This commit is contained in:
Christoph Oelckers 2019-08-08 08:09:31 +02:00
parent 352d5d098d
commit bf9c5849e8

View file

@ -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;
}