cstat -- sprites 1 - Make sprite blockable 2 - Make sprite transparent 4 - Flip sprite around x-axis 8 - Flip sprite around y-axis 16 - Draw sprite as vertically flat (wall aligned) 32 - Draw sprite as horizontally flat (floor aligned) 64 - Make sprite one sided 128 - Half submerged 256 - Make sprite able to be hit by weapons 512 - Second transparency level (combine with cstat 2) 2048 - Sprite will not be forced to take shade of sector 8192 - Sprite will not cast a Polymer shadow 16384 - Sprite will be invisible but will still cast a Polymer shadow 32768 - Invisible 32768 intangible, combine with other cstat to make it invisible cstat -- walls 1 - Make wall blockable 2 - Make bottoms of invisible walls swapped 4 - Align picture on bottom 8 - Flip wall around y-axis 16 - Make masking wall 32 - Make wall one sided 64 - Make wall able to be hit by weapons 128 - Make wall transparent 256 - Flip wall around x-axis 512 - Second transparency level (combine with cstat 128) cstat -- sectors (floors/ceilings) (same for floor/ceiling) 1 = Bit 0: Ceiling is a parallax sky/texture 2 = Bit 1: Ceiling is sloped 4 = Bit 2: Ceiling Texture's x & y is swapped 8 = Bit 3: Ceiling Texture Expansion is on ["E" key in Build/Mapster32] 16 = Bit 4: Ceiling Texture's x is flipped 32 = Bit 5: Ceiling Texture's y is flipped 64 = Bit 6: Ceiling Texture Relativity is on ["R" key in Build/Mapster32] 128 = Bit 7: Masked Ceiling (different from being clear only for TROR-extended ceilings) 256 = Bit 8: Translucent Masked Ceiling 384 = Bit 7&8: Reverse Translucent Masked Ceiling 512 = Bit 9: Ceiling blocks movement (for TROR) 1024 = Bit 10: Ceiling is a TROR floor 2048 = Bit 11: Ceiling blocks projectiles (for TROR)