A linedef can create special effects by having a type. Over a hundred linedef types are available for use between Doom and Doom II. Heretic, Strife, and Doom 64 include additional linedef types. Hexen generalizes them into action specials, usable not just on linedefs but also on things and in ACS scripts.
Various source ports also add additional linedef types. Boom in particular includes both the Doom linedef types (known here as "regular") and a selection of "extended" and "generalized" linedef types now supported by many modern source ports (see Category:Boom compatible).
Additional information on linedef types can be found in the Unofficial Doom Specs. There is also Python code for generating and decoding types.
What follows is a complete table of linedef types throughout the Doom engine games and various source ports, followed by extensive detail on the functionality of linedef types. The latter is based on the document boomref.txt from the Boom source code distribution.
346 ZDoom Plane_Align (2, 1)	// Slope b.f. and f.c.
347 ZDoom Plane_Align (1, 2)	// Slope f.f. and b.c.
Line types originating from Doom (type 1—99 and 101—104) are part of the codebase that went into Heretic and Strife. However, there have been changes made which result in different behavior in these shared types. Line types originating from Doom II (100, 105+) are not shared by Heretic, but are shared by Strife up to type 141. Locked door types use different keys, especially for Strife which features considerably more lock types than Doom II.
Type 70, 71, 98 floors lower always adjust the height to 8 above highest adjacent floor in Heretic, but in Doom only adjust if the adjacent floors are lower than the starting height. In Strife, the floor always lower to be flush with the highest adjacent floor, without 8 unit difference.
A linedef with non-zero linedef type is called a linedef trigger. A linedef trigger is always activated in one of three ways - pushing on the first sidedef of the linedef, walking over the linedef, or shooting the linedef with an impact weapon.
Nearly all switched, walkover, and gun linedefs operate on the sectors with the same tag as that in the tag field of the linedef.
You will sometimes see triggering types D1 and DR mentioned. This is just different notation for the P1 and PR triggering types. The D stands for "door", which makes sense for the regular Doom types, but P (for "push") is more general—the Boom generalized types can be used to construct "manual" floors, ceilings, lifts, stairs and crushers in addition to doors.
In Doom only one action on a sector could occur at a time. Boom supports one floor action, one ceiling action, and one lighting action simultaneously. Many Boom supporting source ports also make this change.
A door is a sector, usually placed between two rooms, whose ceiling raises to open, and lowers to close.
A door is fully closed when its ceiling height is equal to its floor height.
A door is fully open when its ceiling height is 4 less than the lowest neighbor ceiling adjacent to it.
A door may be set to an intermediate state initially, or thru the action of a linedef trigger that affects ceilings or floors. The door is passable to a player when its ceiling is at least 56 units higher than its floor. In general the door is passable to a monster or a thing when its ceiling is at least the monster or thing's height above the floor.
If a door has a ceiling height ABOVE the fully open height, then an open door action moves the ceiling to the fully open height instantly.
If a door has a ceiling height BELOW the fully closed height (that is the ceiling of the door sector is lower than the floor of the door sector) a close door action moves the ceiling to the fully closed height instantly.
Open, Wait, Then Close - On activation, door opens fully, waits a specified period, then closes fully.
Open and Stay Open - On activation, door opens fully and remains there.
Close and Stay Closed - On activation, door closes fully, and remains there.
Close, Wait, Then Open - On activation, door closes fully, waits a specified period, then opens fully.
A door can be triggered by pushing on it, walking over or pressing a linedef trigger tagged to it, or shooting a linedef tagged to it. These are called manual, walkover, switched, or gun doors resp.
Since a push door (P1/PR) has no use for its tag, Boom has extended the functionality to include changing any tagged sectors to maximum neighbor lighting on fully opening, then to minimum neighbor lighting on fully closing. This is true for regular, extended, and generalized doors with push triggers.
A door trigger can be locked. This means that the door function will only operate if the player is in possession of the right key(s). Regular and extended door triggers only care if the player has a key of the right color, they do not care which. Generalized door triggers can distinguish between skull and card keys, and can also require any key, or all keys in order to activate.
A door can have different speeds, slow, normal, fast or turbo.
A door can wait for different amounts of time.
A door may or may not be activatable by monsters.
Any door function except Close and Stay Closed, when closing and encountering a monster or player's head will bounce harmlessly off that head and return to fully open. A Close and Stay Closed will rest on the head until it leaves the door sector.
Slow and Fast represent the same speeds as slow and fast regular doors. Normal is twice as fast as slow, Fast is twice normal, Turbo is twice Fast.
This means that the floor moves to the height of the lowest neighboring floor including the floor itself. If the floor direction is up (only possible with generalized floors) motion is instant, else at the floor's speed.
This means that the floor moves up to the height of the lowest adjacent floor greater in height than the current, or down to the height of the highest adjacent floor less in height than the current, as determined by the floor's direction. Instant motion is not possible in this case. If no such floor exists, the floor does not move.
This means that the floor height changes to the height of the lowest ceiling possessed by any neighboring sector, including that floor's ceiling. If the target height is in the opposite direction to floor motion, motion is instant, otherwise at the floor action's speed.
This means that the floor height changes to 8 less than the height of the lowest ceiling possessed by any neighboring sector, including that floor's ceiling. If the target height is in the opposite direction to floor motion, motion is instant, otherwise at the floor action's speed.
This means that the floor height changes to the height of the highest neighboring floor, excluding the floor itself. If no neighbor floor exists, the floor moves down to -32000. If the target height is in the opposite direction to floor motion, the motion is instant, otherwise it occurs at the floor action's speed.
This means that the floor height changes to 8 above the height of the highest neighboring floor, excluding the floor itself. If no neighbor floor exists, the floor moves down to -31992. If the target height is in the opposite direction to floor motion, the motion is instant, otherwise it occurs at the floor action's speed.
The floor moves up until it is at ceiling height, instantly if floor direction is down (only available with generalized types), at the floor speed if the direction is up.
The floor moves 24 units in the floor action's direction. Instant motion is not possible with this linedef type.
The floor moves 32 units in the floor action's direction. Instant motion is not possible with this linedef type.
The floor moves 512 units in the floor action's direction. Instant motion is not possible with this linedef type.
The floor moves to the height of the shortest lower texture on the boundary of the sector, in the floor direction. Instant motion is not possible with this type. In the case that there is no surrounding texture the motion is to -32000 or +32000 depending on direction.
Some pure texture type changes are provided for changing the floor texture and/or sector type without moving the floor.
A floor can be activated by pushing on a linedef bounding it (generalized types only), or by pushing on a switch with the same tag as the floor sector, or by walking over a linedef with the same tag as the floor, or by shooting a linedef with the same tag as the floor with an impact weapon.
A floor can move either Up or Down.
A floor can move with speeds of Slow, Normal, Fast, or Turbo. If the target height specified by the floor function (see Floor Targets above) is in the opposite direction to the floor's motion, then travel is instantaneous, otherwise it happens at the speed specified.
A floor action can be a texture change type, in which case after the action the floor texture of the affected floor, and possibly the sector type of the affected floor are changed to those of a model sector. The sector type may be zeroed instead of copied from the model, or not changed at all. These change types are referred to below as Tx (texture only), Tx0 (type zeroed), and TxTy (texture and type changed). The model sector for the change may be the sector on the first sidedef of the trigger (trigger model) or the sector with floor at destination height across the lowest numbered two-sided linedef surrounding the affected sector (numeric model). If no model sector exists, no change occurs. If a change occurs, floor texture is always affected, lighting is never affected, even that corresponding to the sector's type, nor is any other sector property other than the sector's type.
A floor action can have the crush property, in which case players and monsters are crushed when the floor tries to move above the point where they fit exactly underneath the ceiling. This means they take damage until they die, leave the sector, or the floor action is stopped.
A floor action never reverses on encountering an obstacle, even if the crush property is not true, the floor merely remains in the same position until the obstacle is removed or dies, then continues.
Slow and Fast represent the same speeds as slow and fast regular floors. Normal is twice as fast as slow, Fast is twice normal, Turbo is twice Fast.
This means that the ceiling moves to the height of the highest neighboring ceiling NOT including the ceiling itself. If the ceiling direction is down (only possible with generalized ceilings) motion is instant, else at the ceiling's speed. If no adjacent ceiling exists the ceiling moves to -32000 units.
This means that the ceiling moves up to the height of the lowest adjacent ceiling greater in height than the current, or to the height of the highest adjacent ceiling less in height than the current, as determined by the ceiling's direction. Instant motion is not possible in this case. If no such ceiling exists, the ceiling does not move.
This means that the ceiling height changes to the height of the lowest ceiling possessed by any neighboring sector, NOT including itself. If the target height is in the opposite direction to ceiling motion, motion is instant, otherwise at the ceiling action's speed. If no adjacent ceiling exists the ceiling moves to 32000 units.
This means that the ceiling height changes to the height of the highest neighboring floor, excluding the ceiling's floor itself. If no neighbor floor exists, the ceiling moves down to -32000 or the ceiling's floor, whichever is higher. If the target height is in the opposite direction to ceiling motion, the motion is instant, otherwise it occurs at the ceiling action's speed.
The ceiling moves down until its at floor height, instantly if ceiling direction is up (only available with generalized types), at the ceiling speed if the direction is down.
This means that the ceiling height changes to 8 above the height of the ceiling's floor. If the target height is in the opposite direction to ceiling motion, the motion is instant, otherwise it occurs at the ceiling action's speed.
The ceiling moves 24 units in the ceiling action's direction. Instant motion is not possible with this linedef type.
The ceiling moves 32 units in the ceiling action's direction. Instant motion is not possible with this linedef type.
The ceiling moves the height of the shortest upper texture on the boundary of the sector, in the ceiling direction. Instant motion is not possible with this type. In the case that there is no surrounding texture the motion is to -32000 or +32000 depending on direction.
A ceiling can be activated by pushing on a linedef bounding it (generalized types only), or by pushing on a switch with the same tag as the ceiling sector, or by walking over a linedef with the same tag as the ceiling, or by shooting a linedef with the same tag as the ceiling with an impact weapon (generalized types only).
A ceiling can move either Up or Down.
A ceiling can move with speeds of Slow, Normal, Fast, or Turbo. If the target height specified by the ceiling function (see Ceiling Targets above) is in the opposite direction to the ceiling's motion, then travel is instantaneous, otherwise its at the speed specified.
A ceiling action can be a texture change type, in which case after the action the ceiling texture of the affected ceiling, and possibly the sector type of the affected ceiling are changed to those of a model sector. The sector type may be zeroed instead of copied from the model, or not changed at all. These change types are referred to below as Tx (texture only), Tx0 (type set to 0), and TxTy (texture and type copied from model). The model sector for the change may be the sector on the first sidedef of the trigger (trigger model) or the sector with ceiling at destination height across the lowest numbered two-sided linedef surrounding the affected sector (numeric model). If no model sector exists, no change occurs. If a change occurs, ceiling texture is always affected, lighting is never affected, even that corresponding to the sector's type, nor is any other sector property other than the sector's type.
A ceiling action can have the crush property (generalized types only), in which case players and monsters are crushed when the ceiling tries to move below the point where they fit exactly underneath the ceiling. This means they take damage until they die, leave the sector, or the ceiling action is stopped. A ceiling action never reverses on encountering an obstacle, even if the crush property is not true, the ceiling merely remains in the same position until the obstacle is removed or dies, then continues.
A platform is basically a floor action involving two heights. The simple raise platform actions, for example, differ from the corresponding floor actions in that if they encounter an obstacle, they reverse direction and return to their former height.
The most often used kind of platform is a lift which travels from its current height to the target height, then waits a specified time and returns to it former height.
This means that the platforms "low" height is the height of the lowest surrounding floor, including the platform itself. The "high" height is the original height of the floor.
This means that the platforms "low" height is the height of the highest surrounding floor lower than the floor itself. If no lower floor exists, no motion occurs as the "low" and "high" heights are then both equal to the floors current height.
This means that the platforms "low" height is the height of the lowest surrounding ceiling unless this is higher than the floor itself. If no adjacent ceiling exists, or is higher than the floor no motion occurs as the "low" and "high" heights are then both equal to the floors current height.
This target sets the "low" height to the lowest neighboring floor, including the floor itself, and the "high" height to the highest neighboring floor, including the floor itself. When this target is used the floor moves perpetually between the two heights. Once triggered this type of linedef runs permanently, even if the motion is temporarily suspended with a Stop type. No other floor action can be commanded on the sector after this type is begun.
This target sets the "high" height to the ceiling of the sector and the "low" height to the floor height of the sector and is only used in the instant toggle type that switches the floor between the ceiling and its original height on each activation. This is also the ONLY instant platform type.
This means that the "high" height is the lowest surrounding floor higher than the platform. If no higher adjacent floor exists no motion will occur.
The "low" height is the original floor height, the "high" height is 24 more.
The "low" height is the original floor height, the "high" height is 32 more.
A platform can be activated by pushing on a linedef bounding it (generalized types only), or by pushing on a switch with the same tag as the platform sector, or by walking over a linedef with the same tag as the platform, or by shooting a linedef with the same tag as the platform with an impact weapon.
A platform can move with speeds of Slow, Normal, Fast, or Turbo. Only the instant toggle platform moves instantly, all others move at the platform's speed.
A platform can have a delay, in between when it reaches "high" height and returns to "low" height, or at both ends of the motion in the case of perpetual lifts.
A platform action can be a texture change type, in which case after the action the floor texture of the affected floor, and possibly the sector type of the affected floor are changed to those of a model sector. The sector type may be zeroed instead of copied from the model, or not changed at all. These change types are referred to below as Tx (texture only), Tx0 (type zeroed), and TxTy (texture and type changed). The model sector for the change is always the sector on the first sidedef of the trigger (trigger model). If a change occurs, floor texture is always affected, lighting is never affected, even that corresponding to the sector's type, nor is any other sector property other than the sector's type.
A crusher ceiling is a linedef type that causes the ceiling to cycle between its starting height and 8 above the floor, damaging monsters and players that happen to be in-between. Barrels explode when crushed.
Once a crusher ceiling is started it remains running for the remainder of the level even if temporarily suspended with a stop type. No other ceiling action can be used in that sector thereafter.
A crusher can be activated by pushing on a linedef bounding it (generalized types only), or by pushing on a switch with the same tag as the crusher sector, or by walking over a linedef with the same tag as the crusher, or by shooting a linedef with the same tag as the crusher with an impact weapon (generalized types only).
A crusher has a speed: slow, normal, fast, or turbo. The slower the speed, the more damage the crusher does when crushing, simply through being applied longer. When a slow or normal crusher is moving down and encounters something to crush, it slows down even more, by a factor of 8. This persists until it reaches bottom of its stroke and starts upward again. Fast and turbo crushers do not slow down.
A crusher can be silent. The regular silent crusher makes platform stop and start noises at the top and bottom of its stroke. The generalized silent crusher is completely quiet.
A crusher linedef is provided to stop a crusher in its current position. Care should be taken that this does not lock the player out of an area of the level if the crusher is too low to pass under. A crusher can be restarted, but not changed, with any crusher-start linedef.
A stair builder is a linedef type that sets a sequence of sectors defined by a complex rule to an ascending or descending sequence of heights.
The first step to rise or fall is the tagged sector. It rises or falls by the stair stepsize, at the stair speed, in the stair direction.
To find the next step (sector) affected examine each two-sided linedef with first sidedef facing into the previous step in numerical order. For each such linedef if the sector on the other side is already active, or has already risen from this stair, the linedef is skipped. If textures are not ignored then any linedef with a different floor texture on its second side is also skipped. The next step to rise is the sector on the other side of the first linedef not skipped. If none exists, stair building ceases.
The next step moves to the height of the previous step plus or minus the stepsize depending on the direction the stairs build, up or down. If the motion is in the same direction as the stairs build, it occurs at stair build speed, otherwise it is instant.
Repeat step 2 until stair building ceases.
A stair can be activated by pushing on a linedef bounding it (generalized types only), or by pushing on a switch with the same tag as the stair sector, or by walking over a linedef with the same tag as the stair, or by shooting a linedef with the same tag as the stair with an impact weapon (generalized types only).
Only extended and generalized stair types are retriggerable. The extended retriggerable stairs are mostly useless, though triggering a stair with stepsize 8 twice might be used. The generalized retriggerable stairs alternate building up and down on each activation which is much more useful.
A stair can build up or down (generalized types only).
A stair can have a step size of 4, 8, 16, or 24. Only generalized types support stepsize of 4 or 24.
A stair can have build speeds of slow, normal, fast or turbo. Only generalized types support speeds of normal or turbo.
A stair can stop on encountering a different texture or ignore (generalized types only) different textures and continue.
Only the regular build fast, stepsize 16 stair has the property that monsters and players can be crushed by the motion, all others do not crush.
An elevator is a linedef type that moves both floor and ceiling together. All elevator linedefs are extended, there are no regular or generalized elevator types. Instant elevator motion is not possible, and monsters cannot activate elevators. All elevator triggers are either switched or walkover.
The elevator floor moves to the lowest adjacent floor higher than the elevator's floor, the ceiling staying the same height above the floor. If there is no higher floor the elevator does not move.
The elevator floor moves to the highest adjacent floor lower than the current floor, the ceiling staying the same height above the floor. If there is no lower floor the elevator does not move.
The elevator floor moves to the height of the floor on the first sidedef of the triggering line, the ceiling remaining the same height above the elevator floor.
The lighting linedef types change the lighting in the tagged sector. All are regular or extended types, there are no generalized lighting types. All are switched or walkovers.
Each tagged sector is set to the minimum light level found in any adjacent sector. The tagged sectors are changed in numerical order, and this may influence the result.
Each tagged sector is set to the maximum light level found in any adjacent sector. The tagged sectors are changed in numerical order, and this may influence the result.
Each tagged sector begins blinking between two light levels. The brighter level is the light level in the tagged sector. The darker level is the minimum neighbor light level, or 0 if all neighbor sectors have lighting greater than or equal to the sector's at the time of activation. The blinking is non-synchronous, beginning 1-9 gametics after activation, with a dark period of 1 sec (35 gametics) and a bright period of 1/7 sec (5 gametics).
Each tagged sector is set to a light level of 35 units.
Each tagged sector is set to a light level of 255 units.
An exit linedef type ends the current level, bringing up the intermission screen with its report of kills/items/secrets (or frags in the case of deathmatch). Obviously, none are retriggerable, and none require tags, since no sector is affected.
An exit can be activated by pushing on a switch with the exit type or by walking over a linedef with the exit type, or by shooting a linedef with the exit type with an impact weapon.
In Doom/Ultimate Doom, a secret exit on any level leads to the secret level for that episode, but a normal exit on that level always returns the player to the "next" level (E1M4, E2M6, E3M7, or E4M3 respectively). This can be exploited as a special effect in PWADs, causing the player to skip or repeat levels.
In Doom II, a secret exit can lead from MAP15 to MAP31 or from MAP31 to MAP32. If a secret exit is used in any other level, it instead resets the current level, unless the player entered the current level via -warp or idclev, in which case he is taken to MAP01. A normal exit from MAP31 or MAP32 goes to MAP16.
A teleporter is a linedef that when crossed or switched makes the player or monster appear elsewhere in the level. There are only regular and extended teleporters, no generalized teleporters exist (yet). Teleporters are the only direction sensitive walkover triggers in Doom (to allow them to be exited without teleporting again). They must be crossed from the first sidedef side in order to work.
The place that the player or monster appears is set in one of two ways. The more common is by a teleport thing in the sector tagged to the teleport line. The newer completely player preserving line-line silent teleport makes the player appear relative to the exit line (identified by having the same tag as the entry line) with the same orientation, position, momentum and height that they had relative to the entry line just before teleportation. A special kind of line-line teleporter is also provided that reverses the player's orientation by 180 degrees.
In the case of several lines tagged the same as the teleport line, or several sectors tagged the same, or several teleport things in the tagged sector, in all cases the lowest numbered one is used.
In Doom crossing a W1 teleport line in the wrong direction used it up, and it was never activatable. In Boom this is not the case, it does not teleport but remains active until next crossed in the right direction.
If the exit of a teleporter is blocked a monster (or anything besides a player) will not teleport through it. However, a player will teleport, including into a down crusher, a monster, or another player. In the latter two cases the monster/player occupying the spot dies messily, and this is called a telefrag. On MAP30, monsters can and will telefrag other monsters or players.
A teleporter can be walkover or switched, and retriggerable or not.
A teleporter can have destination set by a teleport thing in the tagged sector, or by a line tagged the same as the teleport line. These are called thing teleporters and line teleporters resp.
A teleporter can preserve orientation or set orientation from the position, height, and angle of the teleport thing. Note a thing destination teleporter always sets position, though it may preserve orientation otherwise.
A teleporter can produce green fog and a whoosh noise, or it can be silent, in which case it does neither.
A teleporter can transport monsters only, or both players and monsters.
A donut is a very specialized linedef type that lowers a pillar in a surrounding pool, while raising the pool and changing its texture and type.
The tagged sector is the pillar, and its lowest numbered line must be two-sided. The sector on the other side of that is the pool. The pool must have a two-sided line whose second sidedef does not adjoin the pillar, and the sector on the second side of the lowest numbered such linedef is the model for the pool's texture change. The model sector floor also provides the destination height both for lowering the pillar and raising the pool.
No generalized donut linedefs exist, and all are switched or walkover.
Used to give the floor of a sector a different light level from the remainder of the sector. For example bright lava in a dark room.
Used to give the ceiling of a sector a different light level from the remainder of the sector.
Used to make 2s normal textures translucent. If tag==0, then this linedef's normal texture is made translucent if it is 2s, and the default translucency map TRANMAP is used as the filter. If tag!=0, then all similarly-tagged 2s linedefs' normal textures are made translucent, and if this linedef's first sidedef contains a valid lump name for its middle texture (as opposed to a texture name), and the lump is 64K long, then that lump will be used as the translucency filter instead of the default TRANMAP, allowing different filters to be used in different parts of the same maps. If the first side's normal texture is not a valid translucency filter lump name, it must be a valid texture name, and will be displayed as such on this linedef.
242 Ext -- Set Tagged Lighting, Flats Heights to 1st Sidedef's Sector, and set colormap based on sidedef textures.
The 242 linedef type makes sectors in game "look" different than how their physical proportions really are by copying the sector height values from another sector. This action allows the tagged sector to have two levels -- an actual floor and ceiling, and another floor or ceiling where more flats are rendered. Things will stand on the actual floor or hang from the actual ceiling, while this function provides another rendered floor and ceiling at the heights of the sector on the first sidedef of the linedef. Typical use is "deep water" that can be over the player's head.
Boom sectors controlled by a 242 linedef are partitioned into 3 spaces. The viewer's xyz coordinates uniquely determine which space they are in.
If they are in space B (normal space), then the floor and ceiling textures and lightlevel from the real sector are used, and the colormap from the 242 linedef's first sidedef's normal texture is used (COLORMAP is used if it is invalid or missing). The floor and ceiling are rendered at the control sector's heights.
If they are in space C ("underwater"), then the floor and ceiling textures and lightlevel from the control sector are used, and the lower texture in the 242 linedef's first sidedef is used as the colormap.
If they are in space A ("head over ceiling"), then the floor and ceiling textures and lightlevel from the control sector are used, and the upper texture in the 242 linedef's first sidedef is used as the colormap.
If only two of these adjacent partitions in z-space are used, such as underwater and normal space, one has complete control over floor textures, ceiling textures, light level, and colormaps, in each of the two partitions. The control sector determines the textures and lighting in the more "unusual" case (e.g. underwater).
In this case, since the viewer is always at or above the fake floor, no colormap/lighting/texture changes occur -- the fake floor just gets drawn at the control sector's height, but at the real sector's lighting and texture, while objects stand on the higher height of the real floor.
It is the viewer's position relative to the fake floor and/or fake ceiling which determines whether the control sector's lighting and textures should be used, and which colormap should be used. If the viewer is always between the fake floor and fake ceiling, then no colormap, lighting, or texture changes occur, and the view just sees the real sector's textures and light level drawn at possibly different heights.
If the viewer is below the fake floor height set by the control sector, or is above the fake ceiling height set by the control sector, then the corresponding colormap is used (lower or upper texture name), and the textures and lighting are taken from the control sector rather than the real sector. They are still stacked vertically in standard order -- the control sector's ceiling is always drawn above the viewer, and the control sector's floor is always drawn below the viewer.
The kaleidescope effect only occurs when F_SKY1 is used as the control sector's floor or ceiling. If F_SKY1 is used as the control sector's ceiling texture, then under water, only the control sector's floor appears, but it "envelops" the viewer. Similarly, if F_SKY1 is used as the control sector's floor texture, then when the player's head is over a fake ceiling, the control sector's ceiling is used throughout.
F_SKY1 causes HOM when used as a fake ceiling between the viewer and normal space. Since there is no other good use for it, this kaleidescope is an option turned on by F_SKY1. Note that this does not preclude the use of sky REAL ceilings over deep water -- this is the control sector's ceiling, the one displayed when the viewer is underwater, not the real one.
A colormap has the same size and format as Doom's COLORMAP. Extra colormaps may defined in Boom by adding them between C_START and C_END markers in wads. Colormaps between C_START and C_END are automatically merged by Boom with any previously defined colormaps.
WATERMAP is a colormap predefined by Boom which can be used to provide a blue-green tint while the player is under water. WATERMAP can be modified by pwads.
Ceiling bleeding may occur if required upper textures are not used.
The length of the linedef with type 223 controls the amount of friction experienced by the player in the tagged sector, when in contact with the floor. Lengths less than 100 are sticker than normal, lengths greater than 100 are slipperier than normal. The effect is only present in the tagged sector when its friction enable bit (bit 8) in the sector type is set. This allows the flat to be changed in conjunction with turning the effect on or off thru texture/type changes.
The previous implementation of these was SECTOR-SPECIFIC. The new implementation ignores sector boundaries and provides the effect in a circular area whose center is defined by a Thing of type 5001 (push) or 5002 (pull). You now also do not have to set any option flags on these Things. A new linedef type of 226 is used to control the effect, and this line should be tagged to the sector with the 5001/5002 Thing.
The most basic kind of scrolling linedef causes some part of the tagged sector or tagged wall to scroll, in proportion to the length of the linedef the trigger is on, and according to the direction that trigger linedef lies. For each 32 units of length of the trigger, the tagged object scrolls 1 unit per frame. Since the length of a linedef does not change during gameplay, these types are static, the scrolling effect remains constant during gameplay. However, these effects can be combined with, and/or canceled by, other scrollers.
The ceiling of the tagged sector scrolls in the direction of the linedef trigger, 1 unit per frame for each 32 units of linedef trigger length. Objects attached to the ceiling do not move.
The floor of the tagged sector scrolls in the direction of the linedef trigger, 1 unit per frame for each 32 units of linedef trigger length. Objects resting on the floor do not move.
Objects on the floor of the tagged sector move in the direction of the linedef trigger, 1 unit per frame for each 32 units of linedef trigger length. The floor itself does not scroll.
Both the floor of the tagged sector and objects resting on that floor move in the direction of the linedef trigger, 1 unit per frame for each 32 units of linedef trigger length.
Walls with the same tag as the linedef trigger scroll at the same rate as a floor or ceiling controlled by one of 250-253, allowing their motion to be synchronized. When the linedef trigger is not parallel to the wall, the component of the linedef in the direction perpendicular to the wall causes the wall to scroll vertically. The length of the component parallel to the wall sets the horizontal scroll rate, the length of the component perpendicular to the wall sets the vertical scroll rate.
For convenience three simpler static scroll functions are provided for when a simple scrolling wall is needed without control over its rate or proportionality.
For simplicity, a static scroller is provided that scrolls the first sidedef of a linedef, based on its x- and y- offsets. No tag is used. The x offset controls the rate of horizontal scrolling, 1 unit per frame per x offset, and the y offset controls the rate of vertical scrolling, 1 unit per frame per y offset.
A linedef with this type scrolls its first sidedef left at a constant rate of 1 unit per frame.
A linedef with this type scrolls its first sidedef right at a constant rate of 1 unit per frame.
To achieve dynamic scrolling effects, the position or rate of scrolling is controlled by the relative position of the floor and ceiling of the sector on the scrolling trigger's first sidedef. The direction of scrolling remains controlled by the direction of the linedef trigger. Either the floor or ceiling may move in the controlling sector, or both. The control variable is the amount of change in the sum of the floor and ceiling heights.
All scroll effects are additive, and thus two or more effects may reinforce and/or cancel each other.
In the first kind, displacement scrolling, the position of the scrolled objects or walls changes proportionally to the motion of the floor or ceiling in the sector on the first sidedef of the scrolling trigger. The proportionality is set by the length of the linedef trigger. If it is 32 units long, the wall, floor, ceiling, or object moves 1 unit for each unit the floor or ceiling of the controlling sector moves. If it is 64 long, they move 2 units per unit of relative floor/ceiling motion in the controlling sector and so on.
The tagged sector's ceiling texture scrolls in the direction of the scrolling trigger line, when the sector on the trigger's first sidedef changes height. The amount moved is the height change times the trigger length, divided by 32. Objects attached to the ceiling do not move.
The tagged sector's floor texture scrolls in the direction of the scrolling trigger line when the sector on the trigger's first sidedef changes height. The amount moved is the height change times the trigger length, divided by 32. Objects on the floor do not move.
Objects on the tagged sector's floor move in the direction of the scrolling trigger line when the sector on the trigger's first sidedef changes height. The amount moved is the height change times the trigger length, divided by 32.
The tagged sector's floor texture, and objects on the floor, move in the direction of the scrolling trigger line when the sector on the trigger's first sidedef changes height. The amount moved is the height change times the trigger length, divided by 32.
Walls with the same tag as the linedef trigger scroll at the same rate as a floor or ceiling controlled by one of 245-249, allowing their motion to be synchronized. When the linedef trigger is not parallel to the wall, the component of the linedef in the direction perpendicular to the wall causes the wall to scroll vertically. The length of the component parallel to the wall sets the horizontal scroll displacement, the length of the component perpendicular to the wall sets the vertical scroll displacement. The distance scrolled is the controlling sector's height change times the trigger length, divided by 32.
The second kind of dynamic scrollers, accelerative scrollers, also react to height changes in the sector on the first sidedef of the linedef trigger, but the RATE of scrolling changes, not the displacement. That is, changing the controlling sector's height speeds up or slows down the scrolling by the change in height times the trigger's length, divided by 32.
An on/off scroller can be made by using an accelerative scroller and any linedef that changes the controlling sector's heights. If a scroll effect which is initially on is desired, then the accelerative scroller should be combined with a static one which turns the scroll effect on initially. The accelerative scroller would then need to be set up to cancel the static scroller's effect when the controlling sector's height changes.
The tagged sector's ceiling's rate of scroll changes in the direction of the trigger linedef (use vector addition if already scrolling) by the change in height of the sector on the trigger's first sidedef times the length of the linedef trigger, divided by 32. For example, if the ceiling is motionless originally, the linedef trigger is 32 long, and the ceiling of the controlling sector moves 1 unit, the tagged ceiling will start scrolling at 1 unit per frame.
The tagged sector's floor's rate of scroll changes in the direction of the trigger linedef (use vector addition if already scrolling) by the change in height of the sector on the trigger's first sidedef times the length of the linedef trigger, divided by 32. For example, if the floor is motionless originally, the linedef trigger is 32 long, and the ceiling of the controlling sector moves 1 unit, the tagged floor will start scrolling at 1 unit per frame.
Objects on the tagged sector's floor's rate of motion changes in the direction of the trigger linedef (use vector addition if already moving) by the change in height of the sector on the trigger's first sidedef times the length of the linedef trigger divided by 32. For example, if the objects are motionless originally, the linedef trigger is 32 long, and the ceiling of the controlling sector moves 1 unit, the objects on the tagged floor will start moving at 1 unit per frame.
The tagged sector's floor, and objects on it, change its rate of motion in the direction of the trigger linedef (use vector addition if already moving) by the change in height of the sector on the trigger's first sidedef times the length of the linedef trigger, divided by 32. For example, if the floor and objects are motionless originally, the linedef trigger is 32 long, and the ceiling of the controlling sector moves 1 unit, the objects and the tagged floor will start moving at 1 unit per frame.
Walls with the same tag as the linedef trigger increase their scroll rate in sync with a floor or ceiling controlled by one of 214-217. When the linedef trigger is not parallel to the wall, the component of the linedef in the direction perpendicular to the wall causes the wall to increase its vertical scroll rate. The length of the component parallel to the wall sets the change in horizontal scroll rate, the length of the component perpendicular to the wall sets the change in vertical scroll rate. The rate change is the height change times the trigger length, divided by 32.
Boom has added generalized linedef types that permit the parameters of linedef actions to be nearly independently chosen. Instead of looking at the linedef special as one single number which corresponds to one single type, it is divided into entire ranges of effects where parts of the numbers are used as parameters.
The following sections define the placement and meaning of the bit fields within each linedef category. Fields in the description are listed in increasing numeric order.
H means highest, L means lowest, N means next, F means floor, C means ceiling, n means neighbor, Cr means crush, sT means shortest lower texture.
A trigger model change uses the sector on the first side of the trigger for its model. A numeric model change looks at the sectors adjoining the tagged sector at the target height, and chooses the one across the lowest numbered two sided line for its model. If no model exists, no change occurs. Note that in DOOM II v1.9, no model meant an illegal sector type was generated.
When change is nochg, model is 1 when monsters can activate trigger otherwise monsters cannot activate it.
down/up specifies the "normal" direction for moving. If the target specifies motion in the opposite direction, motion is instant. Otherwise it occurs at speed specified by speed field.
If change is nonzero then model determines which sector is copied. If model is 0 its the sector on the first side of the trigger. If model is 1 (numeric) then the model sector is the sector at destination height on the opposite side of the lowest numbered two sided linedef around the tagged sector. If it does not exist no change occurs.
The odc (Open, Delay, Close) and cdo (Close, Delay, Open) kinds use the delay field. The o (Open and Stay) and c (Close and Stay) kinds do not.
The lock field allows any key to open a door, or a specific key to open a door, or all keys to open a door.
If the sk=ck field is 0 (n) skull and cards are different keys, otherwise they are treated identically. Hence an "all" type door requires 3 keys if sk=ck is 1, and 6 keys if sk=ck is 0.
If the target specified is above starting floor height, or does not exist the lift does not move when triggered. NnF is Next Lowest Neighbor Floor.
Starting a perpetual lift between lowest and highest neighboring floors locks out all other floor actions on the sector, even if it is stopped with the non-extended stop perpetual floor function.
If igntxt is 1, then the staircase will not stop building when a step does not have the same texture as the previous.
A retriggerable stairs builds up and down alternately on each trigger.
Speed is 1/2/4/8 units per second, faster means slower damage as usual.
If silent is 1, the crusher is totally quiet, no start/stop sounds.


Grade of concrete is defined as the minimum strength the concrete must possess after 28 days of construction with proper quality control. The "M" denotes Mix design of concrete followed by the compressive strength number in N/mm2.
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Disney Interactive has cut more than a quarter of its global workforce as part of a major restructuring.
Big, unhappy changes have come to Disney Interactive, which cut a whopping 700 employees from its rolls today. The reduction is the result of a decision to combine its mobile and social games businesses, and also to move away from in-house game development: It will continue to support the Disney Infinity franchise and publish Harmonix's Fantasia: Music Evolved, but future console game development will be licensed out to other studios. Layoffs were expected, according to the New York Times, but not to this extent.
"These are large-scale changes as we focus not just on getting to profitability but sustained profitability and scalability," Disney Interactive President James A. Pitaro said. "We're not exiting any businesses, and we will pursue licensing partnerships in which we retain a lot of creative input. But this is a doubling down on mobile and an effort to focus much more intently on a core set of priorities."
Disney Interactive has rung up more than $1 billion in losses over recent years but has turned a profit over the last two quarters largely on the strength of Disney Infinity, a combination video game and toy lineup. Mobile gaming is also doing well, particularly in Japan, but social gaming has tanked since Disney's 2010 purchase of Playdom for $563 million.


text:
Here's When Legacies Season 4 Will Hit Netflix
By Caitlin Albers/Dec. 19, 2021 2:50 pm EST
"Legacies" continues the, well, legacy, of "The Vampire Diaries," as the spin-off of a spin-off ventures on. The CW series, which was spun off "The Originals," is currently in the middle of its winter break after a shocking mid-season finale full of body-swapping, backstabbing, and the death of Lizzie (Jenny Boyd). Well, not really. She awoke as a heretic. Josie (Kaylee Bryant) also departed the series, leaving Finch (Courtney Bandeko) on her own.
We expect "Legacies" to have seven more episodes when it returns from its winter break, as the series has always had 16-episode seasons. This means it might be a while before the supernatural drama makes its way to Netflix to join its three former seasons and the catalogs of "The Vampire Diaries" and "The Originals." The CW and Netflix had a longstanding deal that ended in 2019 (per The Verge), but the streamer will be the first to get the airing rights to "Legacies" episodes. So once Season 4 of the series concludes, when can we expect the episodes to land on Netflix? Here's what we know.
Legacies Season 4 will likely land on Netflix in Spring 2022
"Legacies" and other CW shows land on Netflix shortly after a season finale airs. What's On Netflix approximates this to be around eight to nine days after a season finale, based on drops in the past. For now, there is no exact date for the Season 4 finale, so the best we can do is guess when it will land on the steamer. The series will pick back up on January 27, 2022, and if we get one new episode a week until we hit the suspected 16th episode, it'll conclude on March 10, 2022.
This means, at the earliest, "Legacies" Season 4 will land on Netflix around March 18, 2022. We have to consider one-week breaks if the remainder of Season 4 doesn't run for consecutive weeks. It's very possible it won't land on Netflix until April.
However, there are options for those without cable who can't wait and need to watch "Legacies" as soon as possible. All episodes are available for streaming on Fridays (the day after it airs on cable) on The CW's website or their app for free — you just have to watch ads. Season 4 is also available to watch on apps like YouTube TV, Fubo TV, and Hulu Live.

redpajama_set_name: RedPajamaCommonCrawl


text:
Q: Github won't let me remove sensitive data I have a file I want to erase from my repo history. I've run the command on local repo: git filter-branch --force --index-filter \
  'git rm --cached --ignore-unmatch faultyfiles.json' \
  --prune-empty --tag-name-filter cat -- --all
But when I want to push that to github, I'm asked for a pull first. And when I pull, you guessed it, the faulty files come back from origin. How do I get out of that?

A: Try git push -f to force it, without pulling.  Note that this command is somewhat dangerous, and should not be used without thought.

redpajama_set_name: RedPajamaStackExchange


Battle boys basketball Coach John Burns said he usually doesn't get nervous before a game, but he was anxious heading into the Spartans' season opener against Winfield � the first game in program history.
"This is the biggest game in Battle High School history," he said. "I told my kids that. You have to win this game."
Though it wasn't easy, they did just that, defeating Winfield 67-62 in a turnover-ridden contest last night at home. Freshman Daviante Ostrander scored a game-high 32 points in a remarkable debut to lead the Spartans. Burns was pleasantly surprised by the 5-foot-9 guard.
"I was sort of expecting that out of him, but not 32 points," Burns said. "He went on a run where they left him open in the second quarter. He's a great shooter, and he came up big for us."
After a close first quarter, Ostrander took over, scoring Battle's next 11 points on a bevy of deep 3-pointers. He finished the half 4 of 5 from beyond the arc. The Warriors committed 10 turnovers during this run, which left them trailing 33-19.
"We created a lot of pressure on defense, and it worked," Ostrander said of the transition offense. "I just tried to give my team a chance to win."
Ostrander was the only Spartan scoring, however. His effectiveness drew tighter defense from David Bauer, who led the Warriors on a 12-3 run halfway through the third quarter, cutting the deficit to six. Burns countered by inserting feisty guard Trey Smith, who immediately stole two inbounds passes and converted one for a layup. The Spartans led 49-41 at the end of the third quarter.
Then the nerves kicked in.
With Ostrander temporarily locked down, Battle resorted to desperate cross-court passes, which were intercepted and turned into points by the Warriors. With the lead suddenly trimmed to 60-57 with 2:30 remaining, Burns called one last timeout to strategize and compose his team.
"I told them to calm down," he said. "I reminded them that we're still ahead, still winning. We needed to stop shooting � we'd just jacked a shot up � and run down the clock and hit our free throws."
A steadier Battle squad stepped on the court after the timeout, and the Spartans didn't commit another turnover for the rest of the game. Ostrander and Tyler Gray controlled the ball and made their free throws in the final minutes, while Winfield's best scoring threat, Bauer, who finished with 26 points, missed his shots on the other end.
In attendance was legendary former Missouri Coach Norm Stewart, who offered Burns and his team some wisdom after the game.
"Hopefully we set that pattern tonight."
This article was published in the Wednesday, November 27, 2013 edition of the Columbia Daily Tribune with the headline "Spartans win in opener:�Ostrander nets 32 vs. Warriors."


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San Francisco Giants 4, Kansas City Royals 3.
Highlights of every game of the 2014 World Series. Madison Bumgarner wins two games and hurls five shutout innings in relief in Game 7. Pablo Sandoval and Hunter Pence each collect 12 hits as the Giants win their third title in five years. Bonus features. Select DVD or Blu-Ray.


text:
function dbs_updaterecentfsfolder(handles,fssub,nuchosenix)
if ~exist('fssub','var')
    fssub='freesurfer';
end
dbsroot=dbs_getroot;
load([dbsroot,'dbs_recentfsfolders.mat']);
for i=1:length(fullrfs)
    [~,fullrfs{i}]=fileparts(fullrfs{i});
end
fullrfs=[{['Recent ',fssub,':']};fullrfs];
try
    set(handles.recentfs,'String',fullrfs);
catch
    return
end
if exist('nuchosenix','var')
   set(handles.recentfs,'Value',nuchosenix+1);
end

redpajama_set_name: RedPajamaGithub


text:
The Cook County Treasurer is the treasurer of county government in Cook County, Illinois

Office description
The Cook County Treasurer oversees what is the United States' second-largest system of property tax collection and distribution. The office was established in 1831, and since 1835 has been an elected, partisan position. The inaugural holder of the office of treasurer was Archibald Clybourn, an early settler of Cook County.

The treasurer holds responsibility for printing and mailing bills based on data they are provided by other county and state agencies regarding assessments, exemptions, and tax rate.

The treasurer is responsible for the collection of $12 billion in taxes annually from owners of over 1.8 million parcels of property.

The treasurer is responsible for the distribution of tax funds to approximately 2,200 local government agencies with the jurisdiction to collect taxes, including school districts, municipalities, townships, park systems, forest preserve systems, libraries, public health and safety agencies, election authorities, economic-development agencies, and public-works bonds.

The treasurer needs to maintain an investment policy and strategy.

The treasurer is tasked with receiving and safely keeping revenues and other public funds of the county, and all other money authorized by the law to be paid to them, and to disburse these funds in accordance to the law.

Under state law, to assist them with the execution of their duties, the treasurer appoints deputies, assistants, and personnel.

The treasurer must file regular reports with the president of the Cook County Board of Commissioners providing summary of the financial status of their office.

The treasurer also, per state law, oversees the process of refunding overpayment of taxes.

Officeholders

Recent election results

|-
| colspan=16 style="text-align:center;" |Cook County Treasurer general elections
|-
!Year
!Winning candidate
!Party
!Vote (pct)
!Opponent
!Party
! Vote (pct)
!Opponent
!Party
! Vote (pct)
!Opponent
!Party
! Vote (pct)
|-
|1986
| | Edward J. Rosewell
| | Democratic
| | 905,190 (68.78%)
| | Richard M. Hetzer
| | Republican
| | 410,909	(31.22%)
|
|
|
|
|
|
|-
|1990
| | Edward J. Roswell
| | Democratic
| | 710,699 (58.03%)
| | Thomas D. Eilers
| | Republican
| | 357,673	(29.21%)
|Text style="background:#D2B48C | Charles W. Alexander
|Text style="background:#D2B48C | Harold Washington Party
|Text style="background:#D2B48C | 156,294 (12.76%)
|
|
|
|-
|1994
| | Edward J. Roswell
| | Democratic
| |
| | Jean Reyes Pechette
| | Republican
| |
|Text style="background:#D2B48C | Robert J. Pettis
|Text style="background:#D2B48C | Harold Washington Party
|Text style="background:#D2B48C |
| John Justice
| Populist
|
|-
|1998
| | Maria Pappas
| | Democratic
| | 978,373 (77.79%)
| | Anthony Peraica
| | Republican
| | 279,355 (22.21%)
|
|
|
|
|
|
|-
|2002
| | Maria Pappas
| | Democratic
| | 998,480 (76.20%)
| | Richard J. Daniels
| | Republican
| | 311,787 (23.80%)
|
|
|
|
|
|
|-
|2006
| | Maria Pappas
| | Democratic
| | 1,074,756 (83.70%)
| | Erik Peck
| | Republican
| | 209,253 (16.30%)
|
|
|
|
|
|
|-
|2010
| | Maria Pappas
| | Democratic
| | 1,042,318 (77.21%)
| | Carol A. Morse
| | Republican
| | 307,612 (22.79%)
|
|
|
|
|
|
|-
|2014
| | Maria Pappas
| | Democratic
| | 1,048,234 (100%)
|
|
|
|
|
|
|
|
|
|-
|2018
| | Maria Pappas
| | Democratic
| | 1,447,145 (99.26%)
| Others
| Write-ins
| 10,780 (0.74%)
|
|
|
|
|
|
|-
|2022
| |Maria Pappas
| | Democratic
| |1,063,160 (75.41%)
| | Peter Kopsaftis
| | Republican
| | 314,013 (22.28%)
| | Michael Murphy
| | Libertarian
| | 32,577 (2.31%)
|
|
|

References

redpajama_set_name: RedPajamaWikipedia


text:
Pence echoes Trump's assertion that column is national security issue
U.S. Vice President Mike Pence repeated comments from President Trump that an anonymous New York Times column is a national security issue.
Donald Trump fires national security chief John Bolton
The US president said he "disagreed strongly with many of his suggestions." Bolton, a hawkish neoconservative best known for his "Axis of Evil" views, was a key figure in the US administrations of both Bushes and Reagan.
Sri Lanka: National security dominates in presidential election
Sri Lankan will elect a new president on Saturday, months after the April attacks jilted confidence in the government. Despite 35 contenders running, the vote will likely be dominated by two prominent candidates.
US President Trump refuses to take part in impeachment hearing
The White House has told the Judiciary Committee that "we do not intend to participate in your Wednesday hearing." However, the Trump administration has not entirely dismissed the prospect of future involvement.
Buhari unveils reviewed 2019 National Security Strategy
President Muhammadu Buhari on Wednesday inaugurated the reviewed National Security Strategy 2019 with a commitment to enhancing the social security of Nigerians as a means of improving their physical security.
What National Security Council discussed with Buhari
Barely 24 hours after the House of Representatives resolved that the service chiefs should be fired, President Muhammadu Buhari presided over a meeting of the National Security Council to seek new ways out of the burgeoning insecurity in the country.
Declare national security emergency, Senate tells Buhari
US President Trump promises to send ventilators to Nigeria
Nigerian officials say US President Donald Trump has promised to send the West African nations ventilators to help it tackle the Nigeria Coronavirus .
Hong Kong police raid pro-democracy newspaper and arrest owner under national security law
Hong Kong pro-democracy media tycoon Jimmy Lai was arrested Monday while police raided his Apple Daily newspaper office, as part of a sweeping crackdown on dissent since China imposed a national security law on the city.
President Trump says will name woman to succeed Ginsburg as tributes pour in
People gather outside the US Supreme Court in Washington DC and in New York City to honour late justice Ruth Bader Ginsburg, who died on Friday at 87 years old. nited States President Donald Trump says he will "most likely" pick a woman to succeed Ruth Bader Ginsburg on the Supreme Court, and adds that the choice of a woman "would certainly be appropriate".
Former CIA director Leon Panetta: 'Donald Trump is damaging US national security'
In an interview with FRANCE 24, Leon Panetta, a former US Secretary of Defense and former CIA director, discussed President Donald Trump's refusal to concede the presidential race to Joe Biden, a situation the US had never experienced. He added that Trump, who has 'operated by chaos for the last four years', is now making sure that the last few weeks of his administration 'are also chaotic'. Yet however long the current president 'will resist reality', Panetta said that he hopes 'the combination of the Republican leadership and the Congress' will finally persuade Trump that 'it is over'.
Donald Trump and Mike Pence present a united front
The outgoing president and vice president have pledged to carry on working together for the last few days of their term. Trump has also declared a state of emergency for the capital.
US: Mike Pence refuses to invoke 25th amendment
The US vice president has rejected the call from Nancy Pelosi and House Democrats to invoke the amendment and remove President Donald Trump from office.


text:
Ron Shamgar, head of Australian equity strategies at TAMIM Asset Management
Money Talks: The US sports betting market is going to be huge, according to this expert
June 30, 2019 June 30, 2019 | Angela East
Money Talks is Stockhead's regular drill down into what stocks investors are looking at right now. We'll tap our extensive list of experts to see what's hot, their top picks and what they're looking out for.
Today, we hear from Ron Shamgar, head of Australian equity strategies at TAMIM Asset Management.
What's hot right now?
The "once in a lifetime" opportunity Shamgar is getting behind is US sports betting, which is a $100bn market.
The US recently changed its laws to allow legal sports betting. New Jersey was the first to adopt the new law and is already booking $5bn in annualised revenue in its first year.
Shamgar said Americans already bet $100bn on sports every year, but it's done via illegal offshore bookies.
This means the states are missing out on a lot of tax revenue.
To encourage more players into the market, the US is keeping tax rates at a reasonable 6-14 per cent, according to Shamgar.
By comparison, Australia, which is a mature sports betting country has a tax rate of 35-40 per cent.
"That shows you that they're really trying to incentivise these bookies to go hard and bring back that offshore illegal betting onshore," Shamgar said.
Fourteen states have already passed the new legislation and the expectation is that they will "go live" next year.
Shamgar says it is projected that by 2023 there will be around 30 states in the US that will have legalised sports betting.
"There will be a revenue opportunity of up to $20bn a year for the actual bookies, not in sports bet actual takings, just the revenue," he noted.
"Just to give you a comparison, in Australia — which is a really mature market — every year there's $4.5bn in revenue to the bookies."
Newly listed Pointsbet (ASX:PBH) is one of Shamgar's picks.
The company made its debut on June 12 at an IPO price of $2. It has now climbed to $2.47, giving it a market value of around $194m.
Shamgar said Pointsbet was now the third largest player in the US market with a 4 per cent share as of April.
"They launched here a couple of years ago and they're annualising about half a billion dollars in bets taken and $25m to $30m in revenue," he said.
In the US each state has a limited number of licences that are available for gaming companies and these licences are awarded to the existing land-based casinos and race tracks.
For example, New Jersey has 33 licences, while Iowa has just 12.
"Once all of those are taken by international gaming companies, Pointsbet, whoever it is, there will be no more left," Shamgar said. "So it is a bit of a land grab."
Pointsbet already has licence agreements with casinos and race tracks in four states: New Jersey, Iowa, Colorado and Illinois.
Shamgar says the company will no doubt sign more licence agreements as other states pass the legislation.
While Pointsbet is not yet profitmaking, the company has just raised $75m in its IPO, meaning its well-funded to "go hard" on its US expansion.
"If they get it right, then you could make 5x or 10x your money. It's a huge opportunity. Sort of like a once in a lifetime event."
The other way to play it, according to Shamgar, is indirectly through payment solutions company EML Payments (ASX:EML), which has a share price of $2.91 and a market cap of about $730m.
EML has offices in Australia, the US, UK, Canada and Puerto Rico.
The company provides debit cards, virtual cards, gift cards, payroll solutions and gaming cards.
"They're very profitable. They have $100m of revenue, $30m of profit," Shamgar said.
"But what's unique about them is they launched their gaming card solution in Australia about five years ago and they essentially cornered the market.
"If you take a punt with the bookie and you win and you've got one of their debit cards, you can instantaneously access your winnings."
EML currently processes around $8bn a year for its clients all over the world and the company has expanded into the gaming market in the UK and Europe as well as the US.
"They've signed up Pointsbet as one [client] and they've also signed up the biggest gaming company in the world, which is Bet365," Shamgar said.
"They signed them up a couple of months ago and they will obviously sign up many more of these large international gaming companies as they enter the US market.
"They already have existing relationships because of their Australian and European businesses."
TAMIM Asset Management has positions in both EML and Pointsbet.
EML is the company's largest holding. TAMIM got in at a price of $1.50 and EML is now trading at almost double at close to $3.
TAMIM bought into Pointsbet's IPO at $2 a share and the stock is now trading at nearly $2.50.
Ron Shamgar was the cofounder of TBF Investment Management (The Boat Fund) and was portfolio manager of the TBF Small Cap Value Growth Fund from 2013 to 2018. At TBF, Shamgar was responsible for research, company analysis, portfolio construction and marketing the fund. He has been investing actively on the ASX for over 15 years.
Novo Resources - NVO Tando Resources - TNO MGC Pharma - MXC Artemis Resources - ARV Creso Pharma - CPH Roots Sustainable Agricultural Technologies - ROO Chapmans - CHP Liontown Resources - LTR Zelda Therapeutics - ZLD Elixinol Global - EXL Lithium Australia - LIT Cann Group - CAN DigitalX - DCC Pilbara Minerals - PLS Medlab Clinical - MDC AVZ Minerals - AVZ Australian Mines - AUZ AusCann - AC8 Lucapa Diamond Company - LOM De Grey Mining - DEG


text:
Tsai, James H.; Kirsch, Oscar H.
University of Florida, IFAS, Agricultural Research Center, Fort Lauderdale
Bionomics of Haplaxius crudus (Homoptera: Cixiidae)
Environmental Entomology. Vol. 7, No. 2, April 1978, p. 305-308.
TIC Keywords: Haplaxius crudus; Adonidia merrillii; Stenotaphrum secundatum; Paspalum notatum; Eremochloa ophiuroides; Cynodon dactylon; Urochloa mutica; Cyperus esculentus; Grasses
"Haplaxius crudus nymphs feed and live in the thatch layer and on the roots of St. Augustinegrass, bahiagrass, centipedegrass, bermudagrass, paragrass, yellow nutsedge, broomsedge, foxtail, and other sedges. Secretions from the abdominal wax glands protect the nymphs from wetness, disease, and predators. Average nymph size after each molt at 24°C was 0.80, 1.35, 1.80, and 2.47 mm for 4 respective molts. No differences in size were noted at 30°C. Wingpad development between each molt is a unique characteristic for identifying nymphal age. All nymphal instars developed more rapidly at 30° than at 24°C. Cool temperature (15°C) had an adverse effect on nymph development. Large nymphs survived an extended period without feeding. Eggs were 0.5-0.6 mm in length and 0.15-0.20 mm in width with one blunt end. Parthenogenic reproduction was not observed. The mean life span for adult males on St. Augustinegrass was 7.3 days and 7.8 days for adult females. The mean generation time at 30°C was 52.6 days and 80.8 days at 24°C. The adult H. crudus survived 37 and 50 days on coconut and veitchia palms, respectively. Coconut cultivars differed significantly in numbers of H. crudus attracted. The numbers of adults attracted to palm differed significantly among seasons. H. crudus was found in palms more in the evening hours than in the morning hours."
Tsai, J. H., and O. H. Kirsch. 1978. Bionomics of Haplaxius crudus (Homoptera: Cixiidae). Environ. Entomol. 7(2):p. 305-308.


a love affair with a Grand Duke?
I found an interesting info about Lantelme in the book Never a Dull Moment by some Marguerite Cassini. It's the memoirs of a countess about belle epoque aristocracy. When she wrote the book (1956), she was 74 years so some details can be incorrect. For example she calls Edwards an American, and she writes Lantelme's name as Lanthelme.
The actress is mentioned only twice, but both times the details are very interesting.
"The Grand Duchess Marie Pavlovna, for example, dashed often to Paris, where she would be seen with her friend Lucien Guitry, the great actor of the Comedie-Francaise, while her husband, the Grand Duke Vladimir, would try to avoid seeing her, mostly with Lanthelme, the ravishing brunette doll who was the rage of Paris".
The Grand Duke Vladimir was third son of the emperor Alexander II, born in 1847 and died in 1909. Brief info about him on wikipedia site, more info in Russian with more photos on the same site. For example, see a photo of him here.
"And there was Lanthelme whom I sometimes saw at Callot, where she dressed. She wore her gowns only once, returned them the next day, torn and soiled, and the vendeuses would show them around. Lanthelme, born in the gutter, was one of the first of her kind to marry — an American named Edwards who owned the Paris newspaper Le Matin. She became even richer than her husband and died mysteriosly, thrown overboard from her yacht — according to the inquest "by hands unknown" ".
I didn't know that Lantelme had been a Callot client; I know after she met Edwards and could choose dresses (and dressmakers too), she was a client of Doucet, also of Paquin, Lanvin, Jean Patou and Madeleine Vionnet. If someone has a photo of Lantelme in a Callot dress, please let me know.


text:
Bertil Daniel Alling, född 9 mars 1970 i Marstrands församling i Göteborgs och Bohus län, är en svensk radiojournalist och utrikeskorrespondent.

Daniel Alling växte upp i Grimeton utanför Varberg i en familj med elva syskon. Han är son till kyrkoherde Bertil Alling och musikdirektören Birgitta, ogift Muhl. Efter studentexamen på Peder Skrivares skola och militärtjänst studerade han till SO-lärare, och tog en filosofie kandidat i statskunskap, i Uppsala. Under studierna var han bland annat sångare i gruppen The GW:s, ett hyllningsband till schlagersångaren Gunnar Wiklund. Han hade tidigt ett intresse för journalistik, i synnerhet inom sport, och började studera till journalist på Skurups folkhögskola 1996. Det ledde till ett sommarvikariat på Radio Stockholm och därefter två år på Radio Västmanland och ett år som TV-reporter på Sveriges Televisons regionala kanal Tvärsnytt.

År 2000 sökte Daniel Alling till Radiosporten och blev sportjournalist, samtidigt sökte han till Radiokören och sjöng parallellt i den som professionell körsångare. Därefter fick han tjänst som Sveriges Radios utrikeskorrespondent i New York år 2007 där han, och kollegan Ginna Lindberg som var stationerad i Washington, bland annat bevakade USA:s presidentval 2008. Uppdraget i New York avslutades 2010 och han var därefter utrikeskorrespondent i Berlin mellan åren 2011 och 2015 och blev våren 2019 Sveriges Radios utsände i London. Däremellan har han bland annat varit programledare på P1-morgon och vikarierat på Nordegren och Epstein. Julen 2017 var han P1:s julvärd.

Källor

Män
Födda 1970
Svenska journalister under 2000-talet
Utrikeskorrespondenter
Levande personer
Personer från Marstrand


text:
Cena naiwna – cena oparta na kosztach produkcji w przypadku, gdy producent przyjmuje  za jej podstawę koszty stałe (koszty administracji, amortyzacji dzierżawy, kredytów itp.) i koszty zmienne (materiały, robocizna) w okresie przeszłym. Łączny koszt produkcji w tym okresie jest dzielony przez liczbę jednostek  wytworzonego towaru i na tej podstawie ustala się koszt produkcji jednostki wyrobu. Do tego kosztu dodaje się pewien procent. Obliczona w ten sposób cena  towaru jest oferowana pierwszemu ogniwu zbytu.

Bibliografia
 Leksykon handlu zagranicznego;  Klemens Białecki, Włodzimierz Januszkiewicz, Leokadia Oręziak; Polskie Wydawnictwo Ekonomiczne 2007

Polityka cenowa


Hiss Chromatic Brilliance, Rainbow Snake, has returned, and in the capital cities, Rainbow Snake disciples have gathered to extol the virtues of the Rainbow Path. During the next five weeks, Hiss disciples will offer buffs and gifts to all Daevas who would bask in Hiss prismatic beauty.
Rainbow Snake Festival ends on May 3, 2017. Visit the Rainbow Snake disciples in game now to learn more about Hiss Chromatic Brilliance. May Rainbow Snake watch over you.


Building contractors are in charge of making sure a building is built in accordance to contract documents they have created between themselves and an individual owner or organization. They oversee the building's infrastructure, such as plumbing, electrical, and so on. Green-minded building contractors implement earth friendly products and energy saving options into the building.


text:
class ChangeIsManagerToRole < ActiveRecord::Migration
  def up
    add_column :users, :role, :string, default: 'default', null: false
    execute "UPDATE users SET role='admin' WHERE is_manager"
    execute "UPDATE users SET role='default' WHERE NOT is_manager"
    remove_column :users, :is_manager
  end

  def down
    add_column :users, :is_manager, :boolean, default: false, null: false
    execute "UPDATE users SET is_manager=TRUE WHERE role='admin'"
    execute "UPDATE users SET is_manage=FALSE WHERE role='default'"
    remove_column :users, :role
  end
end


A contemporary boutique hotel built to an award wining design by architect Julian Marsh on the former ramparts of Nottingham s medieval castle. Harts is the highest AA rated hotel in Nottingham. A dream location just 5 minutes walk from Nottingham s bustling city centre in a cul de sac away from the noise of traffic and nightlife. On one side a quiet courtyard on the other views over the whole city with a private secluded garden. A parking space for every resident is just ?9.50. /P At Hart s restaurant you will experience modern British cooking at its best. No surreal flights of fancy but fabulous dishes created using only the freshest ingredients and seasonal foods. Accompanied by a wine list carefully and personally selected by Mr Hart Hart s is the perfect choice whatever the occasion. /P Our light and airy rooms are designed with your comfort in mind. Top quality king-size beds have goose down pillows duvets and Egyptian cotton bed linens. Our mini bars are well stocked with quality wines and ales as well as fresh milk for guests who wish to make themselves tea or a cafetiere of fresh ground coffee. /P All rooms have Bose CD/radios with excellent sound quality which are simple to operate and flat screen TV s with Blu Ray DVD players. With a dedicated work area each room has a Wi-Fi broadband connection for your convenience.


text:
Ireland E3S Student Representatives
Eunan Doherty (student representative Ireland)
Contact me via Linkedin: https://www.linkedin.com/in/eunan-doherty-b06b48176
Eunan is the Ireland representative and is studying MSc Applied Sports and Exercise Nutrition at Galway-Mayo Institute of technology as part of Dr Paula Conroy's group. His research focuses on palatability acceptance of sodium concentrations pre and post exercise.
As a committee representative he aims to actively engage with the sensory science community and exchange ideas that may contribute to research and to get a better understanding of Sensory Science and its place among day-to-day practices.
Paula Conroy (deputy student representative Ireland)
Contact me via Linkedin: https://www.linkedin.com/in/paula-conroy-21822983/
Paula is currently studying a multidisciplinary PhD in University College Cork. The PhD examines the sensory characteristic perception of food associated with aging and how this impacts consumer food choice, preference and nutrition status.
Paula's PhD focuses on identifying parameters that subdivide various age cohorts' preferences for certain foods. These include texture and flavour manipulation using novel and healthy ingredients. She has investigated age related differences in consumer sensory perception using consumer and QDA analysis. Her work also focuses on packaging solutions.
Her research interests include human nutrition, sensory science, public health science, food science and composition and food packaging.
Paula joined the E3S committee as she feels it is a great medium for sensory science students to share and gain knowledge within the various research areas, thus furthering knowledge in the sensory science field.
Austria E3S Student Representatives
Denmark E3S Student Representatives
Finland E3S Student Representatives
France E3S Student Representatives
Germany E3S Student Representatives
Italy E3S Student Representatives
Netherlands E3S Student Representatives
Norway E3S Student Representatives
Spain E3S Student Representatives
UK E3S Student Representatives
PhD candidates in sensory science in Europe
Phd candidate archive


text:
Endoscopy 2021; 53(01): E33-E34
E-Videos
Hookworm diagnosed during colonoscopy and terminal ileum intubation
Pezhman Alavinejad
1 Alimentary Tract Research Center, Ahvaz Imam Hospital, Ahvaz Jundishapur University of Medical Sciences, Ahvaz, Iran
Amir Hossein Sina
2 Narges Medical Genetics Laboratory, Ahvaz, Iran
Mehrdad Nikfam
A 38-year-old man attended the gastrointestinal outpatient clinic with a 3-month history of bloating, nonspecific abdominal pain, and irregular bowel habit. His laboratory findings included the following: hemoglobin 12.1 g/dL, mean corpuscular volume 81 fL, white blood cell count 5.4 × 109/L, platelet count 245 × 109/L, stool exam normal. Based on the recent onset of his complaints and lack of response to symptomatic management, he was referred for colonoscopy. Apart from mild erythema in the transverse colon ([Fig. 1]), colonoscopy showed no significant findings, but at terminal ileum intubation multiple hookworms were seen attached to the mucosa ([Video 1]). During withdrawal of the scope, several biopsy samples were obtained from the mid transverse colon. The pathologist reported mild to moderate infiltration of eosinophils in the colonic mucosa ([Fig. 2]). Treatment with albendazole 400 mg twice daily was started, and 2 weeks later all of the patient's symptoms had disappeared.
Fig. 1 Mild erythema in the mid transverse colon of a 38-year-old patient with bloating and nonspecific abdominal pain.
Video 1 Hookworm attached to mucosa of the terminal ileum.
Fig. 2 Eosinophilic infiltration of mucosa in the transverse colon.
Human hookworm infections are mainly caused by two anthroponotic species, Necator americanus and Ancylostoma duodenale, which are transmitted through contact with contaminated soil [1]. Infected individuals are usually asymptomatic or present with chronic occult bleeding, and in developing countries, especially in the tropics, worm infestation should be considered an important cause of obscure acute gastrointestinal bleeding [2]. Hookworms rarely cause intermittent or chronic diarrhea, and they are known as parasites of the small intestine [3]. Our patient's main complaint was bloating and irregular bowel habit without any history of blood loss. His parasites were found during terminal ileum intubation, and biopsy from normal-looking mucosa revealed mucosal eosinophilia.
The most commonly used drugs for treatment of hookworms are mebendazole and albendazole [4]. Three consecutive daily doses of either drug improve the symptoms [5].
Hookworm infection can present as bloating and nonspecific abdominal pain. This case further emphasizes the importance of terminal ileum intubation and of lowering the threshold for obtaining tissue biopsy during colonoscopy.
Endoscopy_UCTN_Code_CCL_1AD_2AZ
Endoscopy E-Videos
https://eref.thieme.de/e-videos
Endoscopy E-Videos is a free access online section, reporting on interesting cases and new techniques in gastroenterological endoscopy. All papers include a high
quality video and all contributions are
freely accessible online.
This section has its own submission
website at
https://mc.manuscriptcentral.com/e-videos
29 May 2020 (online)
1 Hotez JM, Brooker PJ, Bethony S. et al. Hookworm infection. N Engl J Med 2004; 351: 799-807
2 Sharma BC, Bhasin DK, Bhatti HS. et al. Gastrointestinal bleeding due to worm infestation, with negative upper gastrointestinal endoscopy findings: impact of enteroscopy. Endoscopy 2000; 32: 314-316
3 Deesomsak M, Sawanyawisuth K, Prachayakul V. An unusual cause of chronic diarrhoea. Tropical Biomed 2014; 31: 187-189
4 Keiser J, Utzinger J. Efficacy of current drugs against soil-transmitted helminth infections: systematic review and meta-analysis. Jama 2008; 299: 1937-1948
5 Steinmann P, Utzinger J, Du ZW. et al. Efficacy of single-dose and triple-dose albendazole and mebendazole against soil-transmitted helminths and Taenia spp.: a randomized controlled trial. PloS One 2011; 6: e25003


The MicroISV Digest for the week ending February 23rd, 2009.
The Business of Software Network is hosting an online chat this week on Twitter and microblogging we me Thursday, Feb. 26th at 5pm GMT/ 9am PT.
Show #16 of the Startup Success Podcast featured an interview with Rails developer and Atlantic Dominion Solutions CEO Robert Dempsey on going from development house to startup, pragmatic startup development, rails and more.
Ian Landsman, UserScape, has a new post up you should read: How to Sell More Software by Adding 12 Characters to Your Homepage.
Another story about iPhone developer: from downsized IT professional to iPhone developer making money: Experiences Of A Newbie iPhone Developer.
Many thanks for posting the link Bob, I hope others find the background material on screencasting to be helpful.
I also ought to have mentioned – because I like to promote the use of screencasts I'm always happy to review the work of others and offer a helpful (private) critique. Anyone can email me for advice/feedback.


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text:
Q: How to use shared assets between react and react-native in nxWorkspace I have a nxWorkspace with React, React-Native and Nodejs. I've create a shared assets library to use between React and React Native. I'm able to use it with React, but I have no idea how to use it in the React-Native. I've look at the documents and youtbue videos also, but all of them have used with React or Angular.
apps
  - web
  - mobile
  - server
libs
  - shared-assets


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