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        <description>InFine script reference

InFine

is a very simple scripting language used to describe the animations that are played as interludes and finales. The scripts are written in InFine definitions. It can also be used to define introductory animations (InFine scripts can be played before or after any map); briefings and debriefings if you will.</description>
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        <description>Music (DED)

Syntax

Music
{
  Id = &quot;&quot;;
  Lump = &quot;&quot;;
  Ext = &quot;&quot;;
  File = &quot;&quot;; 
  File Name = &quot;&quot;;  
  CD track = 0;
}
Id

The ID of the song. Used to call the song in game (i.e. the console command “playmusic “ID here””). There is no limit on length, spaces etc.</description>
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        <description>Map Info {
  ID = &quot;&quot;;
  Name = &quot;&quot;;
  Author = &quot;&quot;;

  Flags = flag1 | flag2;
  Gravity = 1.0;
  Music = &quot;&quot;;
  Par time = 0.0;       # Seconds

  Ambient light = 0.0;  # 0...1

  Fog color R = 0.0;    # 0...1
  Fog color G = 0.0;    # 0...1
  Fog color B = 0.0;    # 0...1
  Fog density = 0.0;
  Fog start = 0.0;
  Fog end = 0.0;

  Sky = &quot;&quot;;
  Execute = &quot;&quot;;
  On setup = &quot;&quot;;  # Doomsday Script (since 2.3)

  # As of version 1.9.7, linking a Sky definition to the Map Info
  # is the preferred method …</description>
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        <title>ded:sound</title>
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        <description>Sound (DED)

A Sound definition is used to define the presence and in-game playback characteristics of a sound effect sample.

Core Concepts

Sample References

A reference is used to link actual sound data samples to a Sound definition. Only one sample reference is actually required and in general, only one is specified in each definition. If multiple references are specified they will be tried sequentially until one succeeds, in the following order (top to bottom):</description>
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