Flags"
#$Arg0Type 12
#$Arg0Enum {1="Ignore gravity"; 2="Rotate 22.5° CCW";}
#$Arg1 "Characters"
#$Arg1Tooltip "This Determines which of the default 6 characters can use this spring.\n If this value is 0, then it will function for every character."
#$Arg1Type 12
#$Arg1Enum {1="Sonic"; 2="Tails"; 4="Knuckles"; 8="Amy"; 16="Fang"; 32="Metal Sonic";}
MAPTHINGNUM = 1144
SPAWNSTATE = S_HBDIAG1
SEESTATE = S_HBDIAG2
PAINSOUND = sfx_spring
RAISESTATE = S_HBDIAG2
RADIUS = 16*FRACUNIT
HEIGHT = 16*FRACUNIT
MASS = 11*FRACUNIT
damage = 11*FRACUNIT
FLAGS = MF_SOLID|MF_SPRING

#################
###RETRO MACES###
#################

Thing MT_OLDMACEPOINT
#$Name Old Spinning Mace Spawnpoint
#$Sprite 21MCD0
#$Category 2.1 Castle Eggman
#$Flags1Text 2.0 sprites
#$Flags4Text No sounds
#$Flags8Text Double size
#$AngleText Tag
#$Arg0 "Number of links"
#$Arg1 "Maximum speed"
#$Arg1Tooltip "In fracunits per 0.5 seconds (approximately)."
#$Arg3 "Speed"
#$Arg3Tooltip "In fracunits per tic."
#$Arg4 "Pitch offset"
#$Arg8 "Flags"
#$Arg8Type 12
#$Arg8Enum {1 = "Double size"; 2 = "No sounds"; 4 = "Player-turnable chain"; 8 = "2.0 sprites"; 128 = "No distance check";}
MAPTHINGNUM = 3104
SPAWNSTATE = S_INVISIBLE
SPAWNHEALTH = 1000
SPEED = 10*FRACUNIT
RADIUS = 128*FRACUNIT
HEIGHT = 1*FRACUNIT
MASS = 10000
FLAGS = MF_NOBLOCKMAP|MF_NOSECTOR|MF_NOCLIP|MF_NOGRAVITY|MF_NOCLIPHEIGHT

Thing MT_OLDSWINGMACEPOINT
#$Name Old Swinging Mace Spawnpoint
#$Sprite 21MCD0
#$Category 2.1 Castle Eggman
#$Flags1Text 2.0 sprites and behavior
#$Flags4Text No sounds
#$Flags8Text Double size
#$AngleText Tag
#$Arg0 "Number of links"
#$Arg1 "Maximum speed"
#$Arg1Tooltip "In fracunits per 0.5 seconds (approximately)."
#$Arg3 "Speed"
#$Arg3Tooltip "In fracunits per tic."
#$Arg4 "Pitch offset"
#$Arg8 "Flags"
#$Arg8Type 12
#$Arg8Enum {1 = "Double size"; 2 = "No sounds"; 4 = "Player-turnable chain"; 8 = "2.0 sprites"; 128 = "No distance check";}
MAPTHINGNUM = 3105
SPAWNSTATE = S_INVISIBLE
SPAWNHEALTH = 1000
SPEED = 10*FRACUNIT
RADIUS = 128*FRACUNIT
HEIGHT = 1*FRACUNIT
MASS = 10000
FLAGS = MF_NOBLOCKMAP|MF_NOSECTOR|MF_NOCLIP|MF_NOGRAVITY|MF_NOCLIPHEIGHT

Thing MT_OLDHANGMACEPOINT
#$Name Old Hanging Chain Spawnpoint
#$Sprite 21MCB0
#$Category 2.1 Castle Eggman
#$Flags1Text 2.0 sprites and behavior
#$Flags8Text Double size
#$AngleText Tag
#$Arg0 "Number of links"
#$Arg1 "Maximum speed"
#$Arg1Tooltip "In fracunits per 0.5 seconds (approximately)."
#$Arg3 "Speed"
#$Arg3Tooltip "In fracunits per tic."
#$Arg4 "Pitch offset"
#$Arg8 "Flags"
#$Arg8Type 12
#$Arg8Enum {1 = "Double size"; 2 = "No sounds"; 4 = "Player-turnable chain"; 8 = "2.0 sprites"; 128 = "No distance check";}
MAPTHINGNUM = 3106
SPAWNSTATE = S_INVISIBLE
SPAWNHEALTH = 1000
SPEED = 10*FRACUNIT
RADIUS = 128*FRACUNIT
HEIGHT = 1*FRACUNIT
MASS = 10000
FLAGS = MF_NOBLOCKMAP|MF_NOSECTOR|MF_NOCLIP|MF_NOGRAVITY|MF_NOCLIPHEIGHT

Thing MT_OLDSPINMACEPOINT
#$Name Old Spinning Chain Spawnpoint
#$Sprite 21MCB0
#$Category 2.1 Castle Eggman
#$Flags1Text 2.0 sprites and behavior
#$Flags8Text Double size
#$AngleText Tag
#$Arg0 "Number of links"
#$Arg1 "Maximum speed"
#$Arg1Tooltip "In fracunits per 0.5 seconds (approximately)."
#$Arg3 "Speed"
#$Arg3Tooltip "In fracunits per tic."
#$Arg4 "Pitch offset"
#$Arg8 "Flags"
#$Arg8Type 12
#$Arg8Enum {1 = "Double size"; 2 = "No sounds"; 4 = "Player-turnable chain"; 8 = "2.0 sprites"; 128 = "No distance check";}
MAPTHINGNUM = 3107
SPAWNSTATE = S_INVISIBLE
SPAWNHEALTH = 1000
SPEED = 10*FRACUNIT
RADIUS = 128*FRACUNIT
HEIGHT = 1*FRACUNIT
MASS = 10000
FLAGS = MF_NOBLOCKMAP|MF_NOSECTOR|MF_NOCLIP|MF_NOGRAVITY|MF_NOCLIPHEIGHT
