==================== Options Quick Reference =========================

A full list of the available options, with a short explanation of the function 
of each, is given below.

NOTE: options marked with & gained new syntax in v2.1;
      options marked with + are new to v2.1;
      options marked with ! can cause problems in combination with PREPROCESS.

   #         Marks a comment line in the option file
+  BAND      Makes bands of blindness/ safety
&! BLIND     Makes sector(s) blind (or partially so)
   BLOCK     Stops monsters seeing through a pair of specified lines
   DISTANCE  Specifies how far (on the ground) monsters can see generally
   DOOR      Specifies the max. # of doors monsters can see through generally
   EnMy      Marks start of options for a particular Doom1 level
&  EXCLUDE   Forces exclusion of view from one sector to another
+  GROUP     Merges sectors into one. (Sectors get the same reject maps)
&  INCLUDE   Forces inclusion of view from one sector to another
&  INV BLIND Makes sector(s) long-sighted
&  INV SAFE  Makes sector(s) invisible to close monsters (but not far ones)
   LEFT      Makes a 2s line one-way see-through (from left to right)
 ! LENGTH    Specifies how far (by sector) monsters can see generally
   LINE      Makes a 2s line impossible to look through for monsters
   MAPxx     Marks start of options for a particular Doom2 map
&  NODOOR    Marks sector(s) as not being a door [used only with DOOR option]
   NOMAP     Removes the graphical display; reports progress as dots instead
+  NOPROCESS Only apply special effects no processing done. Very fast.
   ONE       Same as BLOCK, but only operates in one direction
   PERFECT   Generates a perfect REJECT map: forces processing of all sectors
+  PREPROCESS Groups sectors to gain processing speed. (The efficiency drops)
&  PROCESS   Forces processing of specified sector(s)
   REPORT    Reports all detected distances >=DISTANCE setting to file
   RIGHT     Makes a 2s line one-way see-through (from right to left)
&! SAFE      Makes sector(s) invisible to far monsters

INV is short for INVERT. Any option can be abbreviated to its shortest unique 
form. If you wish SAFE can be abbreviated S, as no other options start with S.  
Equivalently PREPROCESS can be abbreviated PRE, but not PR as PROCESS also 
starts with PR.

Because many of these options alter RMB's processing methodology, their use 
will have implications for the time taken by RMB to build the REJECT map.  
Below is a list of all the options, graded by their effect on the program's 
processing speed.

These options speed RMB up (greatest first):
    NOPROCESS  [<Wadfile> [<Level id>]]
    PREPROCESS <Number>
    LENGTH     <Distance>
    DISTANCE   <Map distance>
    DOOR       <Number>
    GROUP      <Sector> <Sector list>
    BLIND      <Distance> <Sector list>
    LINE       <Line no>
    LEFT       <Line no>
    RIGHT      <Line no>
    BLOCK      <Line no> <Line no>
    ONE        <Line no> <Line no>

These options have no effect on speed:
    #         <Comment>
    EnMy
    MAPxx
    NOMAP
    INCLUDE   <Sector> <Sector>
    EXCLUDE   <Sector> <Sector>
    SAFE      <Distance> <Sector list>
    INV SAFE  <Distance> <Sector list>
    INV BLIND <Distance> <Sector list>
    BAND      {SAFE, BLIND} <Distance> <Distance> <Sector list>
    INV BAND  {SAFE, BLIND} <Distance> <Distance> <Sector list>

These options cause RMB to slow down (greatest last):
    REPORT    <Distance>
    NODOOR    <Sector list>
    PROCESS   <Sector list>
    PERFECT 

Bear in mind that the longer RMB works, the greater the final efficiency of 
the REJECT table (and the better the final speed-up) is likely to be.  
Nevertheless, there will come a point where the additional return will not be 
worth the extra effort.

The following terms are used to describe the arguments which RMB options take:

<Comment>  Any text, terminated by end-of-line.

<Distance> A distance, measured in sectors, including the specified sector,
	   so that 0 means "no distance"; 1 means "this sector only"; 
	   2 means "this and all immediately adjacent sectors" and so on.

<Line no>  The identification number of a 2-sided LINEDEF bordering two
              different sectors. E.g. a line with the 2s bit set and two
              sidedefs that point to two different sectors. You will find the
              linedef number in your WAD editor. (If yours won't tell you,
              you're using the wrong one!) 

<Map distance> Distance as measured in Doom map co-ordinates.  Opinions
	   vary as to how this equates to distance in the real world: a 
	   good rule of thumb seems to be 1 map unit is equivalent to 2cm.

<Number>   A positive integer.

<Sector>   The identification number of a SECTOR, determined from a WAD 
	   editor. 

<Sector list> A list of <sectors>, separated from each other by spaces
	   and surrounded by brackets.  e.g. (1 2 5 7 9)



