#settings[

	< Default inputs. Press return with the value blank to use these. >
	default_width: 512;
	default_height: 512;
	default_margin: 12;
	default_scheme: "Classic DOOM";
	default_input_path: "DOOM2.WAD";
	
	< Any instance of * in this string will be replaced with the system date and time. >
	< Any instance of % in this string will be replaced with the name of the map. >
	default_output_path: "automapper_%_*.png";
	
	< Map format. Determines how linedefs are parsed. (14 bytes or 16?) Options are: "Doom", "Boom", Hexen", "ZDoom". >
	default_map_format: Doom;
	
	< Multiple color schemes may be defined here, and the one to be used can be specified in the console. >
	
	< 
	"if" conditions are like an if/elseif branch in any normal programming language. The first
	condition to be met is the one to be considered. Conditions can be nested. Not the easiest
	thing to thoroughly articulate, really - hopefully the example schemes will clear things up.
	
	Precede any condition with "!" to make the conditional NOT whatever it is. 
	For example, "condition: !impassable;" would cause the actual condition to be that the line is NOT impassable, i.e. passable.
	Give an #if node multiple conditions and all of them must be met for the branch to be chosen.
	Don't skip or duplicate numbers with #if nodes, or else not all your conditions will be checked.
	Note that order of precedence is dictated solely by numbering, not by order of appearance.
	Colors with higher layer numbers are drawn on top of colors with lower ones. A maximum of 256 layers is allowed.
	Colors are hexadecimal ARGB format.
	
	List of valid conditions:
	impassable			-	linedef flag 0
	blockmonster		-	linedef flag 1
	twosided			-	linedef flag 2
	upperunpegged		-	linedef flag 3
	lowerunpegged		-	linedef flag 4
	secret				-	linedef flag 5
	blocksound			-	linedef flag 6
	hidden				-	linedef flag 7
	shown				-	linedef flag 8
	repeatable			-	linedef flag 9
	monsteractivates	-	linedef flag 13
	blockeverything		-	linedef flag 15
	playerwalk			-	linedef flags 10-12, value 0
	playeruse			-	linedef flags 10-12, value 1
	monsterwalk			-	linedef flags 10-12, value 2
	projectilehit		-	linedef flags 10-12, value 3
	playerbump			-	linedef flags 10-12, value 4
	projectilecross		-	linedef flags 10-12, value 5
	playerusepassthru	-	linedef flags 10-12, value 6
	projectilehitcross	-	linedef flags 10-12, value 7
	sectorhurt			-	linedef borders a sector which inflicts damage (Doom and Boom formats only)
	sectorspecial		-	linedef borders a sector whose special is greater than zero
	sectorspecial		-	linedef borders a sector whose tag is greater than zero
	sectorsecret		-	linedef borders a secret sector
	sectorfloorchange	-	linedef borders two sectors and their floor heights differ
	sectorceilchange	-	linedef borders two sectors and their ceiling heights differ
	sectorlightchange	-	linedef borders two sectors and their lighting levels differ
	special				-	linedef's special is greater than zero
	tag					-	linedef's tag is greater than zero (Doom and Boom formats only)
	exists				-	linedef exists (always true)
	random				-	randomly evaluated as true half the time
	christmas			-	evaluated as true only when the system clock reads December 25th
	>
	
	< This scheme should output maps identical in color to Vanilla DOOM. >
	#color_scheme[
		scheme_name: "Classic DOOM";
		background: $ff000000;
		#color_logic[
			#if1[ condition: hidden; 			color: $ff808080; layer: 3; ];
			#if2[ condition: impassable; 		color: $fffc0000; layer: 4; ];
			#if3[ condition: sectorfloorchange; color: $ffbc7c4c; layer: 1; ];
			#if4[ condition: sectorceilchange; 	color: $fffcfc00; layer: 2; ];
		];
	];
	
	< Same as Classic Doom except with a transparent background. >
	#color_scheme[
		scheme_name: "Transparent DOOM";
		background: $00000000;
		#color_logic[
			#if1[ condition: hidden; 			color: $ff808080; layer: 3; ];
			#if2[ condition: impassable; 		color: $fffc0000; layer: 4; ];
			#if3[ condition: sectorfloorchange; color: $ffbc7c4c; layer: 1; ];
			#if4[ condition: sectorceilchange; 	color: $fffcfc00; layer: 2; ];
		];
	];
	
	< Lots of unique colors for different sorts of linedefs. >
	#color_scheme[
		scheme_name: "Enhanced DOOM";
		background: $ff000000;
		#color_logic[
			color: $ff0f0f0f;
			#if1[
				condition: !impassable;
				color: $ff0f0f0f; layer: 1;
				#if1[ condition: special; condition: playeruse; 					color: $ff40fc40; layer: 5; ];
				#if2[ condition: special; condition: playerwalk; 					color: $ff40bc40; layer: 5; ];
				#if3[ condition: sectorsecret; 										color: $ff8000fc; layer: 4; ];
				#if4[ condition: hidden; 											color: $ff808080; layer: 2; ];
				#if5[ condition: sectorfloorchange; condition: sectorceilchange; 	color: $fffcbc4c; layer: 3; ];
				#if6[ condition: sectorfloorchange; 								color: $ffbc7c4c; layer: 3; ];
				#if7[ condition: sectorceilchange; 									color: $fffcfc00; layer: 3; ];
			];
			#if2[
				condition: impassable;
				color: $fffc0000; layer: 9;
				#if1[ condition: special; condition: playeruse; 					color: $ffbcfc40; layer: 8; ];
				#if2[ condition: sectorsecret; 										color: $fffc00fc; layer: 7; ];
				#if3[ condition: hidden; 											color: $ffbc8080; layer: 6; ];
				#if4[ condition: christmas; condition: random;						color: $fffcbcbc; layer: 9; ];
			];
		];
	];
	
	< Looks kinda trippy. >
	#color_scheme[
		scheme_name: "Wireframe";
		background: $ff000000;
		#color_logic[
			color: $ff606060; layer: 1;
			#if1[ condition: impassable; color: $ffffffff; layer: 2; ];
		];
	];
	
];