; paths to game folders
xcom1path ufo
xcom2path tftd

; xcom1path_ or xcom2path_ is alternative path for COMPARISON mode
; (changes in mcd data will be highlighed with red)
;xcom1path_ ufo2

; mcd struct
; mcde [index] [type] [name] | [hint]
; <types> are byte, sbyte (signed); 
; <name> with
; * will update visuals on change;
; ' will assume it as MCD index (rearranged when added/deleted)
; " will assume it as MCD index (rearranged when added/deleted) IF it's a "special" tile
; ` will assume it's a special tile needed for above
mcd 30 byte UFO_Door` | If 1, the tile slides open like UFO doors and doors in XCOM bases. It stays at frame 0 until someone walks through, at which point it animates once, making the sliding door sound, and turns into the terrain type indicated by "Alt_MCD". At the end of turn each "Alt_MCD" of sliding type will be turned back to this tile.
mcd 31 byte Stop_LOS | If 1, it is not possible to see through this tile.\nIf 0, the tile is see through.
mcd 32 byte No_Floor | If 1, a non-flying unit moving onto this tile will fall through.\nIf 0, units can stand on it.
mcd 33 byte Big_Wall | If non-zero: when used as an object, this will behave as a wall of the following type:\n1=big block, 2=diagonal | wall, 3=diagonal -- wall, 4=west wall, 5=north wall, 6=east wall, 7=south wall, 8=south and east wall, 9=north and west wall.
mcd 34 byte Gravlift | If 1, any unit can move up or down while on this tile, whether they can fly or not.
mcd 35 byte Door` | If 1, this is a swinging door. Will switch to the Alt_MCD when "Opened". Makes the normal door opening sound.
mcd 36 byte Block_Fire | If 1, this tile does not allow fire to pass
mcd 37 byte Block_Smoke | If 1, this tile does not allow smoke to pass.
mcd 39 byte TU_Walk | The number of TUs required to pass through the block when walking.\nIf 255, it's impassable for walking units.
mcd 40 byte TU_Slide | The number of TUs required for things which slide to pass through.\nIf 255, it's impassable for sliding units.
mcd 41 byte TU_Fly | The number of TUs required for flying things to pass through.\nIf 255, it's impassable for flying units.
mcd 42 byte Armor | The amount of damage which the block can resist before switching to the "Die_MCD" reference.
mcd 43 byte HE_Block | How well the tile blocks explosions: note, this is similar to a damage resistance value in that it reduces incoming damage by this much before being compared to the Armor value.
mcd 44 byte Die_MCD' | When enough damage is done to overwhelm the "Armor", tile is changed to destroyed mapcode "Die_MCD".\n0 - means it will be simply removed (or replaced with the "scorched earth" tile if it is on the ground floor).
mcd 45 byte Fireproof | How resistant to fire this element is. The higher, the harder it is to inflame.
mcd 46 byte Alt_MCD" | If "Door" or "UFO_Door" is set - when a unit walks through the tile (as a wall), swap to the element referenced here.
mcd 48 sbyte Terrain_Level | Units and objects on this are shifted this many pixels vertically (negative value -> up, positive -> down).
mcd 49 sbyte PCK_Level* | Tile is shifted by this many pixels up when the PCK is drawn (negative -> up, positive -> down)\nNOTE: Changing this value immediately affects appearance
mcd 51 byte Light_Block | The amount of light which is blocked by the tile (currently unused).0-15
mcd 52 byte Footstep_Sound | The sound effect type which is used for units walking on this tile.\n1=Metal, 2=Normal (Wood, Grass, Dirt), 4=Water, 5=Sand (Desert), 6=Martian(DOS)/Snow(CE) 7=Snow(DOS)
mcd 53 byte Tile_Type | The type of tile:\n0 = Floor, 1 = West wall, 2 = North wall, 3 = Object
mcd 54 byte HE_Type | 0 - ordinary high explosive\n1 - tile explodes as a smoke (no damage)\n5 - incendiary explosion\n6 - stun damage
mcd 55 byte HE_Strength | When the tile is destroyed, it produces an explosion of this strength of a type determined by "HE_Type".
mcd 56 byte Smoke_Block | How well it blocks smoke
mcd 57 byte Fuel | The number of turns that tile will burn
mcd 58 byte Light_Source | The higher it is the more light it produces, 0-15
mcd 59 byte Target_Type | 0=nothing special, 1=X-COM Entry, 2=UFO PowerSource, 3=UFO Navigation, 4=UFO Construction, 5=Alien Food/Cryogenics, 6=Alien Reproduction/Cloning, 7-Alien Entertainment/Learning Arrays, 8=Alien Surgery/Implanter, 9=Examination Room, 10=Alien Alloys/Plastics, 11=Alien Habitat/Re-animation, 12=Damaged UFO Tile, 13=Exit Point, 14=Alien Brain/T'Leth Support
mcd 60 byte Xcom_Base | X-Com base flag - point of alien attention in Base defense mission. After every X-Com special tile destroyed - module assumed destroyed too
mcd 38 byte Stat_Phase | If 1 - animation starting phase is random, otherwise - static (started from 0).

;1 = top line, 2 = left line, 3 = both left AND top
boxpat 00000000 00000000 00000000 00000000
boxpat 00000000 00000032 22100000 00000000
boxpat 00000000 00003200 00221000 00000000
boxpat 00000000 00320000 00002210 00000000
boxpat 00000000 32000000 00000022 10000000
boxpat 00000032 00000000 00000000 22100000
boxpat 00003200 00000000 00000000 00221000
boxpat 00320000 00000000 00000000 00002210

boxpat 32000000 00000000 00000000 00000022
boxpat 22100000 00000000 00000000 00000032
boxpat 00221000 00000000 00000000 00003200
boxpat 00002210 00000000 00000000 00320000
boxpat 00000022 10000000 00000000 32000000
boxpat 00000000 22100000 00000032 00000000
boxpat 00000000 00221000 00003200 00000000
boxpat 00000000 00002210 00320000 00000000

boxpat 00000000 00000022 32000000 00000000
boxpat 00000000 00000000 10000000 00000000
boxpat 00000000 00000000 10000000 00000000
boxpat 00000000 00000000 10000000 00000000
boxpat 00000000 00000000 10000000 00000000
boxpat 00000000 00000000 10000000 00000000
boxpat 00000000 00000000 10000000 00000000
boxpat 00000000 00000000 10000000 00000000

boxpat 00000000 00000000 10000000 00000000
boxpat 00000000 00000032 32100000 00000000
boxpat 00000000 00003200 10221000 00000000
boxpat 00000000 00320000 10002210 00000000
boxpat 00000000 32000000 10000022 10000000
boxpat 00000032 00000000 10000000 22100000
boxpat 00003200 00000000 10000000 00221000
boxpat 00320000 00000000 10000000 00002210

boxpat 32000000 00000000 10000000 00000022
boxpat 22100000 00000000 10000000 00000032
boxpat 00221000 00000000 10000000 00003200
boxpat 00002210 00000000 10000000 00320000
boxpat 00000022 10000000 10000000 32000000
boxpat 00000000 22100000 10000032 00000000
boxpat 00000000 00221000 10003200 00000000
boxpat 00000000 00002210 10320000 00000000

boxpat 00000000 00000022 22000000 00000000
