mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 06:41:41 +00:00
- merged all useful parts from https://github.com/coelckers/gzdoom/pull/725
This commit is contained in:
parent
352d5d098d
commit
bf9c5849e8
1 changed files with 44 additions and 0 deletions
|
@ -628,6 +628,24 @@ class LevelCompatibility native play
|
|||
break;
|
||||
}
|
||||
|
||||
case '6C620F43705BEC0ABBABBF46AC3E62D2': // Doom II MAP10
|
||||
{
|
||||
// Allow player to leave exit room
|
||||
SetLineSpecial(786, Door_Raise, 0, 16, 150, 0);
|
||||
SetLineActivation(786, SPAC_Use);
|
||||
SetLineFlags(786, Line.ML_REPEAT_SPECIAL);
|
||||
break;
|
||||
}
|
||||
|
||||
case '1AF4DEC2627360A55B3EB397BC15C39D': // Doom II MAP12
|
||||
{
|
||||
// Missing texture
|
||||
SetWallTexture(648, Line.back, Side.bottom, "PIPES");
|
||||
// Remove erroneous tag for teleporter at the south building
|
||||
ClearSectorTags(149);
|
||||
break;
|
||||
}
|
||||
|
||||
case 'FBA6547B9FD44E95671A923A066E516F': // Doom II MAP13
|
||||
{
|
||||
// Missing texture
|
||||
|
@ -671,6 +689,7 @@ class LevelCompatibility native play
|
|||
|
||||
case '1A540BA717BF9EC85F8522594C352F2A': // Doom II, map15
|
||||
{
|
||||
// Remove unreachable secret
|
||||
SetSectorSpecial(147, 0);
|
||||
// Missing textures
|
||||
SetWallTexture(94, Line.back, Side.top, "METAL");
|
||||
|
@ -716,6 +735,9 @@ class LevelCompatibility native play
|
|||
{
|
||||
SetWallTextureID(286+i, Line.back, Side.bottom, STEP4);
|
||||
}
|
||||
// Southwest teleporter in the teleporter room now works on
|
||||
// easier difficulties
|
||||
SetThingSkills(112, 31);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -727,6 +749,13 @@ class LevelCompatibility native play
|
|||
break;
|
||||
}
|
||||
|
||||
case '4AA9B3CE449FB614497756E96509F096': // Doom II MAP22
|
||||
{
|
||||
// Only use switch once to raise sector to rocket launcher
|
||||
SetLineFlags(120, 0, Line.ML_REPEAT_SPECIAL);
|
||||
break;
|
||||
}
|
||||
|
||||
case '94893A0DC429A22ADC4B3A73DA537E16': // Doom II MAP25
|
||||
{
|
||||
// Missing texture at bloodfall near level start
|
||||
|
@ -743,8 +772,17 @@ class LevelCompatibility native play
|
|||
|
||||
case '110F84DE041052B59307FAF0293E6BC0': // Doom II, map27
|
||||
{
|
||||
// Remove unreachable secret
|
||||
SetSectorSpecial(93, 0);
|
||||
// Missing texture
|
||||
SetWallTexture(582, Line.back, Side.top, "ZIMMER3");
|
||||
// Make line near switch to level exit passable
|
||||
SetLineFlags(342, 0, Line.ML_BLOCKING);
|
||||
// Can leave Pain Elemental room if stuck
|
||||
SetLineSpecial(580, Door_Open, 0, 16);
|
||||
SetLineActivation(580, SPAC_Use);
|
||||
SetLineSpecial(581, Door_Open, 0, 16);
|
||||
SetLineActivation(581, SPAC_Use);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -761,6 +799,12 @@ class LevelCompatibility native play
|
|||
SetWallTexture(531, Line.back, Side.top, "WOOD8");
|
||||
SetWallTexture(547, Line.back, Side.top, "WOOD8");
|
||||
SetWallTexture(548, Line.back, Side.top, "WOOD8");
|
||||
// Raise holes near level exit when walking over them
|
||||
for(int i=0; i<12; i++)
|
||||
{
|
||||
SetLineSpecial(584+i, Floor_RaiseToNearest, 5, 8);
|
||||
SetLineActivation(584+i, SPAC_Cross);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue