Fixes for Wraith Corporation WADs

This commit is contained in:
Erick Tenorio 2018-10-07 23:48:24 -05:00 committed by Christoph Oelckers
parent 77b8eb6547
commit 643e3a78d8

View file

@ -606,6 +606,28 @@ class LevelCompatibility play
break; break;
} }
case '57386AEF275684BA06756359B08F4391': // Perdition's Gate MAP03
{
// Stairs where one sector is too thin to score.
SetSectorSpecial(227, 0);
break;
}
case 'F1A9938C4FC3906A582AB7D5088B5F87': // Perdition's Gate MAP12
{
// Sector unintentionally left as a secret near switch
SetSectorSpecial(112, 0);
break;
}
case '5C419E581D9570F44A24163A83032086': // Perdition's Gate MAP27
{
// Sectors unintentionally left as secrets and cannot be scored
SetSectorSpecial(338, 0);
SetSectorSpecial(459, 0);
break;
}
case 'FCCA97FC851F6473EAA069F74247B317': // pg-raw.wad map31 case 'FCCA97FC851F6473EAA069F74247B317': // pg-raw.wad map31
{ {
SetLineSectorRef(331, Line.front, 74); SetLineSectorRef(331, Line.front, 74);
@ -621,8 +643,45 @@ class LevelCompatibility play
break; break;
} }
case '712BB4CFBD0753178CA0C6814BE4C288': // beta version of map12 BTSX_E1 - patch some rendering glitches that are problematic to detect case '5379C080299EB961792B50AD96821543': // Hell to Pay MAP14
{ {
// Two secrets are unreachable without jumping and crouching.
SetSectorSpecial(82, 0);
SetSectorSpecial(83, 0);
break;
}
case '1A1AB6415851B9F17715A0C36412752E': // Hell to Pay MAP24
{
// Remove Chaingunner far below the map, making 100% kills
// impractical.
SetThingFlags(70, 0);
break;
}
case 'A7ACB57A2CAF17434D0DFE0FAC0E0480': // Hell to Pay MAP28
{
// Three Lost Souls placed outside the map for some reason.
for(int i=0; i<3; i++)
{
SetThingFlags(217+i, 0);
}
break;
}
case '2F1A18633C30E938B50B6D928C730CB6': // Hell to Pay MAP29
{
// Three Lost Souls placed outside the map, again...
for(int i=0; i<3; i++)
{
SetThingFlags(239+i, 0);
}
break;
}
case '712BB4CFBD0753178CA0C6814BE4C288': // beta version of map12 BTSX_E1
{
// patch some rendering glitches that are problematic to detect
AddSectorTag(545, 32000); AddSectorTag(545, 32000);
AddSectorTag(1618, 32000); AddSectorTag(1618, 32000);
SetLineSpecial(2853, Sector_Set3DFloor, 32000, 4); SetLineSpecial(2853, Sector_Set3DFloor, 32000, 4);