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LANGUAGE.txt
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LANGUAGE.txt
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[enu default]
//" \n"
//Up to 20 lines. :V
E1TEXT =
"As the terrible creatures around you keep inflicting\n"
"pain and agony on you from the darkness, you suddenly\n"
"let out a heaven-rending shout of desperation, feeling\n"
"a strange surge of power emitting around you as you\n"
"faint into the darkness, believing your end has finally\n"
"come, stranded in god knows where with no memory of your\n"
"true name or even the faces of your family and friends...\n"
"\n"
"However, to both your relief -and- your dismay, you aw-\n"
"aken elsewhere, your body wracked in incredible pain, but\n"
"still -VERY- much alive. If you want to stay that way,\n"
"and try to finally get out of this horrible situation,\n"
"you'll have to press on through this new maze of techno-\n"
"logical horrors. These zombies and other creatures are\n"
"very much still here waiting to finish the job they tried\n"
"to start back there in the darkness... That, and now it's\n"
"fucking personal.";
E2TEXT =
"You scowl darkly at the exploding form of the beige\n"
"minotaur like demon who had a -FUCKING ROCKET LAUNC-\n"
"HER- for a right arm. How in all of reality did you\n"
"manage to destroy that thing, and so damn well to\n"
"boot?! You should've logically died long ago, you\n"
"feel... No, you need to stop thinking like that!\n"
"\n"
"You however catch the whiff of sulfur around you as\n"
"you've long ago figured out the -DEMONS- you have been\n"
"fighting are from -HELL- itself. And you've now caught\n"
"wind of that place you're at is just floating above\n"
"Hell's surface.\n"
"\n"
"And yet, despite this horrible situation you've found\n"
"yourself in still not having ended, you don't even bat\n"
"an eye at the idea of descending into this infernal re-\n"
"ality. Mere hours ago, you were celebrating your 15th\n"
"birthday, that much you -CAN- still remember. Yet, some-\n"
"how, your 15 year old, slender teenage form, seems to\n"
"somehow still be more than a match for these bastards,\n"
"despite their numbers so far. It's time to go down there\n"
"and give them the ultimate piece of your mind...";
E3TEXT =
"That can't just be the end of it, right? Your mind exp-\n"
"resses an excessive doubt that destroying that spider-\n"
"like chassis with a huge Krang-like brain in it is the\n"
"end of all of this. Yet, you notice a strange door open-\n"
"ing in front of you out of nowhere...\n"
"\n"
"You see on the other side, a much more familiar sight.\n"
"The green fields of -EARTH- itself. Has this nightmare\n"
"ended, or is this the beginning of something even worse\n"
"to come!? Is the Earth still alright?!\n"
"\n"
"Stepping through, it becomes -IMMEDIATELY CLEAR- that it\n"
"isn't alright at all. You see a terrifying sight: The City\n"
"ahead of you is on fire, the viscera of thousands, if not\n"
"millions of dead humans and other life from your world lie\n"
"ahead of you, as you can see the remnants of their souls.\n"
"\n"
"You've made it home only to discover not only have you\n"
"still not regained your memory, but you're in the middle\n"
"of the Samhain-damned -APOCALYPSE- itself. Your tearing\n"
"eyes and sobbing betray the true rage burning like a super\n"
"nova within your heart. Hell -will- pay for this, no mat-\n"
"ter what it takes!! That or you will go down trying...";
E4TEXT =
"There seems to be no end to the demons Hell has spilled out\n"
"onto this ruined Earth. That said, only a brief relief can\n"
"be found in having learned that this Earth is not -YOUR- Earth\n"
"at all, but that of an alternate reality, and more so, one\n"
"well over 150 years into your future, being from 1997. Your\n"
"family and friends, well the versions who could've existed\n"
"here, would've long been gone by now.\n"
"\n"
"It doesn't help you in remembering anything more about who\n"
"you truly are or your real name, but at least you know now\n"
"that it's still possible for you to somehow get back to your\n"
"Earth someday. Perhaps this is some kind of test, some kind\n"
"of trial being asked of you, and in return, if you can save\n"
"-THIS- Earth, you can be given a means to finally return home.\n"
"\n"
"Still, it doesn't explain why -YOU- are the one who's been put\n"
"into such a horrible situation. Why did whoever put you here\n"
"feel a mere 15 year old girl was the 'ultimate answer' to Hell's\n"
"invasion of some other version of Earth anyways?!\n"
"\n"
"You vow that you'll get to the bottom of this as you now face\n"
"a -true- Hell on Earth. A large facility awaits ahead of you...\n";
// Doom 2
C1TEXT =
"Even as you know this Earth isn't your own, you still can't help\n"
"but be just as pissed, just as emotionally wracked with grief\n"
"over what you now have learned to be the -BILLIONS- of humans\n"
"who fell tragically against Hell's invasion in this year of 2147.\n"
"\n"
"Fortunately, you have learned there are still humans left you can\n"
"save, if only you can breach deep into the 'UAC' Starport ahead of\n"
"you. The humans left have been trying to use a series of 'Exodus'\n"
"spaceships to escape Earth, but Hell and the Demons have placed a\n"
"nearly unquenchable fiery field around the Starport to trap them\n"
"here. If you can turn off that forcefield, they can escape, and\n"
"you'll have secured SOME semblance of hope for the survivors.\n"
"\n"
"Maybe you can also strike some extra fear into the demons' hearts\n"
"in the meantime. Hahahaha... yeah... your current name as you've\n"
"chosen to call yourself: 'Heiwa'. The Japanese word for 'peace'?\n"
"\n"
"Hah, yeah -FUCKING- right. There IS no peace to be found in this\n"
"desolate, hell-ravaged Earth, not for now, and not likely for\n"
"ages after this is over, if you even -CAN- stop it. Oh well, fuck\n"
"it. You don't care about your own welfare at the moment anyways...\n";
C2TEXT =
"Your tears flow freely with pure relief, as you confirm the escape\n"
"of the Exodus spaceships. You did it, and so did they. These hum-\n"
"ans will make it, you have to just believe. No, not just believe in\n"
"them, but you -HAVE- to stop Hell, once and for fucking all. Even\n"
"now being truly the final living human on this version of Earth,\n"
"your resolve hasn't faltered in the slightest. Hell -WILL- pay the\n"
"ultimate price for the shit it's put this Earth through.\n"
"\n"
"You somehow already know within your heart where you must go next.\n"
"A devastated ruin of a city in the southern United States. Mesquite,\n"
"Texas to be more precise. Your growing powers over not just time\n"
"and space, but beyond such, have sensed a gigantic rift in reality\n"
"from here, the background energies of Hell you once interacted\n"
"with flowing onto this Earth.\n"
"\n"
"You don't even care if you have to enter Hell a -second- time if it\n"
"has to come to that, though you do hope it could be that simple.\n"
"You just know however that it won't. Nothing you've been trying to\n"
"do since being taken away from your home reality and losing part of\n"
"your identity has been easy... You still curse your situation to you-\n"
"rself, but hold the pain in for now. You have a bigger job for now...\n";
C3TEXT =
"Finding the source portal of Hell's current invasion, you take a\n"
"long & pensive reflection on the past 3 days, since you had ended up\n"
"on what you now realize was the first and second moons of -MARS-,\n"
"Phobos and Deimos, before having entered Hell the first time.\n"
"\n"
"Whatever had sent you to deal with this -DIDN'T- seem to have any\n"
"kind of noble intentions whatsoever. You'd been realizing you've been\n"
"slowly losing your sense of emotions, your sense of identity, your\n"
"sense of -SELF-, even moreso than you had ever feared...\n"
"\n"
"HEIWA. Your current 'name', more of a codename, a nickname. It's been\n"
"the one thread that you felt is keeping you from entirely losing\n"
"yourself in this madhouse of an experience. It was as if whatever\n"
"-TRULY- put you into this scenario was -TRYING- to make you lose your-\n"
"self entirely. To make you forget. But -why-?! What did this 'being'\n"
"or 'thing' even want from you?!\n"
"\n"
"Even as you dive into Hell for the second time through the portal,\n"
"you've come to understand that whatever is fucking with you, even\n"
"-HELL ITSELF- is merely nothing but some kind of pawn in its game.\n"
"Some kind of being is playing chessmaster with reality, and you're\n"
"just done with it now... Time to play clean up in Hell again.\n";
C4TEXT =
"Hell is done. Earth is saved. That giant goat demon stuck inside that\n"
"wall is a splattered, giant pile of viscera now. Hell's own power has\n"
"at least for the time being been broken.\n"
"\n"
"You can finally feel a true rush of relief, one that even causes you\n"
"a surge of fatigue, as you briefly pass out willingly, after days of\n"
"fighting in seemingly endless battles with Hell unleashed. You might\n"
"not have found your way home yet, but you feel content now that in\n"
"time that -WILL- happen.\n"
"\n"
"Origin. 'The Origin'. That word flashes briefly in your mind, though\n"
"you cannot in the moment understand what it means. It doesn't mat-\n"
"ter anyways. When you awaken, you plan to return to the Earth you\n"
"had left behind and see if you can help them rebuild the planet in\n"
"the meantime, and to honor the Legions of the Lost...\n"
"\n"
"As long as they could handle not parading you around like a heroine,\n"
"you think you can manage just fine until some more information\n"
"comes along. You know however it's far from over for your adventures\n"
"long term, and you still can't possibly predict what your future\n"
"holds. But really that being said, -COULD- anyone really do that any\n"
"better than you could? Probably not... Rest Miss Heiwa, for you will\n"
"fight again soon... You will have to fight much more before it's\n"
"truly over... May Siel guide you on your way to your ultimate\n"
"freedom... no not just yours, but -reality's- ultimate freedom...";
C5TEXT =
"This castle of blue walls suddenly sprawls out in front\n"
"of you, as you recognize grimly of some of the symbols\n"
"representing the Nazis' Third Reich on the walls, and\n"
"the very human inhabitants of this place have no love\n"
"for you, even as this place rots in an unknown part of\n"
"Hell...\n"
"\n"
"It doesn't matter to you. It's too predictable in your\n"
"mind for the fucking Nazis to align themselves with a\n"
"detestable force as hell, even to the point you'd -PERFER-\n"
"fighting the legitimate -DEMONS- over any Nazis. At\n"
"least some demons had a twisted sense of honor...";
C6TEXT =
"'The only good nazi is a dead nazi.'\n"
"\n"
"You remember your maternal grandfather's own sayings.\n"
"Weirdly enough, though you don't remember his name any-\n"
"more, you do remember his ire against the Third Reich\n"
"was huge, having invaded his homeland of what was then\n"
"Cekoslavakya.\n"
"\n"
"Enough of this damn castle. Nazis, Demons, or not, this\n"
"place needs to continue to rot where it stands, and you\n"
"had to make sure Hell would never bring it back to any\n"
"version of Earth again...";
// edited vanilla pickup messages
TXT_DEFAULTPICKUPMSG = "Unknown Item :O";
// quit messages
QUITMSG = "\c[HeiwaChamosis]...";
QUITMSG1 = "\c[HeiwaChamosis]Rest my friend... I'll survive until you return. I promise you that!";
QUITMSG2 = "\c[HeiwaChamosis]Don't worry, it won't be much longer before this is all over. I really do hope so, at least...";
QUITMSG3 = "\c[HeiwaChamosis]Take care of yourself. Don't let your body and mind give out on you before you come back.";
QUITMSG4 = "\c[HeiwaChamosis]I could use a rest from dealing with all of these damn creatures and horrors myself. We'll -BOTH- be rested up when you return...";
// Monster NameTags
DSPARIL1TAG = "\cfD'Sparil\c- (w/ Chaos Serpent Mount)";
SECRETMESSAGE = "You've found an important secret!";
OPTMNU_TILTPLUSPLUS = "Customize Tilt++";
TILTPLUSPLUSMNU_TITLE = "Tilt++ Options";
TILTPLUSPLUSMNU_STRAFETILT_TITLE = "Strafe Tilting";
TILTPLUSPLUSMNU_MOVETILT_TITLE = "Movement Tilting";
TILTPLUSPLUSMNU_TURNTILT_TITLE = "Turn Tilting";
TILTPLUSPLUSMNU_UNDERWATERTILT_TITLE = "Underwater Tilting";
TILTPLUSPLUSMNU_DEATHTILT_TITLE = "Death Tilting";
// Generic reusable labels
TILTPLUSPLUSMNU_ENABLED = "Enabled";
TILTPLUSPLUSMNU_SPEED = "Speed";
TILTPLUSPLUSMNU_ANGLE = "Angle";
TILTPLUSPLUSMNU_SCALAR = "Intensity";
TILTPLUSPLUSMNU_INVERT = "Invert";
// Help text
TILTPLUSPLUSMNU_HELPTEXT_STRAFETILT = "Enable strafe tilting.";
TILTPLUSPLUSMNU_HELPTEXT_STRAFETILT_INVERT = "Invert the strafe tilting direction.";
TILTPLUSPLUSMNU_HELPTEXT_STRAFETILT_SPEED = "How fast strafe tilting occurs.";
TILTPLUSPLUSMNU_HELPTEXT_STRAFETILT_ANGLE = "Maximum angle to tilt the view while strafing.";
TILTPLUSPLUSMNU_HELPTEXT_MOVETILT = "Enable movement tilting.";
TILTPLUSPLUSMNU_HELPTEXT_MOVETILT_SPEED = "How fast to tilt the view while moving.";
TILTPLUSPLUSMNU_HELPTEXT_MOVETILT_ANGLE = "Maximum movement tilting angle.";
TILTPLUSPLUSMNU_HELPTEXT_MOVETILT_SCALAR = "Overall movement tilting intensity.";
TILTPLUSPLUSMNU_HELPTEXT_TURNTILT = "Enable horizontal-look tilting.";
TILTPLUSPLUSMNU_HELPTEXT_TURNTILT_INVERT = "Invert the turn tilting direction.";
TILTPLUSPLUSMNU_HELPTEXT_TURNTILT_SCALAR = "Overall turn tilting intensity.";
TILTPLUSPLUSMNU_HELPTEXT_UNDERWATERTILT = "Enable slow tilting while submerged underwater.";
TILTPLUSPLUSMNU_HELPTEXT_UNDERWATERTILT_SPEED = "How fast to tilt the view while underwater.";
TILTPLUSPLUSMNU_HELPTEXT_UNDERWATERTILT_ANGLE = "Maximum underwater tilting angle.";
TILTPLUSPLUSMNU_HELPTEXT_UNDERWATERTILT_SCALAR = "Overall underwater tilting intensity.";
TILTPLUSPLUSMNU_HELPTEXT_DEATHTILT = "Tilt the view when player is dead.";
TILTPLUSPLUSMNU_HELPTEXT_DEATHTILTANGLE = "Raw Angle to Tilt view when player dies.";
TILTPLUSPLUSMNU_HELPTEXT_DEATHTILTANGLE_ERROR = "Variation to Death-Tilt Angle.";
//
MNU_CHOOSECLASS = "SELECT YOUR CHARACTER:";
MNU_CHOOSESKILL = "CHOOSE DIFFICULTY LEVEL:";
// First the self-kills, then the other-kills
OB_SUICIDE = "%o gave up on life.";
OB_FALLING = "%o suddenly stopped at the end.";
OB_CRUSH = "%o got pressed for time.";
OB_EXIT = "%o flipped the no-no switch.";
OB_WATER = "%o forgot water isn't for breathing.";
OB_SLIME = "%o became positively radiant.";
OB_LAVA = "%o got the mother of all hotfoots.";
OB_BARREL = "%o shot a barrel.";
OB_SPLASH = "%o splashed some damage.";
OB_R_SPLASH = "%o tried to star in an action flick.";
OB_ROCKET = "%o remembered too late that rockets aren't food.";
OB_KILLEDSELF = "%o ceased to exist.";
OB_TESLA = "%o flash-fried themself with their own Tesla Cannon.";
OB_HELLCORE = "%o overheated trying to harness the power of Hellcore.";
// Footsteps
// Language Definitions
// This is where the footstep sounds for each texture are defined.
// The definition MUST be STEP_<texturename>
// Flats
// This is a list of flats that have footstep sounds associated with them.
// Items are separated by a colon ( : )
// If a flat/texture is not present in this list, then only the default sound will be
// played when it is walked on.
STEP_FLATS = "FWATER1:FWATER2:FWATER3:FWATER4:FLTWAWA1:"
"FLOOR0_1:FLOOR0_3:FLOOR1_7:FLOOR4_1:"
"FLOOR4_5:FLOOR4_6:TLITE6_1:TLITE6_5:"
"CEIL3_1:CEIL3_2:CEIL4_2:CEIL4_3:"
"CEIL5_1:FLAT2:FLAT5:FLAT18:"
"FLOOR0_2:FLOOR0_5:FLOOR0_7:FLAT5_3:"
"CRATOP1:CRATOP2:FLAT9:FLAT17:"
"FLAT19:COMP01:GRNLITE1:FLOOR1_1:"
"FLAT14:FLAT5_5:FLOOR1_6:CEIL4_1:"
"GRASS1:GRASS2:RROCK16:RROCK19:"
"FLOOR6_1:FLOOR6_2:FLAT10:MFLR8_3:"
"MFLR8_4:RROCK17:RROCK18:FLOOR0_6:"
"FLOOR4_8:FLOOR5_1:FLOOR5_2:FLOOR5_3:"
"FLOOR5_4:TLITE6_4:TLITE6_6:FLOOR7_1:"
"MFLR8_1:CEIL3_5:CEIL5_2:CEIL3_6:"
"FLAT8:SLIME13:SP_HOT1:BROWN96:BROWN144:GRAY1:GRAY2:GRAY4:GRAY5:GRAY7:GRAYBIG:GRAYPOIS:GRAYTALL:REDWALL:"
"GSTONE1:GSTONE2:MARBLE1:BROWNHUG:SW1GARG:SW2GARG:STARTAN1:STARTAN2:STARTAN3:"
"STONE:STONE2:STONE3:STONE4:STONE5:STONE6:BRICK4:"
"ZIMMER1:ZIMMER2:ZIMMER3:ZIMMER4:ZIMMER5:ZIMMER6:ZIMMER7:ZIMMER8:"
"METAL:METAL1:METAL2:METAL3:METAL4:METAL5:METAL6:METAL7:STEP1:STEP2:"
"GATE1:GATE2:GATE3:CEIL1_2:"
"CEIL1_3:SLIME14:SLIME15:SLIME16:COMPSPAN:DOORSTOP:"
"FLAT22:FLAT23:CONS1_1:CONS1_5:"
"CONS1_7:GATE4:FLAT4:TEKWALL4:COMPBLUE:SHAWN1:SHAWN2:SHAWN3:PIPES:FLAT1:"
"FLAT5_4:MFLR8_2:FLAT1_1:FLAT1_2:"
"FLAT1_3:FLAT5_7:FLAT5_8:GRNROCK:"
"RROCK01:RROCK02:RROCK03:RROCK04:"
"RROCK05:RROCK06:RROCK07:RROCK08:"
"RROCK09:RROCK10:RROCK11:RROCK12:"
"RROCK13:RROCK14:RROCK15:RROCK20:"
"SLIME09:SLIME10:SLIME11:SLIME12:"
"FLAT5_6:FLOOR3_3:FLAT20:CEIL3_3:"
"CEIL3_4:FLAT3:FLOOR7_2:DEM1_1:"
"DEM1_2:DEM1_3:DEM1_4:DEM1_5:"
"DEM1_6:CEIL1_1:FLAT5_1:FLAT5_2:CRATE1:"
"WOOD1:WOOD2:WOOD3:WOOD4:WOOD5:WOOD6:WOOD7:WOOD8:WOOD9:WOOD10:WOOD12:WOODGARG:"
"WOODMET1:WOODMET2:WOODMET3:WOODMET4:WOODVERT:"
"NUKAGE1:NUKAGE2:NUKAGE3:BLOOD1:"
"BLOOD2:BLOOD3:SLIME01:SLIME02:"
"SLIME03:SLIME04:SLIME05:SLIME06:"
"SLIME07:SLIME08:SFLR6_1:SFLR6_4:"
"SFLR7_1:SFLR7_4:"
"LAVA1:LAVA2:LAVA3:LAVA4:"
"GRAYVINE:FIREBLU1:FIREBLU2:F_SKY1:";
// Sounds
STEP_DEFAULT = "step/default";
// Water
STEP_FWATER1 = "step/water";
STEP_FWATER2 = "step/water";
STEP_FWATER3 = "step/water";
STEP_FWATER4 = "step/water";
STEP_FLTWAWA1 = "step/water";
// Ground
STEP_FLOOR0_1 = "step/default";
STEP_FLOOR0_3 = "step/default";
STEP_FLOOR1_7 = "step/default";
STEP_FLOOR4_1 = "step/default";
STEP_FLOOR4_5 = "step/default";
STEP_FLOOR4_6 = "step/default";
STEP_TLITE6_1 = "step/default";
STEP_TLITE6_5 = "step/default";
STEP_CEIL3_1 = "step/default";
STEP_CEIL3_2 = "step/default";
STEP_CEIL4_2 = "step/default";
STEP_CEIL4_3 = "step/default";
STEP_CEIL5_1 = "step/default";
STEP_FLAT2 = "step/default";
STEP_FLAT5 = "step/default";
STEP_FLAT18 = "step/default";
STEP_FLOOR0_2 = "step/default";
STEP_FLOOR0_5 = "step/default";
STEP_FLOOR0_7 = "step/default";
STEP_FLAT5_3 = "step/default";
STEP_CRATOP1 = "step/default";
STEP_CRATOP2 = "step/default";
STEP_FLAT9 = "step/default";
STEP_FLAT17 = "step/default";
STEP_FLAT19 = "step/default";
STEP_COMP01 = "step/default";
STEP_GRNLITE1 = "step/default";
// Carpet
STEP_FLOOR1_1 = "step/carpet";
STEP_FLAT14 = "step/carpet";
STEP_FLAT5_5 = "step/carpet";
STEP_FLOOR1_6 = "step/carpet";
STEP_CEIL4_1 = "step/carpet";
STEP_GRASS1 = "step/grass";
STEP_GRASS2 = "step/grass";
// Dirt
STEP_RROCK16 = "step/dirt";
STEP_RROCK19 = "step/dirt";
// Gravel
STEP_FLOOR6_1 = "step/gravel";
STEP_FLOOR6_2 = "step/gravel";
STEP_FLAT10 = "step/gravel";
STEP_MFLR8_3 = "step/gravel";
STEP_MFLR8_4 = "step/gravel";
STEP_RROCK17 = "step/gravel";
STEP_RROCK18 = "step/gravel";
// Hard
STEP_FLOOR0_6 = "step/hard";
STEP_FLOOR4_8 = "step/hard";
STEP_FLOOR5_1 = "step/hard";
STEP_FLOOR5_2 = "step/hard";
STEP_FLOOR5_3 = "step/hard";
STEP_FLOOR5_4 = "step/hard";
STEP_TLITE6_4 = "step/hard";
STEP_TLITE6_6 = "step/hard";
STEP_FLOOR7_1 = "step/hard";
STEP_MFLR8_1 = "step/hard";
STEP_CEIL3_5 = "step/hard";
STEP_CEIL5_2 = "step/hard";
STEP_CEIL3_6 = "step/hard";
STEP_FLAT8 = "step/hard";
STEP_SLIME13 = "step/hard";
STEP_SP_HOT1 = "step/hard";
STEP_BROWN96 = "step/hard";
STEP_BROWN144 = "step/hard";
STEP_GRAY1 = "step/hard";
STEP_GRAY2 = "step/hard";
STEP_GRAY4 = "step/hard";
STEP_GRAY5 = "step/hard";
STEP_GRAY7 = "step/hard";
STEP_GRAYBIG = "step/hard";
STEP_GRAYPOIS = "step/hard";
STEP_GRAYTALL = "step/hard";
STEP_REDWALL = "step/hard";
STEP_GSTONE1 = "step/hard";
STEP_GSTONE2 = "step/hard";
STEP_MARBLE1 = "step/hard";
STEP_BROWNHUG = "step/hard";
STEP_SW1GARG = "step/hard";
STEP_SW2GARG = "step/hard";
STEP_STARTAN1 = "step/hard";
STEP_STARTAN2 = "step/hard";
STEP_STARTAN3 = "step/hard";
STEP_STONE = "step/hard";
STEP_STONE2 = "step/hard";
STEP_STONE3 = "step/hard";
STEP_STONE4 = "step/hard";
STEP_STONE5 = "step/hard";
STEP_STONE6 = "step/hard";
STEP_BRICK4 = "step/hard";
STEP_ZIMMER1 = "step/hard";
STEP_ZIMMER2 = "step/hard";
STEP_ZIMMER3 = "step/hard";
STEP_ZIMMER4 = "step/hard";
STEP_ZIMMER5 = "step/hard";
STEP_ZIMMER6 = "step/hard";
STEP_ZIMMER7 = "step/hard";
STEP_ZIMMER8 = "step/hard";
// Metal A
STEP_METAL = "step/metal/a";
STEP_METAL1 = "step/metal/a";
STEP_METAL2 = "step/metal/a";
STEP_METAL3 = "step/metal/a";
STEP_METAL4 = "step/metal/a";
STEP_METAL5 = "step/metal/a";
STEP_METAL6 = "step/metal/a";
STEP_METAL7 = "step/metal/a";
STEP_STEP1 = "step/metal/a";
STEP_STEP2 = "step/metal/a";
STEP_GATE1 = "step/metal/a";
STEP_GATE2 = "step/metal/a";
STEP_GATE3 = "step/metal/a";
STEP_CEIL1_2 = "step/metal/a";
STEP_CEIL1_3 = "step/metal/a";
STEP_SLIME14 = "step/metal/a";
STEP_SLIME15 = "step/metal/a";
STEP_SLIME16 = "step/metal/a";
STEP_COMPSPAN = "step/metal/a";
STEP_DOORSTOP = "step/metal/a";
// Metal B
STEP_FLAT22 = "step/metal/b";
STEP_FLAT23 = "step/metal/b";
STEP_CONS1_1 = "step/metal/b";
STEP_CONS1_5 = "step/metal/b";
STEP_CONS1_7 = "step/metal/b";
STEP_GATE4 = "step/metal/b";
STEP_FLAT4 = "step/metal/b";
STEP_TEKWALL4 = "step/metal/b";
STEP_COMPBLUE = "step/metal/b";
STEP_SHAWN1 = "step/metal/b";
STEP_SHAWN2 = "step/metal/b";
STEP_SHAWN3 = "step/metal/b";
STEP_PIPES = "step/metal/b";
// Rock
STEP_FLAT1 = "step/rock";
STEP_FLAT5_4 = "step/rock";
STEP_MFLR8_2 = "step/rock";
STEP_FLAT1_1 = "step/rock";
STEP_FLAT1_2 = "step/rock";
STEP_FLAT1_3 = "step/rock";
STEP_FLAT5_7 = "step/rock";
STEP_FLAT5_8 = "step/rock";
STEP_GRNROCK = "step/rock";
STEP_RROCK01 = "step/rock";
STEP_RROCK02 = "step/rock";
STEP_RROCK03 = "step/rock";
STEP_RROCK04 = "step/rock";
STEP_RROCK05 = "step/rock";
STEP_RROCK06 = "step/rock";
STEP_RROCK07 = "step/rock";
STEP_RROCK08 = "step/rock";
STEP_RROCK09 = "step/rock";
STEP_RROCK10 = "step/rock";
STEP_RROCK11 = "step/rock";
STEP_RROCK12 = "step/rock";
STEP_RROCK13 = "step/rock";
STEP_RROCK14 = "step/rock";
STEP_RROCK15 = "step/rock";
STEP_RROCK20 = "step/rock";
STEP_SLIME09 = "step/rock";
STEP_SLIME10 = "step/rock";
STEP_SLIME11 = "step/rock";
STEP_SLIME12 = "step/rock";
// Snow
STEP_FLAT5_6 = "step/snow";
// Tile A
STEP_FLOOR3_3 = "step/tile/a";
STEP_FLAT20 = "step/tile/a";
STEP_CEIL3_3 = "step/tile/a";
STEP_CEIL3_4 = "step/tile/a";
STEP_FLAT3 = "step/tile/a";
// Tile B
STEP_FLOOR7_2 = "step/tile/b";
STEP_DEM1_1 = "step/tile/b";
STEP_DEM1_2 = "step/tile/b";
STEP_DEM1_3 = "step/tile/b";
STEP_DEM1_4 = "step/tile/b";
STEP_DEM1_5 = "step/tile/b";
STEP_DEM1_6 = "step/tile/b";
// Wood
STEP_CEIL1_1 = "step/wood";
STEP_FLAT5_1 = "step/wood";
STEP_FLAT5_2 = "step/wood";
STEP_CRATE1 = "step/wood";
STEP_WOOD1 = "step/wood";
STEP_WOOD2 = "step/wood";
STEP_WOOD3 = "step/wood";
STEP_WOOD4 = "step/wood";
STEP_WOOD5 = "step/wood";
STEP_WOOD6 = "step/wood";
STEP_WOOD7 = "step/wood";
STEP_WOOD8 = "step/wood";
STEP_WOOD9 = "step/wood";
STEP_WOOD10 = "step/wood";
STEP_WOOD12 = "step/wood";
STEP_WOODGARG = "step/wood";
STEP_WOODMET1 = "step/wood";
STEP_WOODMET2 = "step/wood";
STEP_WOODMET3 = "step/wood";
STEP_WOODMET4 = "step/wood";
STEP_WOODVERT = "step/wood";
// Slime
STEP_NUKAGE1 = "step/slime";
STEP_NUKAGE2 = "step/slime";
STEP_NUKAGE3 = "step/slime";
STEP_BLOOD1 = "step/slime";
STEP_BLOOD2 = "step/slime";
STEP_BLOOD3 = "step/slime";
STEP_SLIME01 = "step/slime";
STEP_SLIME02 = "step/slime";
STEP_SLIME03 = "step/slime";
STEP_SLIME04 = "step/slime";
STEP_SLIME05 = "step/slime";
STEP_SLIME06 = "step/slime";
STEP_SLIME07 = "step/slime";
STEP_SLIME08 = "step/slime";
// Slimy
STEP_SFLR6_1 = "step/slimy";
STEP_SFLR6_4 = "step/slimy";
STEP_SFLR7_1 = "step/slimy";
STEP_SFLR7_4 = "step/slimy";
// Lava
STEP_LAVA1 = "step/lava";
STEP_LAVA2 = "step/lava";
STEP_LAVA3 = "step/lava";
STEP_LAVA4 = "step/lava";
// Grassy
STEP_GRAYVINE = "step/grass";
// None
STEP_FIREBLU1 = "null";
STEP_FIREBLU2 = "null";
STEP_F_SKY1 = "null";