mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-16 17:41:19 +00:00
f557fa4296
These were caused by some bogus comment in the original compatibility.txt which erroneously added a "SPAC_PCross" remark to a line which actually set "SPAC_Cross".
861 lines
28 KiB
Text
861 lines
28 KiB
Text
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class LevelCompatibility play
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{
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private static void Apply(Name checksum)
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{
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switch (checksum)
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{
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case 'AB24AE6E2CB13CBDD04600A4D37F9189': // doom2.wad map02
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case '1EC0AF1E3985650F0C9000319C599D0C': // doom2bfg.wad map02
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{
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// Missing textures
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TextureID stone4 = TexMan.CheckForTexture("STONE4", TexMan.Type_Wall);
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SetWallTextureID(327, Line.front, Side.bottom, stone4);
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SetWallTextureID(328, Line.front, Side.bottom, stone4);
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SetWallTextureID(338, Line.front, Side.bottom, stone4);
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SetWallTextureID(339, Line.front, Side.bottom, stone4);
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// Stuck shotgun guy
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SetThingXY(85, 960, 904);
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break;
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}
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case '66C46385EB1A23D60839D1532522076B': // doom2.wad map08
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{
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// Missing texture
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SetWallTexture(101, Line.back, Side.top, "BRICK7");
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break;
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}
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case 'E2B5D1400279335811C1C1C0B437D9C8': // Deathknights of the Dark Citadel, map54
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{
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// This map has two gear boxes which are flagged for player cross
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// activation instead of the proper player uses activation.
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SetLineActivation(943, SPAC_Use);
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SetLineActivation(963, SPAC_Use);
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break;
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}
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case '3F249EDD62A3A08F53A6C53CB4C7ABE5': // Artica 3 map01
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{
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ClearLineSpecial(66);
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break;
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}
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case 'F481922F4881F74760F3C0437FD5EDD0': // Community Chest 3 map03
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{
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// I have no idea how this conveyor belt setup manages to work under Boom.
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// Set the sector the voodoo doll ends up standing on when sectors tagged
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// 1 are raised so that the voodoo doll will be carried.
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SetLineSpecial(3559, Sector_CopyScroller, 17, 6);
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break;
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}
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case '5B862477519B21B30059A466F2FF6460': // Khorus, map08
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{
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// This map uses a voodoo conveyor with slanted walls to shunt the
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// voodoo doll into side areas. For some reason, this voodoo doll
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// is unable to slide on them, because the slide calculation gets
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// them slightly inside the walls and thinks they are stuck. I could
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// not reproduce this with the real player, which is what has me
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// stumped. So, help them out be attaching some ThrustThing specials
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// to the walls.
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SetLineSpecial(443, ThrustThing, 96, 4);
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SetLineFlags(443, Line.ML_REPEAT_SPECIAL);
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SetLineActivation(443, SPAC_Push);
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SetLineSpecial(455, ThrustThing, 96, 4);
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SetLineFlags(455, Line.ML_REPEAT_SPECIAL);
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SetLineActivation(455, SPAC_Push);
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break;
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}
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case '3D1E36E50F5A8D289E15433941605224': // Master Levels, catwalk.wad
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{
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// make it impossible to open door to 1-way bridge before getting red key
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ClearSectorTags(35);
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AddSectorTag(35, 15);
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for(int i=605; i<609;i++)
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{
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SetLineActivation(i, SPAC_Cross);
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SetLineSpecial(i, Door_Open, 15, 64);
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}
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break;
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}
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case '3B9CAA02952F405269353FAAD8F8EC33': // Master Levels, nessus.wad
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{
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// move secret sector from too-thin doorframe to BFG closet
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SetSectorSpecial(211, 0);
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SetSectorSpecial(212, 1024);
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// lower floor a bit so secret sector can be entered fully
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OffsetSectorPlane(212, Sector.floor, -16);
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// make secret door stay open so you can't get locked in closet
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SetLineSpecial(1008, Door_Open, 0, 64);
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break;
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}
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case '7ED9800213C00D6E7FB98652AB48B3DE': // Ultimate Simplicity, map04
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{
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// Add missing map spots on easy and medium skills
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// Demons will teleport into starting room making 100% kills possible
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SetThingSkills(31, 31);
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SetThingSkills(32, 31);
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break;
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}
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case '1891E029994B023910CFE0B3209C3CDB': // Ultimate Simplicity, map07
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{
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// It is possible to get stuck on skill 0 or 1 when no shots have been fired
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// after sector 17 became accessible and before entering famous mancubus room.
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// Monsters from the mentioned sector won't be alerted and so
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// they won't teleport into the battle. ACS will wait forever for their deaths.
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SetLineSpecial(397, NoiseAlert);
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SetLineSpecial(411, NoiseAlert);
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break;
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}
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case 'F0E6F30F57B0425F17E43600AA813E80': // Ultimate Simplicity, map11
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{
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// If door (sector #309) is closed it cannot be open again
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// from one side potentially blocking level progression
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ClearLineSpecial(2445);
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break;
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}
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case '952CC8D03572E17BA550B01B366EFBB9': // Cheogsh map01
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{
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// make the blue key spawn above the 3D floor
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SetThingZ(918, 296);
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break;
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}
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case 'D62DCA9EC226DE49108D5DD9271F7631': // Cheogsh 2 map04
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{
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// Stuff in megasphere cage is positioned too low
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for(int i=1640; i<=1649; i++)
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{
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SetThingZ(i, 528);
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}
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break;
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}
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case '0F898F0688AECD42F2CD102FAE06F271': // TNT: Evilution MAP07
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{
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// Dropping onto the outdoor lava now also raises the
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// triangle sectors.
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SetLineSpecial(320, Floor_RaiseToNearest, 16, 32);
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SetLineActivation(320, SPAC_Cross);
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SetLineSpecial(959, Floor_RaiseToNearest, 16, 32);
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SetLineActivation(959, SPAC_Cross);
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SetLineSpecial(960, Floor_RaiseToNearest, 16, 32);
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SetLineActivation(960, SPAC_Cross);
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break;
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}
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case '1E785E841A5247B6223C042EC712EBB3': // TNT: Evilution MAP08
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{
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// Missing texture when lowering sector to red keycard
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SetWallTexture(480, Line.back, Side.Bottom, "METAL2");
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break;
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}
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case 'DFC18B92BF3E8142B8684ECD8BD2EF06': // TNT: Evilution map15
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{
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// raise up sector with its counterpart so 100% kills becomes possible
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AddSectorTag(330, 11);
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break;
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}
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case '2C4A3356C5EB3526D2C72A4AA4B18A36': // TNT: Evilution map29
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{
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// remove mancubus who always gets stuck in teleport tunnel, preventing
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// 100% kills on HMP
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SetThingFlags(405, 0);
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break;
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}
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case 'A53AE580A4AF2B5D0B0893F86914781E': // TNT: Evilution map31
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{
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// The famous missing yellow key...
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SetThingFlags(470, 2016);
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break;
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}
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case 'D99AD22FF21A41B4EECDB3A7C803D75E': // TNT: Evilution map32
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{
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// door can close permanently; make switch that opens it repeatable
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SetLineFlags(872, Line.ML_REPEAT_SPECIAL);
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// switch should only open way to red key, don't lower bars yet,
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// instead make line just before red key open bars
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ClearSectorTags(197);
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AddSectorTag(197, 8);
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SetLineSpecial(1279, Floor_LowerToLowest, 8, 32);
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SetLineActivation(1240, SPAC_Cross);
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SetLineSpecial(1240, Floor_LowerToLowest, 38, 32);
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break;
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}
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case '1EF7DEAECA03DE03BF363A3193757B5C': // PLUTONIA.wad map11
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{
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SetLineSectorRef(41, Line.back, 6);
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break;
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}
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case '279BB50468FE9F5B36C6D821E4902369': // Plutonia Experiment map30
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{
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// flag items in deathmatch-only area correctly so that 100% items
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// are possible in solo
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SetThingFlags(250, 17);
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SetThingFlags(251, 17);
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SetThingFlags(252, 17);
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SetThingFlags(253, 17);
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SetThingFlags(254, 17);
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SetThingFlags(206, 17);
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break;
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}
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case '4CB7AAC5C43CF32BDF05FD36481C1D9F': // Plutonia: Revisited map27
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{
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SetLineSpecial(1214, Plat_DownWaitUpStayLip, 20, 64, 150);
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SetLineSpecial(1215, Plat_DownWaitUpStayLip, 20, 64, 150);
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SetLineSpecial(1216, Plat_DownWaitUpStayLip, 20, 64, 150);
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SetLineSpecial(1217, Plat_DownWaitUpStayLip, 20, 64, 150);
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SetLineSpecial(1227, Plat_DownWaitUpStayLip, 20, 64, 150);
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break;
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}
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case '5B26545FF21B051CA06D389CE535684C': // doom.wad e1m4
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{
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// missing textures
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SetWallTexture(693, Line.back, Side.top, "BROWN1");
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// fix HOM errors with sectors too low
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OffsetSectorPlane(9, Sector.floor, 8);
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OffsetSectorPlane(105, Sector.floor, 8);
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OffsetSectorPlane(132, Sector.floor, 8);
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OffsetSectorPlane(137, Sector.floor, 8);
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break;
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}
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case 'A24FE135D5B6FD427FE27BEF89717A65': // doom.wad e2m2
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{
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// missing textures
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SetWallTexture(947, Line.back, Side.top, "BROWN1");
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SetWallTexture(1596, Line.back, Side.top, "WOOD1");
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break;
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}
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case '1BC04D646B32D3A3E411DAF3C1A38FF8': // doom.wad e2m4
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{
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// missing textures
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SetWallTexture(551, Line.back, Side.top, "PIPE4");
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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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break;
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}
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case '99C580AD8FABE923CAB485CB7F3C5E5D': // doom.wad e2m5
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{
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// missing textures
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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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break;
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}
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case '3838AB29292587A7EE3CA71E7040868D': // doom.wad e2m6
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{
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// missing texture
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SetWallTexture(1091, Line.back, Side.top, "compspan");
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break;
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}
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case '8590F489879870C098CD7029C3187159': // doom.wad e2m7
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{
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// missing texture
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SetWallTexture(1286, Line.front, Side.bottom, "SHAWN2");
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break;
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}
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case '8A6399FAAA2E68649D4E4B16642074BE': // doom.wad e2m9
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{
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// missing textures
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SetWallTexture(121, Line.back, Side.top, "SW1LION");
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SetWallTexture(123, Line.back, Side.top, "GSTONE1");
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SetWallTexture(140, Line.back, Side.top, "GSTONE1");
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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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// can operate. If they do, they block you off from half the map. Change
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// this into a one-shot Door_Open so that it won't close.
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SetLineSpecial(1069, Door_Open, 0, 16);
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SetLineFlags(1069, 0, Line.ML_REPEAT_SPECIAL);
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break;
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}
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case '5AC51CA9F1B57D4538049422A5E37291': // doom.wad e3m7
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{
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// missing texture
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SetWallTexture(971, Line.back, Side.top, "SP_HOT1");
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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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SetWallTexture(470, Line.front, Side.top, "GSTONE1");
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break;
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}
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case 'F6EE16F770AD309D608EA0B1F1E249FC': // Ultimate Doom, e4m3
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{
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// Remove unreachable secrets
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SetSectorSpecial(124, 0);
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SetSectorSpecial(125, 0);
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// clear staircase to secret area
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SetSectorSpecial(127, 0);
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SetSectorSpecial(128, 0);
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SetSectorSpecial(129, 0);
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SetSectorSpecial(130, 0);
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SetSectorSpecial(131, 0);
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SetSectorSpecial(132, 0);
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SetSectorSpecial(133, 0);
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SetSectorSpecial(134, 0);
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SetSectorSpecial(136, 0);
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SetSectorSpecial(137, 0);
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SetSectorSpecial(138, 0);
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SetSectorSpecial(147, 0);
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SetSectorSpecial(148, 0);
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SetSectorSpecial(149, 0);
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SetSectorSpecial(150, 0);
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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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break;
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}
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case 'AAECADD4D97970AFF702D86FAFAC7D17': // doom.wad e4m4
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{
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// missing textures
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TextureID brownhug = TexMan.CheckForTexture("BROWNHUG", TexMan.Type_Wall);
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SetWallTextureID(427, Line.back, Side.top, BROWNHUG);
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SetWallTextureID(558, Line.back, Side.top, BROWNHUG);
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SetWallTextureID(567, Line.front, Side.top, BROWNHUG);
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SetWallTextureID(572, Line.front, Side.top, BROWNHUG);
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break;
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}
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case '94D4C869A0C02EF4F7375022B36AAE45': // Ultimate Doom, e4m7
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{
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// Remove unreachable secrets
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SetSectorSpecial(263, 0);
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SetSectorSpecial(264, 0);
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break;
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}
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case 'CEC791136A83EEC4B91D39718BDF9D82': // doom2.wad map04
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{
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// missing textures
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SetWallTexture(456, Line.back, Side.top, "SUPPORT3");
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TextureID stone = TexMan.CheckForTexture("STONE", TexMan.Type_Wall);
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SetWallTextureID(108, Line.front, Side.top, STONE);
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SetWallTextureID(109, Line.front, Side.top, STONE);
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SetWallTextureID(110, Line.front, Side.top, STONE);
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SetWallTextureID(111, Line.front, Side.top, STONE);
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SetWallTextureID(127, Line.front, Side.top, STONE);
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SetWallTextureID(128, Line.front, Side.top, STONE);
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// remove erroneous blue keycard pickup ambush sector tags (nearby viewing windows, and the lights)
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ClearSectorTags(19);
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ClearSectorTags(20);
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ClearSectorTags(23);
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ClearSectorTags(28);
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ClearSectorTags(33);
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ClearSectorTags(34);
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ClearSectorTags(83);
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ClearSectorTags(85);
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break;
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}
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case '9E061AD7FBCD7FAD968C976CB4AA3B9D': // doom2.wad map05
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{
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// fix bug with opening westmost door in door hallway - incorrect sector tagging - see doomwiki.org for more info
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ClearSectorTags(4);
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ClearSectorTags(153);
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break;
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}
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case '5BDA34DA60C0530794CC1EA2DA017976': // doom2.wad map14
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{
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// missing textures
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SetWallTexture(1259, Line.back, Side.top, "BSTONE2");
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SetWallTexture(1305, Line.back, Side.top, "BSTONE2");
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}
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case '1A540BA717BF9EC85F8522594C352F2A': // Doom II, map15
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{
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SetSectorSpecial(147, 0);
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break;
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}
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case '0D491365C1B88B7D1B603890100DD03E': // doom2.wad map18
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{
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// missing textures
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SetWallTexture(451, Line.front, Side.mid, "doorstop");
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SetWallTexture(459, Line.front, Side.mid, "doorstop");
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break;
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}
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case 'B5506B1E8F2FC272AD0C77B9E0DF5491': // doom2.wad map19
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{
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// missing textures
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SetWallTexture(355, Line.back, Side.top, "STONE2");
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SetWallTexture(736, Line.front, Side.top, "SLADWALL");
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break;
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}
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case 'EBDAC00E9D25D884B2C8F4B1F0390539': // doom2.wad map21
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{
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// push ceiling down in glitchy sectors above the stair switches
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OffsetSectorPlane(50, Sector.ceiling, -56);
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OffsetSectorPlane(54, Sector.ceiling, -56);
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break;
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}
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case '110F84DE041052B59307FAF0293E6BC0': // Doom II, map27
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{
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SetSectorSpecial(93, 0);
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SetWallTexture(582, Line.back, Side.top, "ZIMMER3");
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break;
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}
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case '20251EDA21B2F2ECF6FF5B8BBC00B26C': // Doom II, MAP29
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{
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// Missing textures on teleporters
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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(405+i, Line.back, Side.bottom, SUPPORT3);
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SetWallTextureID(516+i, Line.back, Side.bottom, SUPPORT3);
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SetWallTextureID(524+1, Line.back, Side.bottom, SUPPORT3);
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SetWallTextureID(1146+i, Line.back, Side.bottom, SUPPORT3);
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SetWallTextureID(1138+i, Line.back, Side.bottom, SUPPORT3);
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}
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break;
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}
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case '915409A89746D6BFD92C7956BE6A0A2D': // Doom II: BFG Edition MAP33
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{
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// Missing textures on sector with a Super Shotgun at map start.
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TextureID rock2 = TexMan.CheckForTexture("ROCK2", TexMan.Type_Wall);
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for(int i=0; i<4; i++)
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{
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SetWallTextureID(567+i, Line.front, Side.bottom, ROCK2);
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SetWallTextureID(567+i, Line.back, Side.top, ROCK2);
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}
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// Tags the linedefs on the teleporter at the end of the level so that
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// it's possible to leave the room near the yellow keycard door.
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for(int i=0; i<2; i++)
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{
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SetLineSpecial(400+i, Teleport, 0, 36);
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SetLineSpecial(559+i, Teleport, 0, 36);
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}
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break;
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}
|
|
|
|
case 'ABC4EB5A1535ECCD0061AD14F3547908': // Plutonia Experiment, map26
|
|
{
|
|
SetSectorSpecial(156, 0);
|
|
break;
|
|
}
|
|
|
|
case 'FF635FB9A2F076566299910F8C78F707': // nerve.wad, level04
|
|
{
|
|
SetSectorSpecial(868, 0);
|
|
break;
|
|
}
|
|
|
|
case 'D94587625BA779644D58151A87897CF1': // heretic.wad e1m2
|
|
{
|
|
// Missing textures
|
|
TextureID mossrck1 = TexMan.CheckForTexture("MOSSRCK1", TexMan.Type_Wall);
|
|
SetWallTextureID( 477, Line.back, Side.top, mossrck1);
|
|
SetWallTextureID( 478, Line.back, Side.top, mossrck1);
|
|
SetWallTextureID( 479, Line.back, Side.top, mossrck1);
|
|
SetWallTextureID(1057, Line.front, Side.top, mossrck1);
|
|
break;
|
|
}
|
|
case 'ADD0FAC41AFB0B3C9B9F3C0006F93805': // heretic.wad e1m3
|
|
{
|
|
// Broken door between the hallway that leads to a Torch
|
|
// and the passage that has a Bag of Holding at its end
|
|
OffsetSectorPlane(86, Sector.floor, -128);
|
|
OffsetSectorPlane(86, Sector.ceiling, -128);
|
|
break;
|
|
}
|
|
case '916318D8B06DAC2D83424B23E4B66531': // heretic.wad e1m4
|
|
{
|
|
// Wrong sector offsets
|
|
OffsetSectorPlane( 0, Sector.ceiling, 8);
|
|
OffsetSectorPlane( 1, Sector.ceiling, 8);
|
|
OffsetSectorPlane( 2, Sector.ceiling, 8);
|
|
OffsetSectorPlane( 3, Sector.ceiling, 8);
|
|
OffsetSectorPlane( 4, Sector.ceiling, 8);
|
|
OffsetSectorPlane( 6, Sector.ceiling, 8);
|
|
OffsetSectorPlane( 6, Sector.floor, 8);
|
|
OffsetSectorPlane(17, Sector.ceiling, 8);
|
|
// Yellow key door
|
|
OffsetSectorPlane(284, Sector.floor, -8);
|
|
OffsetSectorPlane(284, Sector.ceiling, -8);
|
|
// Missing textures
|
|
SetWallTexture(490, Line.back, Side.bottom, "GRSTNPB");
|
|
TextureID woodwl = TexMan.CheckForTexture("WOODWL", TexMan.Type_Wall);
|
|
SetWallTextureID( 722, Line.front, Side.bottom, woodwl);
|
|
SetWallTextureID( 911, Line.front, Side.bottom, woodwl);
|
|
SetWallTextureID(1296, Line.front, Side.bottom, woodwl);
|
|
break;
|
|
}
|
|
case '397A0E17A39542E4E8294E156FAB0502': // heretic.wad e2m2
|
|
{
|
|
// Missing green door statues on easy and hard difficulties
|
|
SetThingSkills(17, 31);
|
|
SetThingSkills(18, 31);
|
|
break;
|
|
}
|
|
case 'CA3773ED313E8899311F3DD0CA195A68': // heretic.wad e3m6
|
|
{
|
|
// Quartz flask outside of map
|
|
SetThingXY(373, -384, 1088);
|
|
// Missing wall torch on hard difficulty
|
|
SetThingSkills(448, 31);
|
|
// Missing textures
|
|
TextureID mossrck1 = TexMan.CheckForTexture("MOSSRCK1", TexMan.Type_Wall);
|
|
SetWallTextureID(343, Line.front, Side.top, mossrck1);
|
|
SetWallTextureID(370, Line.front, Side.top, mossrck1);
|
|
break;
|
|
}
|
|
case '5E3FCFDE78310BB89F92B1626A47D0AD': // heretic.wad E4M7
|
|
{
|
|
// Missing textures
|
|
TextureID cstlrck = TexMan.CheckForTexture("CSTLRCK", TexMan.Type_Wall);
|
|
SetWallTextureID(1274, Line.front, Side.top, cstlrck);
|
|
SetWallTextureID(1277, Line.back, Side.top, cstlrck);
|
|
SetWallTextureID(1278, Line.front, Side.top, cstlrck);
|
|
break;
|
|
}
|
|
|
|
case '39C594CAC07EE51C80F757DA465FCC94': // strife1.wad map10
|
|
{
|
|
// fix the shooting range by matching sector 138 and 145 properties together
|
|
OffsetSectorPlane(145, Sector.floor, -32);
|
|
OffsetSectorPlane(145, Sector.ceiling, 40);
|
|
SetSectorTexture(145, Sector.floor, "F_CONCRP");
|
|
SetSectorLight(138, 192);
|
|
SetWallTexture(3431, Line.back, Side.top, "BRKGRY01");
|
|
break;
|
|
}
|
|
|
|
case 'DB31D71B11E3E4393B9C0CCB44A8639F': // rop_2015.wad e1m5
|
|
{
|
|
// Lower floor a bit so secret switch becomes accessible
|
|
OffsetSectorPlane(527, Sector.floor, -32);
|
|
break;
|
|
}
|
|
|
|
case 'CC3911090452D7C39EC8B3D97CEFDD6F': // jenesis.wad map16
|
|
{
|
|
// Missing texture with hardware renderer because of wrongly lowered sector
|
|
ClearSectorTags(483);
|
|
break;
|
|
}
|
|
|
|
case 'B68EB7CFB4CC481796E2919B9C16DFBD': // Moc11.wad e1m6
|
|
{
|
|
SetVertex(1650, -3072, 2671);
|
|
SetVertex(1642, -2944, 2671);
|
|
break;
|
|
}
|
|
|
|
case '5C594C67CF7721005DE71429F9811370': // Eternal Doom map03
|
|
{
|
|
// fix broken staircase. The compatibility option is not sufficient
|
|
// to reliably handle this so clear the tags from the unwanted sectors.
|
|
ClearSectorTags(212);
|
|
ClearSectorTags(213);
|
|
ClearSectorTags(214);
|
|
break;
|
|
}
|
|
|
|
case 'DCE862393CAAA6FF1294FB7056B53057': // UAC Ultra map07
|
|
{
|
|
// Contains a scroller depending on Boom side effects
|
|
SetLineSpecial(391, Sector_CopyScroller, 99, 6);
|
|
break;
|
|
}
|
|
|
|
case '9D50EBE17CEC78938C7A668DB0768611': // Strain map07
|
|
{
|
|
// Make the exit accessible
|
|
SetLineFlags(1021, 0, Line.ML_BLOCKING);
|
|
break;
|
|
}
|
|
|
|
case '3D8ED20BF5CAAE6D6AE0E10999C75084': // hgarden.pk3 map01
|
|
{
|
|
// spawn trees on top of arches
|
|
SetThingZ(399, 168);
|
|
SetThingZ(400, 168);
|
|
SetThingZ(401, 168);
|
|
SetThingZ(402, 168);
|
|
SetThingZ(403, 168);
|
|
SetThingZ(404, 168);
|
|
break;
|
|
}
|
|
|
|
case '6DC9F6CCEAE7A91AEC48EBE506F22BC4': // void.wad MAP01
|
|
{
|
|
// Slightly squash the pillars in the starting room with "stimpacks"
|
|
// floating on them so that they can be obtained.
|
|
OffsetSectorPlane( 62, Sector.floor, -8);
|
|
OffsetSectorPlane( 63, Sector.floor, -8);
|
|
OffsetSectorPlane(118, Sector.floor, -8);
|
|
OffsetSectorPlane(119, Sector.floor, -8);
|
|
for (int i = 0; i < 8; ++i)
|
|
{
|
|
SetWallYScale(286 + i, Line.front, Side.bottom, 1.090909);
|
|
SetWallYScale(710 + i, Line.front, Side.bottom, 1.090909);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case 'FCCA97FC851F6473EAA069F74247B317': // pg-raw.wad map31
|
|
{
|
|
SetLineSectorRef(331, Line.front, 74);
|
|
SetLineSectorRef(326, Line.front, 74);
|
|
SetLineSectorRef(497, Line.front, 74);
|
|
SetLineSectorRef(474, Line.front, 74);
|
|
SetLineSectorRef(471, Line.front, 74);
|
|
SetLineSectorRef(327, Line.front, 74);
|
|
SetLineSectorRef(328, Line.front, 74);
|
|
SetLineSectorRef(329, Line.front, 74);
|
|
AddSectorTag(74, 4);
|
|
SetLineSpecial(357, Transfer_Heights, 6);
|
|
break;
|
|
}
|
|
|
|
case '712BB4CFBD0753178CA0C6814BE4C288': // beta version of map12 BTSX_E1 - patch some rendering glitches that are problematic to detect
|
|
{
|
|
AddSectorTag(545, 32000);
|
|
AddSectorTag(1618, 32000);
|
|
SetLineSpecial(2853, Sector_Set3DFloor, 32000, 4);
|
|
AddSectorTag(439, 32001);
|
|
AddSectorTag(458, 32001);
|
|
SetLineSpecial(2182, Sector_Set3DFloor, 32001, 4);
|
|
AddSectorTag(454, 32002);
|
|
AddSectorTag(910, 32002);
|
|
SetLineSpecial(2410, Sector_Set3DFloor, 32002, 4, 1);
|
|
break;
|
|
}
|
|
|
|
case '5A24FC83A3F9A2D6D54AF04E2E96684F': // AV.WAD MAP01
|
|
{
|
|
SetLineSectorRef(225, Line.back, 36);
|
|
SetLineSectorRef(222, Line.back, 36);
|
|
SetLineSectorRef(231, Line.back, 36);
|
|
|
|
SetLineSectorRef(223, Line.back, 36);
|
|
SetLineSectorRef(224, Line.back, 36);
|
|
SetLineSectorRef(227, Line.back, 36);
|
|
|
|
SetLineSectorRef(229, Line.back, 39);
|
|
SetLineSectorRef(233, Line.back, 39);
|
|
|
|
TextureID nukage = TexMan.CheckForTexture("NUKAGE1", TexMan.Type_Flat);
|
|
SetWallTextureID(222, Line.front, Side.bottom, nukage);
|
|
SetWallTextureID(223, Line.front, Side.bottom, nukage);
|
|
SetWallTextureID(224, Line.front, Side.bottom, nukage);
|
|
SetWallTextureID(225, Line.front, Side.bottom, nukage);
|
|
SetWallTextureID(227, Line.front, Side.bottom, nukage);
|
|
SetWallTextureID(231, Line.front, Side.bottom, nukage);
|
|
SetWallTextureID(229, Line.front, Side.bottom, nukage);
|
|
SetWallTextureID(233, Line.front, Side.bottom, nukage);
|
|
|
|
for(int i = 0; i < 8; i++)
|
|
{
|
|
SetLineSectorRef(i+234, Line.back, 37);
|
|
SetLineSectorRef(i+243, Line.back, 37);
|
|
SetWallTextureID(i+234, Line.back, Side.bottom, nukage);
|
|
SetWallTextureID(i+243, Line.back, Side.bottom, nukage);
|
|
}
|
|
|
|
SetLineSpecial(336, Transfer_Heights, 32000, 6);
|
|
AddSectorTag(40, 32000);
|
|
AddSectorTag(38, 32000);
|
|
AddSectorTag(37, 32000);
|
|
AddSectorTag(34, 32000);
|
|
break;
|
|
}
|
|
|
|
case '32FADD80710CAFCC2B09B4610C3340B3': // ksutra.wad map01
|
|
{
|
|
// This rebuilds the ending pit with a 3D floor.
|
|
for(int i = Line.front; i <= Line.back; i++)
|
|
{
|
|
SetLineSectorRef(509, i, 129);
|
|
SetLineSectorRef(510, i, 129);
|
|
SetLineSectorRef(522, i, 129);
|
|
SetLineSectorRef(526, i, 129);
|
|
SetLineSectorRef(527, i, 129);
|
|
for(int j = 538; j <= 544; j++)
|
|
{
|
|
SetLineSectorRef(j, i, 129);
|
|
}
|
|
for(int j = 547; j <= 552; j++)
|
|
{
|
|
SetLineSectorRef(j, i, 129);
|
|
}
|
|
}
|
|
AddSectorTag(129, 32000);
|
|
SetSectorLight(129, 160);
|
|
for(int i = 148; i <= 151; i++)
|
|
{
|
|
AddSectorTag(i, 32000);
|
|
SetSectorLight(i, 160);
|
|
}
|
|
SetSectorTexture(126, Sector.Ceiling, "GRASS1");
|
|
OffsetSectorPlane(126, Sector.Floor, 72);
|
|
OffsetSectorPlane(126, Sector.Ceiling, 128);
|
|
SetLineSpecial(524, Sector_Set3DFloor, 32000, 1, 0, 255);
|
|
SetWallTexture(524, Line.Front, Side.Mid, "ASHWALL3");
|
|
SetWallTexture(537, Line.Front, Side.Bottom, "ASHWALL3");
|
|
SetWallTexture(536, Line.Front, Side.Bottom, "ASHWALL3");
|
|
SetWallTexture(546, Line.Front, Side.Bottom, "ASHWALL3");
|
|
SetWallTexture(449, Line.Front, Side.Mid, "-");
|
|
break;
|
|
}
|
|
|
|
case '9C14350A111C3DC6A8AF04D950E6DDDB': // ma_val.pk3 map01
|
|
{
|
|
// Missing wall textures with hardware renderer
|
|
OffsetSectorPlane(7072, Sector.floor, -48);
|
|
OffsetSectorPlane(7073, Sector.floor, -32);
|
|
// Missing teleporting monsters
|
|
SetThingFlags(376, 0x200);
|
|
SetThingFlags(377, 0x300);
|
|
for (int i = 437; i < 449; ++i)
|
|
{
|
|
SetThingFlags(i, 0x600);
|
|
}
|
|
// Stuck imp
|
|
SetThingXY(8, 1200, -1072);
|
|
break;
|
|
}
|
|
|
|
case '5B8689912D21E91D899C61BBBDD44D7C': // altar of evil.wad map01
|
|
{
|
|
// Missing teleport destination on easy skill
|
|
SetThingSkills(115, 31);
|
|
break;
|
|
}
|
|
|
|
case 'CCF699953746087E46185B2A40D9F8AF': // satanx.wad map01
|
|
{
|
|
// Restore monster cross flag for DeHackEd friendly marine
|
|
GetDefaultActor('WolfensteinSS').bActivateMCross = true;
|
|
break;
|
|
}
|
|
|
|
case 'D67CECE3F60083383DF992B8C824E4AC': // Icarus: Alien Vanuguard MAP13
|
|
{
|
|
// Moves sector special to platform with Berserk powerup. The
|
|
// map's only secret can now be scored.
|
|
SetSectorSpecial(119, 0);
|
|
SetSectorSpecial(122, 1024);
|
|
break;
|
|
}
|
|
|
|
case '61373587339A768854E2912CC99A4781': // Icarus: Alien Vanuguard MAP15
|
|
{
|
|
// Can press use on the lift to reveal the secret Shotgun,
|
|
// making 100% secrets possible.
|
|
SetLineSpecial(222, Plat_DownWaitUpStayLip, 11, 64, 105, 0);
|
|
SetLineActivation(222, SPAC_Use);
|
|
SetLineFlags(222, Line.ML_REPEAT_SPECIAL);
|
|
break;
|
|
}
|
|
|
|
case '9F66B0797925A09D4DC0725540F8EEF7': // Icarus: Alien Vanuguard MAP16
|
|
{
|
|
// Can press use on the walls at the secret Rocket Launcher in
|
|
// case of getting stuck.
|
|
for(int i=0; i<7; i++)
|
|
{
|
|
SetLineSpecial(703+i, Plat_DownWaitUpStayLip, 14, 64, 105, 0);
|
|
SetLineActivation(703+i, SPAC_Use);
|
|
SetLineFlags(703+i, Line.ML_REPEAT_SPECIAL);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case '09645D198010BF634EF0DE3EFCB0052C': // Flashback to Hell MAP12
|
|
{
|
|
// Can press use behind bookshelf in case of getting stuck.
|
|
SetLineSpecial(4884, Plat_DownWaitUpStayLip, 15, 32, 105, 0);
|
|
SetLineActivation(4884, SPAC_UseBack);
|
|
SetLineFlags(4884, Line.ML_REPEAT_SPECIAL);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private static native void ClearSectorTags(int sector);
|
|
private static native void AddSectorTag(int sector, int tag);
|
|
private static native void OffsetSectorPlane(int sector, int plane, double offset);
|
|
private static native void SetThingSkills(int thing, int skills);
|
|
private static native void SetThingXY(int thing, double x, double y);
|
|
private static native void SetThingZ(int thing, double z);
|
|
private static native void SetThingFlags(int thing, int flags);
|
|
private static native void SetVertex(uint vertex, double x, double y);
|
|
private static native void SetLineSectorRef(uint line, uint side, uint sector);
|
|
private static native Actor GetDefaultActor(Name actorclass);
|
|
|
|
private static void SetWallTexture(int line, int side, int texpart, String texture)
|
|
{
|
|
SetWallTextureID(line, side, texpart, TexMan.CheckForTexture(texture, TexMan.Type_Wall));
|
|
}
|
|
|
|
private static void SetWallTextureID(int line, int side, int texpart, TextureID texture)
|
|
{
|
|
level.Lines[line].sidedef[side].SetTexture(texpart, texture);
|
|
}
|
|
|
|
private static void SetLineFlags(int line, int setflags, int clearflags = 0)
|
|
{
|
|
level.Lines[line].flags = (level.Lines[line].flags & ~clearflags) | setflags;
|
|
}
|
|
|
|
private static void SetLineActivation(int line, int acttype)
|
|
{
|
|
level.Lines[line].activation = acttype;
|
|
}
|
|
|
|
private static void ClearLineSpecial(int line)
|
|
{
|
|
level.Lines[line].special = 0;
|
|
}
|
|
|
|
private static void SetLineSpecial(int line, int special, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0, int arg5 = 0)
|
|
{
|
|
level.Lines[line].special = special;
|
|
level.Lines[line].args[0] = arg1;
|
|
level.Lines[line].args[1] = arg2;
|
|
level.Lines[line].args[2] = arg3;
|
|
level.Lines[line].args[3] = arg4;
|
|
level.Lines[line].args[4] = arg5;
|
|
}
|
|
|
|
private static void SetSectorSpecial(int sectornum, int special)
|
|
{
|
|
level.sectors[sectornum].special = special;
|
|
}
|
|
|
|
private static void SetSectorTextureID(int sectornum, int plane, TextureID texture)
|
|
{
|
|
level.sectors[sectornum].SetTexture(plane, texture);
|
|
}
|
|
|
|
private static void SetSectorTexture(int sectornum, int plane, String texture)
|
|
{
|
|
SetSectorTextureID(sectornum, plane, TexMan.CheckForTexture(texture, TexMan.Type_Flat));
|
|
}
|
|
|
|
private static void SetSectorLight(int sectornum, int newval)
|
|
{
|
|
level.sectors[sectornum].SetLightLevel(newval);
|
|
}
|
|
|
|
private static void SetWallYScale(int line, int side, int texpart, double scale)
|
|
{
|
|
level.lines[line].sidedef[side].SetTextureYScale(texpart, scale);
|
|
}
|
|
}
|