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https://github.com/ZDoom/gzdoom-gles.git
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Merge remote-tracking branch 'remotes/origin/master' into new_level_refactor
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commit
ff903da19a
7 changed files with 107 additions and 11 deletions
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@ -536,6 +536,14 @@ bool E_CheckReplacement( PClassActor *replacee, PClassActor **replacement )
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return final;
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}
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bool E_CheckReplacee(PClassActor **replacee, PClassActor *replacement)
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{
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bool final = false;
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for (DStaticEventHandler *handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->CheckReplacee(replacee, replacement, &final);
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return final;
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}
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void E_NewGame(EventHandlerType handlerType)
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{
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bool isStatic = handlerType == EventHandlerType::Global;
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@ -627,6 +635,10 @@ DEFINE_FIELD_X(ReplaceEvent, FReplaceEvent, Replacee)
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DEFINE_FIELD_X(ReplaceEvent, FReplaceEvent, Replacement)
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DEFINE_FIELD_X(ReplaceEvent, FReplaceEvent, IsFinal)
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DEFINE_FIELD_X(ReplacedEvent, FReplacedEvent, Replacee)
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DEFINE_FIELD_X(ReplacedEvent, FReplacedEvent, Replacement)
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DEFINE_FIELD_X(ReplacedEvent, FReplacedEvent, IsFinal)
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DEFINE_ACTION_FUNCTION(DStaticEventHandler, SetOrder)
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{
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PARAM_SELF_PROLOGUE(DStaticEventHandler);
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@ -1193,6 +1205,21 @@ void DStaticEventHandler::CheckReplacement( PClassActor *replacee, PClassActor *
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}
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}
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void DStaticEventHandler::CheckReplacee(PClassActor **replacee, PClassActor *replacement, bool *final)
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{
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IFVIRTUAL(DStaticEventHandler, CheckReplacee)
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{
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// don't create excessive DObjects if not going to be processed anyway
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if (isEmpty(func)) return;
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FReplacedEvent e = { *replacee, replacement, *final };
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VMValue params[2] = { (DStaticEventHandler*)this, &e };
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VMCall(func, params, 2, nullptr, 0);
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if (e.Replacee != replacement) // prevent infinite recursion
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*replacee = e.Replacee;
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*final = e.IsFinal;
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}
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}
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void DStaticEventHandler::NewGame()
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{
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IFVIRTUAL(DStaticEventHandler, NewGame)
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10
src/events.h
10
src/events.h
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@ -81,6 +81,8 @@ void E_Console(int player, FString name, int arg1, int arg2, int arg3, bool manu
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// called when looking up the replacement for an actor class
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bool E_CheckReplacement(PClassActor* replacee, PClassActor** replacement);
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// called when looking up the replaced for an actor class
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bool E_CheckReplacee(PClassActor** replacee, PClassActor* replacement);
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// called on new game
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void E_NewGame(EventHandlerType handlerType);
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@ -187,6 +189,7 @@ public:
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//
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void CheckReplacement(PClassActor* replacee, PClassActor** replacement, bool* final);
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void CheckReplacee(PClassActor** replacee, PClassActor* replacement, bool* final);
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//
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void NewGame();
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@ -301,4 +304,11 @@ struct FReplaceEvent
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bool IsFinal;
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};
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struct FReplacedEvent
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{
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PClassActor* Replacee;
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PClassActor* Replacement;
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bool IsFinal;
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};
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#endif
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@ -834,15 +834,18 @@ void FLevelLocals::RecreateAllAttachedLights()
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while ((a=it.Next()))
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{
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if (a->IsKindOf(NAME_DynamicLight))
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{
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::AttachLight(a);
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::ActivateLight(a);
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}
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else
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if (!a->IsKindOf(NAME_DynamicLight))
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{
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a->SetDynamicLights();
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}
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else if (a->AttachedLights.Size() == 0)
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{
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::AttachLight(a);
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if (!(a->flags2 & MF2_DORMANT))
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{
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::ActivateLight(a);
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}
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}
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}
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}
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10
src/info.cpp
10
src/info.cpp
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@ -593,6 +593,16 @@ PClassActor *PClassActor::GetReplacee(bool lookskill)
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}
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}
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PClassActor *savedrep = ActorInfo()->Replacee;
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// [MC] Same code as CheckReplacement but turned around so modders can indicate
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// what monsters spawn from which entity. I.e. instead of a randomspawner
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// showing up, one can assign an Arachnotron as the one being replaced
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// so functions like CheckReplacee and A_BossDeath can actually work, given
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// modders set it up that way.
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if (E_CheckReplacee(&savedrep, this))
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{
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// [MK] the replacement is final, so don't continue with the chain
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return savedrep ? savedrep : this;
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}
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if (savedrep == nullptr && (!lookskill || skillrepname == NAME_None))
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{
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return this;
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@ -300,6 +300,13 @@ struct ReplaceEvent native version("2.4")
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native bool IsFinal;
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}
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struct ReplacedEvent native version("3.7")
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{
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native Class<Actor> Replacee;
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native readonly Class<Actor> Replacement;
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native bool IsFinal;
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}
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class StaticEventHandler : Object native play version("2.4")
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{
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// static event handlers CAN register other static event handlers.
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@ -312,7 +319,7 @@ class StaticEventHandler : Object native play version("2.4")
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virtual void OnUnregister() {}
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// actual handlers are here
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virtual void WorldLoaded(WorldEvent e) {}
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virtual void WorldLoaded(WorldEvent e) {}
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virtual void WorldUnloaded(WorldEvent e) {}
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virtual void WorldThingSpawned(WorldEvent e) {}
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virtual void WorldThingDied(WorldEvent e) {}
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@ -348,6 +355,7 @@ virtual void WorldLoaded(WorldEvent e) {}
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//
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virtual void CheckReplacement(ReplaceEvent e) {}
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virtual void CheckReplacee(ReplacedEvent e) {}
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//
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virtual void NewGame() {}
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@ -358,6 +358,10 @@ class LevelCompatibility native play
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SetWallTexture(865, Line.back, Side.bottom, "STEP5");
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SetWallTexture(1062, Line.front, Side.top, "GSTVINE1");
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SetWallTexture(1071, Line.front, Side.top, "MARBLE1");
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// Door requiring yellow keycard can only be opened once,
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// change other side to one-shot Door_Open
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SetLineSpecial(165, Door_Open, 0, 16);
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SetLineFlags(165, 0, Line.ML_REPEAT_SPECIAL);
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break;
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}
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@ -367,6 +371,11 @@ class LevelCompatibility native play
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SetWallTexture(590, Line.back, Side.top, "GRAYBIG");
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SetWallTexture(590, Line.front, Side.bottom, "BROWN1");
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SetWallTexture(1027, Line.back, Side.top, "SP_HOT1");
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// Replace tag for eastern secret at level start to not
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// cause any action to the two-Baron trap
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AddSectorTag(127, 100);
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SetLineSpecial(382, Door_Open, 100, 16);
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SetLineSpecial(388, Door_Open, 100, 16);
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break;
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}
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@ -393,6 +402,13 @@ class LevelCompatibility native play
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break;
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}
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case 'BBDC4253AE277DA5FCE2F19561627496': // Doom E3M2
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{
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// Switch at index finger repeatable in case of being stuck
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SetLineFlags(368, Line.ML_REPEAT_SPECIAL);
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break;
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}
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case '2B65CB046EA40D2E44576949381769CA': // Commercial Doom e3m4
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{
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// This line is erroneously specified as Door_Raise that monsters
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@ -428,14 +444,29 @@ class LevelCompatibility native play
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case 'FE97DCB9E6235FB3C52AE7C143160D73': // Doom E3M9
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{
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// Missing texture
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// Missing textures
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SetWallTexture(102, Line.back, Side.bottom, "STONE3");
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SetWallTexture(445, Line.back, Side.bottom, "GRAY4");
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// First door cannot be opened from inside and can stop you
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// from finishing the level if somehow locked in.
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SetLineSpecial(24, Door_Open, 0, 16);
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SetLineActivation(24, SPAC_Use);
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SetLineFlags(24, Line.ML_REPEAT_SPECIAL);
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// Door that requires blue skull can only be opened once,
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// make it repeatable in case of being locked
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SetLineFlags(194, Line.ML_REPEAT_SPECIAL);
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break;
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}
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case 'DA0C8281AC70EEC31127C228BCD7FE2C': // doom.wad e4m1
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{
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// missing texture
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// missing textures
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TextureID support3 = TexMan.CheckForTexture("SUPPORT3", TexMan.Type_Wall);
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for(int i=0; i<4; i++)
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{
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SetWallTextureID(252+i, Line.back, Side.top, SUPPORT3);
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}
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SetWallTexture(322, Line.back, Side.bottom, "GSTONE1");
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SetWallTexture(470, Line.front, Side.top, "GSTONE1");
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break;
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}
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SetSectorSpecial(151, 0);
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SetSectorSpecial(152, 0);
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SetSectorSpecial(155, 0);
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// Stuck Imp
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SetThingXY(69, -656, -1696);
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// One line special at the northern lifts is incorrect, change
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// to a repeatable line you can walk over to lower lift
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SetLineSpecial(46, Plat_DownWaitUpStayLip, 1, 32, 105, 0);
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SetLineActivation(46, SPAC_AnyCross);
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SetLineFlags(46, Line.ML_REPEAT_SPECIAL);
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break;
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}
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@ -37,13 +37,13 @@
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struct SaveGameNode native
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{
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native String SaveTitle;
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native String Filename;
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native readonly String Filename;
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native bool bOldVersion;
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native bool bMissingWads;
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native bool bNoDelete;
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}
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struct SavegameManager native
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struct SavegameManager native ui
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{
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native int WindowSize;
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native SaveGameNode quickSaveSlot;
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