File: oth_3D.tsp

package info (click to toggle)
glhack 1.2-9
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 26,748 kB
  • sloc: ansic: 208,571; cpp: 13,139; yacc: 2,005; makefile: 1,152; lex: 377; sh: 121; awk: 89; sed: 11
file content (1113 lines) | stat: -rw-r--r-- 15,510 bytes parent folder | download | duplicates (6)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
# tile 829 (dark part of a room)
{
}
# tile 830 (wall 0)
{
  model = wall.md2
  skin  = wall.png
  flags = F
}
# tile 831 (wall 1)
{
  model = wall.md2
  skin  = wall.png
  flags = F
}
# tile 832 (wall 2)
{
  model = wall.md2
  skin  = wall.png
  flags = F
}
# tile 833 (wall 3)
{
  model = wall.md2
  skin  = wall.png
  flags = F
}
# tile 834 (wall 4)
{
  model = wall.md2
  skin  = wall.png
  flags = F
}
# tile 835 (wall 5)
{
  model = wall.md2
  skin  = wall.png
  flags = F
}
# tile 836 (wall 6)
{
  model = wall.md2
  skin  = wall.png
  flags = F
}
# tile 837 (wall 7)
{
  model = wall.md2
  skin  = wall.png
  flags = F
}
# tile 838 (wall 8)
{
  model = wall.md2
  skin  = wall.png
  flags = F
}
# tile 839 (wall 9)
{
  model = wall.md2
  skin  = wall.png
  flags = F
}
# tile 840 (wall 10)
{
  model = wall.md2
  skin  = wall.png
  flags = F
}
# tile 841 (doorway)
{
  model = doorway.md2
  skin  = wood1.png
  flags = M
}
# tile 842 (open door)
{
  model = open_door.md2
  skin  = door.png
  rotate = 0
  flags = M
}
# tile 843 (open vertical door)
{
  model = open_door.md2
  skin  = door.png
  rotate = 90
  flags = M
}
# tile 844 (closed door)
{
  model = closed_door.md2
  skin  = door.png
  rotate = 0
}
# tile 845 (closed vertical door)
{
  model = closed_door.md2
  skin  = door.png
  rotate = 90
}
# tile 846 (iron bars)
{
}
# tile 847 (tree)
{
}
# tile 848 (floor of a room)
{
  model = floor.md2
  skin  = floor.png
}
# tile 849 (corridor)
{
  model = floor.md2
  skin  = floor.png
}
# tile 850 (lit corridor)
{
  model = floor.md2
  skin  = floor.png
}
# tile 851 (staircase up)
{
  model = staircase.md2
  skin  = staircase.png
  rotate = 90
}
# tile 852 (staircase down)
{
  model = downstair.md2
  skin  = downstair.png
  rotate = 0
  flags = F
}
# tile 853 (ladder up)
{
  model = staircase.md2
  skin  = staircase.png
  rotate = 90
}
# tile 854 (ladder down)
{
  model = downstair.md2
  skin  = downstair.png
  rotate = 0
  flags = F
}
# tile 855 (altar)
{
}
# tile 856 (grave)
{
}
# tile 857 (opulent throne)
{
}
# tile 858 (sink)
{
  model = fountain.md2
  skin  = fountain.png
}
# tile 859 (fountain)
{
  model = fountain.md2
  skin  = fountain.png
}
# tile 860 (pool of water)
{
  model = floor.md2
  skin  = water.png
  flags = FM
}
# tile 861 (ice)
{
  model = floor.md2
  skin  = ice.png
  flags = FM
}
# tile 862 (molten lava)
{
  model = floor.md2
  skin  = lava.png
  flags = FM
}
# tile 863 (lowered vertical drawbridge)
{
}
# tile 864 (lowered drawbridge)
{
}
# tile 865 (raised drawbridge)
{
}
# tile 866 (raised vertical drawbridge)
{
}
# tile 867 (air)
{
}
# tile 868 (cloud)
{
}
# tile 869 (water)
{
  model = floor.md2
  skin  = water.png
  flags = FM
}
# tile 870 (arrow trap)
{
  model = x_beartrap.md2
  skin  = x_beartrap.png
}
# tile 871 (dart trap)
{
  model = x_beartrap.md2
  skin  = x_beartrap.png
}
# tile 872 (falling rock trap)
{
  model = x_beartrap.md2
  skin  = x_beartrap.png
}
# tile 873 (squeaky board)
{
  model = x_beartrap.md2
  skin  = x_beartrap.png
}
# tile 874 (bear trap)
{
  model = x_beartrap.md2
  skin  = x_beartrap.png
}
# tile 875 (land mine)
{
  model = x_beartrap.md2
  skin  = x_beartrap.png
}
# tile 876 (rolling boulder trap)
{
  model = x_beartrap.md2
  skin  = x_beartrap.png
}
# tile 877 (sleeping gas trap)
{
  model = x_beartrap.md2
  skin  = x_beartrap.png
}
# tile 878 (rust trap)
{
  model = x_beartrap.md2
  skin  = x_beartrap.png
}
# tile 879 (fire trap)
{
  model = x_beartrap.md2
  skin  = x_beartrap.png
}
# tile 880 (pit)
{
  model = pit.md2
  skin  = pit.png
  flags = F
}
# tile 881 (spiked pit)
{
  model = pit_spiked.md2
  skin  = pit_spiked.png
  flags = F
}
# tile 882 (hole)
{
  model = pit.md2
  skin  = pit.png
}
# tile 883 (trap door)
{
  model = pit.md2
  skin  = pit.png
}
# tile 884 (teleportation trap)
{
  model = x_beartrap.md2
  skin  = x_beartrap.png
}
# tile 885 (level teleporter)
{
  model = x_beartrap.md2
  skin  = x_beartrap.png
}
# tile 886 (magic portal)
{
  model = x_beartrap.md2
  skin  = x_beartrap.png
}
# tile 887 (web)
{
  model = x_beartrap.md2
  skin  = x_beartrap.png
}
# tile 888 (statue trap)
{
  model = x_beartrap.md2
  skin  = x_beartrap.png
}
# tile 889 (magic trap)
{
  model = x_beartrap.md2
  skin  = x_beartrap.png
}
# tile 890 (anti-magic field)
{
  model = x_beartrap.md2
  skin  = x_beartrap.png
}
# tile 891 (polymorph trap)
{
  model = x_beartrap.md2
  skin  = x_beartrap.png
}
# tile 892 (wall A)
{
  model = wall.md2
  skin  = wall.png
}
# tile 893 (wall B)
{
  model = wall.md2
  skin  = wall.png
}
# tile 894 (wall C)
{
  model = wall.md2
  skin  = wall.png
}
# tile 895 (wall D)
{
  model = wall.md2
  skin  = wall.png
}
# tile 896 (cmap / dig beam)
{
}
# tile 897 (cmap / camera flash)
{
}
# tile 898 (cmap / thrown boomerang, open left)
{
}
# tile 899 (cmap / thrown boomerang, open right)
{
}
# tile 900 (cmap / magic shield 1)
{
  model = x_protect.md2
  skin  = x_protect.png
  rotate = 0
}
# tile 901 (cmap / magic shield 2)
{
  model = x_protect.md2
  skin  = x_protect.png
  rotate = -90
}
# tile 902 (cmap / magic shield 3)
{
  model = x_protect.md2
  skin  = x_protect.png
  rotate = -180
}
# tile 903 (cmap / magic shield 4)
{
  model = x_protect.md2
  skin  = x_protect.png
  rotate = -270
}
# tile 904 (cmap / swallow top left)
{
}
# tile 905 (cmap / swallow top center)
{
}
# tile 906 (cmap / swallow top right)
{
}
# tile 907 (cmap / swallow middle left)
{
}
# tile 908 (cmap / swallow middle right)
{
}
# tile 909 (cmap / swallow bottom left)
{
}
# tile 910 (cmap / swallow bottom center)
{
}
# tile 911 (cmap / swallow bottom right)
{
}
# tile 957 (explosion dark 0)
{
}
# tile 958 (explosion dark 1)
{
}
# tile 959 (explosion dark 2)
{
}
# tile 960 (explosion dark 3)
{
}
# tile 961 (explosion dark 4)
{
}
# tile 962 (explosion dark 5)
{
}
# tile 963 (explosion dark 6)
{
}
# tile 964 (explosion dark 7)
{
}
# tile 965 (explosion dark 8)
{
}
# tile 957 (explosion noxious 0)
{
}
# tile 958 (explosion noxious 1)
{
}
# tile 959 (explosion noxious 2)
{
}
# tile 960 (explosion noxious 3)
{
}
# tile 961 (explosion noxious 4)
{
}
# tile 962 (explosion noxious 5)
{
}
# tile 963 (explosion noxious 6)
{
}
# tile 964 (explosion noxious 7)
{
}
# tile 965 (explosion noxious 8)
{
}
# tile 957 (explosion muddy 0)
{
}
# tile 958 (explosion muddy 1)
{
}
# tile 959 (explosion muddy 2)
{
}
# tile 960 (explosion muddy 3)
{
}
# tile 961 (explosion muddy 4)
{
}
# tile 962 (explosion muddy 5)
{
}
# tile 963 (explosion muddy 6)
{
}
# tile 964 (explosion muddy 7)
{
}
# tile 965 (explosion muddy 8)
{
}
# tile 957 (explosion wet 0)
{
}
# tile 958 (explosion wet 1)
{
}
# tile 959 (explosion wet 2)
{
}
# tile 960 (explosion wet 3)
{
}
# tile 961 (explosion wet 4)
{
}
# tile 962 (explosion wet 5)
{
}
# tile 963 (explosion wet 6)
{
}
# tile 964 (explosion wet 7)
{
}
# tile 965 (explosion wet 8)
{
}
# tile 957 (explosion magical 0)
{
}
# tile 958 (explosion magical 1)
{
}
# tile 959 (explosion magical 2)
{
}
# tile 960 (explosion magical 3)
{
}
# tile 961 (explosion magical 4)
{
}
# tile 962 (explosion magical 5)
{
}
# tile 963 (explosion magical 6)
{
}
# tile 964 (explosion magical 7)
{
}
# tile 965 (explosion magical 8)
{
}
# tile 957 (explosion fiery 0)
{
}
# tile 958 (explosion fiery 1)
{
}
# tile 959 (explosion fiery 2)
{
}
# tile 960 (explosion fiery 3)
{
}
# tile 961 (explosion fiery 4)
{
}
# tile 962 (explosion fiery 5)
{
}
# tile 963 (explosion fiery 6)
{
}
# tile 964 (explosion fiery 7)
{
}
# tile 965 (explosion fiery 8)
{
}
# tile 957 (explosion frosty 0)
{
}
# tile 958 (explosion frosty 1)
{
}
# tile 959 (explosion frosty 2)
{
}
# tile 960 (explosion frosty 3)
{
}
# tile 961 (explosion frosty 4)
{
}
# tile 962 (explosion frosty 5)
{
}
# tile 963 (explosion frosty 6)
{
}
# tile 964 (explosion frosty 7)
{
}
# tile 965 (explosion frosty 8)
{
}
# tile 975 (zap 0 0)
{
  model = zap.md2
  skin  = zap_magic.png
  rotate = 90
}
# tile 976 (zap 0 1)
{
  model = zap.md2
  skin  = zap_magic.png
  rotate = 0
}
# tile 977 (zap 0 2)
{
  model = zap_diag.md2
  skin  = zap_magic.png
  rotate = -45
}
# tile 978 (zap 0 3)
{
  model = zap_diag.md2
  skin  = zap_magic.png
  rotate = 45
}
# tile 979 (zap 1 0)
{
  model = zap.md2
  skin  = zap_fire.png
  rotate = 90
}
# tile 980 (zap 1 1)
{
  model = zap.md2
  skin  = zap_fire.png
  rotate = 0
}
# tile 981 (zap 1 2)
{
  model = zap_diag.md2
  skin  = zap_fire.png
  rotate = -45
}
# tile 982 (zap 1 3)
{
  model = zap_diag.md2
  skin  = zap_fire.png
  rotate = 45
}
# tile 983 (zap 2 0)
{
  model = zap.md2
  skin  = zap_cold.png
  rotate = 90
}
# tile 984 (zap 2 1)
{
  model = zap.md2
  skin  = zap_cold.png
  rotate = 0
}
# tile 985 (zap 2 2)
{
  model = zap_diag.md2
  skin  = zap_cold.png
  rotate = -45
}
# tile 986 (zap 2 3)
{
  model = zap_diag.md2
  skin  = zap_cold.png
  rotate = 45
}
# tile 987 (zap 3 0)
{
  model = zap.md2
  skin  = zap_sleep.png
  rotate = 90
}
# tile 988 (zap 3 1)
{
  model = zap.md2
  skin  = zap_sleep.png
  rotate = 0
}
# tile 989 (zap 3 2)
{
  model = zap_diag.md2
  skin  = zap_sleep.png
  rotate = -45
}
# tile 990 (zap 3 3)
{
  model = zap_diag.md2
  skin  = zap_sleep.png
  rotate = 45
}
# tile 991 (zap 4 0)
{
  model = zap.md2
  skin  = zap_death.png
  rotate = 90
}
# tile 992 (zap 4 1)
{
  model = zap.md2
  skin  = zap_death.png
  rotate = 0
}
# tile 993 (zap 4 2)
{
  model = zap_diag.md2
  skin  = zap_death.png
  rotate = -45
}
# tile 994 (zap 4 3)
{
  model = zap_diag.md2
  skin  = zap_death.png
  rotate = 45
}
# tile 995 (zap 5 0)
{
  model = zap.md2
  skin  = zap_lightning.png
  rotate = 90
}
# tile 996 (zap 5 1)
{
  model = zap.md2
  skin  = zap_lightning.png
  rotate = 0
}
# tile 997 (zap 5 2)
{
  model = zap_diag.md2
  skin  = zap_lightning.png
  rotate = -45
}
# tile 998 (zap 5 3)
{
  model = zap_diag.md2
  skin  = zap_lightning.png
  rotate = 45
}
# tile 999 (zap 6 0)
{
  model = zap.md2
  skin  = zap_gaseous.png
  rotate = 90
}
# tile 1000 (zap 6 1)
{
  model = zap.md2
  skin  = zap_gaseous.png
  rotate = 0
}
# tile 1001 (zap 6 2)
{
  model = zap_diag.md2
  skin  = zap_gaseous.png
  rotate = -45
}
# tile 1002 (zap 6 3)
{
  model = zap_diag.md2
  skin  = zap_gaseous.png
  rotate = 45
}
# tile 1003 (zap 7 0)
{
  model = zap.md2
  skin  = zap_acidic.png
  rotate = 90
}
# tile 1004 (zap 7 1)
{
  model = zap.md2
  skin  = zap_acidic.png
  rotate = 0
}
# tile 1005 (zap 7 2)
{
  model = zap_diag.md2
  skin  = zap_acidic.png
  rotate = -45
}
# tile 1006 (zap 7 3)
{
  model = zap_diag.md2
  skin  = zap_acidic.png
  rotate = 45
}
# tile 1007 (warning 0)
{
}
# tile 1008 (warning 1)
{
}
# tile 1009 (warning 2)
{
}
# tile 1010 (warning 3)
{
}
# tile 1011 (warning 4)
{
}
# tile 1012 (warning 5)
{
}
# tile 1013 (sub mine walls 0)
{
  model = mine_A.md2
  skin  = mine.png
  rotate = 0
  flags = F
}
# tile 1014 (sub mine walls 1)
{
  model = mine_A.md2
  skin  = mine.png
  rotate = -90
  flags = F
}
# tile 1015 (sub mine walls 2)
{
  model = mine_B.md2
  skin  = mine.png
  rotate = 0
  flags = F
}
# tile 1016 (sub mine walls 3)
{
  model = mine_B.md2
  skin  = mine.png
  rotate = -90
  flags = F
}
# tile 1017 (sub mine walls 4)
{
  model = mine_B.md2
  skin  = mine.png
  rotate = 90
  flags = F
}
# tile 1018 (sub mine walls 5)
{
  model = mine_B.md2
  skin  = mine.png
  rotate = 180
  flags = F
}
# tile 1019 (sub mine walls 6)
{
  model = mine_D.md2
  skin  = mine.png
  rotate = 0
  flags = F
}
# tile 1020 (sub mine walls 7)
{
  model = mine_C.md2
  skin  = mine.png
  rotate = 90
  flags = F
}
# tile 1021 (sub mine walls 8)
{
  model = mine_C.md2
  skin  = mine.png
  rotate = -90
  flags = F
}
# tile 1022 (sub mine walls 9)
{
  model = mine_C.md2
  skin  = mine.png
  rotate = 180
  flags = F
}
# tile 1023 (sub mine walls 10)
{
  model = mine_C.md2
  skin  = mine.png
  rotate = 0
  flags = F
}
# tile 1024 (sub gehennom walls 0)
{
  model = wall.md2
  skin  = wall_hell.png
  flags = F
}
# tile 1025 (sub gehennom walls 1)
{
  model = wall.md2
  skin  = wall_hell.png
  flags = F
}
# tile 1026 (sub gehennom walls 2)
{
  model = wall.md2
  skin  = wall_hell.png
  flags = F
}
# tile 1027 (sub gehennom walls 3)
{
  model = wall.md2
  skin  = wall_hell.png
  flags = F
}
# tile 1028 (sub gehennom walls 4)
{
  model = wall.md2
  skin  = wall_hell.png
  flags = F
}
# tile 1029 (sub gehennom walls 5)
{
  model = wall.md2
  skin  = wall_hell.png
  flags = F
}
# tile 1030 (sub gehennom walls 6)
{
  model = wall.md2
  skin  = wall_hell.png
  flags = F
}
# tile 1031 (sub gehennom walls 7)
{
  model = wall.md2
  skin  = wall_hell.png
  flags = F
}
# tile 1032 (sub gehennom walls 8)
{
  model = wall.md2
  skin  = wall_hell.png
  flags = F
}
# tile 1033 (sub gehennom walls 9)
{
  model = wall.md2
  skin  = wall_hell.png
  flags = F
}
# tile 1034 (sub gehennom walls 10)
{
  model = wall.md2
  skin  = wall_hell.png
  flags = F
}
# tile 1024 (sub knox walls 0)
{
  model = wall.md2
  skin  = wall_knox.png
  flags = F
}
# tile 1025 (sub knox walls 1)
{
  model = wall.md2
  skin  = wall_knox.png
  flags = F
}
# tile 1026 (sub knox walls 2)
{
  model = wall.md2
  skin  = wall_knox.png
  flags = F
}
# tile 1027 (sub knox walls 3)
{
  model = wall.md2
  skin  = wall_knox.png
  flags = F
}
# tile 1028 (sub knox walls 4)
{
  model = wall.md2
  skin  = wall_knox.png
}
# tile 1029 (sub knox walls 5)
{
  model = wall.md2
  skin  = wall_knox.png
  flags = F
}
# tile 1030 (sub knox walls 6)
{
  model = wall.md2
  skin  = wall_knox.png
  flags = F
}
# tile 1031 (sub knox walls 7)
{
  model = wall.md2
  skin  = wall_knox.png
  flags = F
}
# tile 1032 (sub knox walls 8)
{
  model = wall.md2
  skin  = wall_knox.png
  flags = F
}
# tile 1033 (sub knox walls 9)
{
  model = wall.md2
  skin  = wall_knox.png
  flags = F
}
# tile 1034 (sub knox walls 10)
{
  model = wall.md2
  skin  = wall_knox.png
  flags = F
}
# tile 1046 (sub sokoban walls 0)
{
  model = wall.md2
  skin  = wall_sokoban.png
  flags = F
}
# tile 1047 (sub sokoban walls 1)
{
  model = wall.md2
  skin  = wall_sokoban.png
  flags = F
}
# tile 1048 (sub sokoban walls 2)
{
  model = wall.md2
  skin  = wall_sokoban.png
  flags = F
}
# tile 1049 (sub sokoban walls 3)
{
  model = wall.md2
  skin  = wall_sokoban.png
  flags = F
}
# tile 1050 (sub sokoban walls 4)
{
  model = wall.md2
  skin  = wall_sokoban.png
  flags = F
}
# tile 1051 (sub sokoban walls 5)
{
  model = wall.md2
  skin  = wall_sokoban.png
  flags = F
}
# tile 1052 (sub sokoban walls 6)
{
  model = wall.md2
  skin  = wall_sokoban.png
}
# tile 1053 (sub sokoban walls 7)
{
  model = wall.md2
  skin  = wall_sokoban.png
  flags = F
}
# tile 1054 (sub sokoban walls 8)
{
  model = wall.md2
  skin  = wall_sokoban.png
  flags = F
}
# tile 1055 (sub sokoban walls 9)
{
  model = wall.md2
  skin  = wall_sokoban.png
  flags = F
}
# tile 1056 (sub sokoban walls 10)
{
  model = wall.md2
  skin  = wall_sokoban.png
  flags = F
}
# tile 1057 (sub mine floor)
{
  model = floor.md2
  skin  = mine_floor.png
}
# tile 1058 (sub sokoban floor)
{
  model = floor.md2
  skin  = sokoban_floor.png
}
# tile 1059 (sub knox floor)
{
  model = floor.md2
  skin  = sokoban_floor.png
}
# tile 1060 (sub gehennom floor)
{
  model = floor.md2
  skin  = hell_floor.png
}
# tile 1061 (sub quest floor)
{
  model = floor.md2
  skin  = quest_floor.png
}
# tile 1062 (sub astral floor)
{
  model = floor.md2
  skin  = astral_floor.png
}
# tile 1063 (sub cave floor)
{
  model = floor.md2
  skin  = cave_floor.png
}
# tile 1064 (sub beach floor)
{
  model = floor.md2
  skin  = beach_floor.png
}