mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-21 01:41:01 +00:00
378 lines
No EOL
12 KiB
Text
378 lines
No EOL
12 KiB
Text
6DC9F6CCEAE7A91AEC48EBE506F22BC4 // void.wad MAP01
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{
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// Slightly squash the pillars in the starting room with "stimpacks"
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// floating on them so that they can be obtained.
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sectorflooroffset 62 -8
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setwallyscale 286 front bot 1.090909
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setwallyscale 287 front bot 1.090909
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setwallyscale 288 front bot 1.090909
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setwallyscale 289 front bot 1.090909
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sectorflooroffset 63 -8
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setwallyscale 290 front bot 1.090909
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setwallyscale 291 front bot 1.090909
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setwallyscale 292 front bot 1.090909
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setwallyscale 293 front bot 1.090909
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sectorflooroffset 118 -8
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setwallyscale 710 front bot 1.090909
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setwallyscale 711 front bot 1.090909
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setwallyscale 712 front bot 1.090909
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setwallyscale 713 front bot 1.090909
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sectorflooroffset 119 -8
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setwallyscale 714 front bot 1.090909
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setwallyscale 715 front bot 1.090909
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setwallyscale 716 front bot 1.090909
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setwallyscale 717 front bot 1.090909
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setslopeoverflow
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}
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B2D8DA03489D1C67F60DC87FBC4EA338 // map01 - Massmouth 2
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801304DA3784308D333951B5E0CF8E9E // map02
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6EA4D5CAEA16857B2A882467E1633BC2 // map03
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A4E01929938958BB9DA9EF3066802184 // map04
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54F4B897BAA50F070CECA25555031C15 // map05
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BB93EA15CA068FBC7E0381E4E959207C // map06
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960397183E44D26212E8876681D2801D // map07
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E4D05765BDB5BF9D22F0548E2807BAE9 // map08
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696203E7A2C8A14C00F8824F74BD3D53 // map09
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EEFB83ABB26A473382FAA063CF120501 // map10
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FD031167E57BD1EEB65279F5895300F2 // map11
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9C69328D5B82392DEA1C0552CF283F38 // map12
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16569BB1F80D52304319DDD0C2DE4B5A // map13
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1760E2F04B4E2C5CDD235855FCAB8327 // map14
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A80E7EE40E0D0C76A6FBD242BE29FE27 // map15
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2F1F8E27FBB5EF21AFBE1F3B13C03037 // map16
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1CE294781A2455DE72C197E0B3DF6212 // map31
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{
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setslopeoverflow
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resetplayerspeed
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}
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6DA6FCBA8089161BDEC6A1D3F6C8D60F // Eternal Doom MAP25
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{
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stairs
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maskedmidtex
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}
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10E1E2B36302D31AC4AE68C84B5DC457 // Eternal Doom MAP28
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{
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// What's really sad is that I got a separate bug report for this map
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// years ago, but nobody made mention of this problem back then.
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trace
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useblocking
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}
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// mostly cosmetic (except AV MAP07 and MM2 MAP25)
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0EECBF37B328C9CAAF20DED4949A4157 // Sudtic e2m6
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4ACE0644883BDA0CBA254FA02C9ACF83 // Teutic e3m4
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9F2BE080A33F775294BD78822456924E // Nukemine e1m4
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CD31793D3A4B00231B124C0C23649644 // Strain map02
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19094AEB53D12EFC8E0568424F659F11 // Strain map31
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60733BDD1AA3F4B2262ADC79B2E1B5AB // Memento Mori map29
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F84AB4557464A383E93F37CD3A82AC48 // MM2 map03
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1497894956B3C8EBE8A240B7FDD99C6A // MM2 map25
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941E4CB56EE4184E0B1ED43486AB0BBF // AV map07
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{
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shorttex
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}
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2FE901F659A16E58D7BCD7C30021C238 // AV map15
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74AF92E96FE10D039D31C1F6526D7D7C // Real World map11
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{
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trace
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}
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9D50EBE17CEC78938C7A668DB0768611 // Strain map07: Make the exit accessible
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{
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clearlineflags 1021 1
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}
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71C2E6D9CFA3D8750C6A9599FB2453BD // Hacx map03: There are some switches behind
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96368EB950E33AF62EA6423434E3CEF7 // HacX map17: shootable covers in these levels
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BA530202AF0BA0C6CBAE6A0C7076FB72 // Requiem map04
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{
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useblocking
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}
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// Cosmetic, but that option was added just for this map so it'd be a shame not to use it
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6BC4D6B73165D8C86CF190D44C87EE70 // Suspended in Dusk map01
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{
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sectorsounds
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}
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7F24BFC1791F0107CE8F30B7FD3D9802 // Community Chest map29
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{
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wallrun
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}
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// Doomsday of UAC: both the barons and the cyberdemon need to activate sector tagged 666
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32FC3115A3162B623F0D0F4E7DEE6861 // e1m8
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{
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anybossdeath
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}
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// Arch-Vile ghost monster effect is used by the following maps
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145C4DFCF843F2B92C73036BA0E1D98A // Hell Revealed map26
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5379C080299EB961792B50AD96821543 // Hell to Pay map14
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7837B5334A277F107515D649BCEFB682 // Hell to Pay map22
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2EEB1E12FA9F9545DE9D99990A4A78E5 // Icarus map24
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65A53A09A09525AE42EA210BF879CD37 // Plutonia 2 map32
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2499CF9A9351BE9BC4E9C66FC9F291A7 // Requiem map23
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3CA5493FEFF2E27BFD4181E6C4A3C2BF // The Waterfront map01
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CBDFEFAC579A62DE8F1B48CA4A09D381 // gather2.wad map05 and darkside.wad map01
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C7A2FAFB0AFB2632C50AD625CDB50E51 // Reverie map18
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{
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corpsegibs
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vileghosts
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}
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// invert the sorting order of overlapping sprites at the same spot
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551D6B416EB3324790BC0F0F74B49600 // Strain map13
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2F49C29691F8565F0B99B27FCF2627E6 // Astrostein 1 MAP01
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55A741F9C2955C2B06F2387E45ED6C62 // MAP02
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4E7286B735671A942C54FAC6CB52A8C3 // MAP03
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825772094FF3569FC3722145F82F820A // MAP04
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CB6CF6BE0EA4A6AB9830FBB7F9192B80 // MAP05
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AB24CCF84C2FE1A543FE033589BD1FBC // MAP06
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6BE0908B4DAFF53AA0A7493C04A608A4 // MAP07
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305275E5E07755E17AAB064981279295 // MAP08
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A8FBF3600088E79D02283C40D12B7F26 // MAP09
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A8FBF3600088E79D02283C40D12B7F26 // MAP09
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F0C95C76237DF617560577767EC21E1C // MAP10
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2A2AF2CDAB7E7A66D28AFC3AA6243DCC // Astrostein 2 map01
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0667DA831EB293D3387579565C11F0DD // map02
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76DA72420EBE0A53D861373D7123DE33 // map03
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5A4F8186580FFE41BCD80960B7F19CA8 // map04
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E3A1EE2A0A2FB27496074057E3FA82F0 // map05
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1CA60DE4062F41DC1A39396228913882 // map06
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DABC3033A734DEF402A8FEF6C2FEDCC2 // map07
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2E8211EA051EA8C3241859D1854386D6 // map08
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EAD27C506AFC856BE07DDDDED20D7ED0 // map09
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7DA47B044E2D5D17EAE2960BBFAEDE1A // Astrostein 3 map10
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46E0F4529E8E396DEDC8DB83443078A7 // map13
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2742D556921FBE753C16175F0C980091 // map14
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AB1A6C1D3898D4259C0645306939374C // map15
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0599F0D0CC1F41F52B7E8214D0348EEA // map17
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CA267398C9B3A8F79349D3394F8B2106 // map20
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{
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spritesort
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}
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DCE862393CAAA6FF1294FB7056B53057 // UAC Ultra map07: Contains a scroller depending on Boom side effects
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{
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setlinespecial 391 Sector_CopyScroller 99 6 0 0 0
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}
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1D9E43988940CCD3555724E15DD8B1AB // Happy Time Circus map01 has bad teleporters
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040F83028FFA74456E335ED300BE2C33 // MAP17 (TownInfection.wad)
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156FA31F5FF72A87BF345B68029D3051 // MAP02 (nprject5.wad)
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AF40D0E49BD1B76D4B1AADD8212ADC46 // MAP01 (the wad that shall not be named =P)
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{
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ignoreteleporttags
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}
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8FF30D57F6CE64F085A6567EC302842A // Enjay's test map for this flag
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9D7893D09FEE55C31B73C670DF850962 // Memento Mori II, map12
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91E173901E6F3800B81AB646976247CD // Claustrophobia 1024, map01
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{
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badangles
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}
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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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setactivation 963 2
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setactivation 943 2
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}
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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 0 0 0
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clearlineflags 1069 0x200
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}
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3F249EDD62A3A08F53A6C53CB4C7ABE5 // Artica 3 map01
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{
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clearlinespecial 66
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}
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8FA29398776146189396AA1AC6BB9E13 // Roger Ritenour's Phobos map03
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{
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floormove
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}
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// There is a special at the beginning of the level which relies on the Pain Elemental's lost soul limit.
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811A0C97777A198BC9B2BB558CB46E6A // Hell Revealed map19
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{
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limitpain
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}
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// Daedalus: Fix SPAC_Push lines that aren't on lines you can actually push
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3ABB618A475BCBC531B457BAA6E4E70A // map04
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{
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// forcefields
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// the lines we're setting are already set for repeatable SPAC_Push
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clearlinespecial 90
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setlinespecial 3749 ACS_Execute 23 0 1 0 0
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clearlinespecial 94
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setlinespecial 3766 ACS_Execute 23 0 2 0 0
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clearlinespecial 92
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setlinespecial 3777 ACS_Execute 23 0 3 0 0
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clearlinespecial 98
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setlinespecial 3784 ACS_Execute 23 0 4 0 0
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}
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795FDE3CC1C97140F326D0152B3FCE2A // map24
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{
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// doors
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clearlinespecial 1512
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setlinespecial 1505 Door_Raise 213 50 100 0 0
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setlineflags 1505 0x200 // repeatable
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setactivation 1505 16 // SPAC_Push
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clearlinespecial 1514
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setlinespecial 1508 Door_Raise 213 50 100 0 0
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setlineflags 1508 0x200
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setactivation 1508 16
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clearlinespecial 1525
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setlinespecial 1522 Door_Raise 214 50 100 0 0
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setlineflags 1522 0x200
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setactivation 1522 16
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clearlinespecial 1530
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setlinespecial 1527 Door_Raise 214 50 100 0 0
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setlineflags 1527 0x200
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setactivation 1527 16
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clearlinespecial 5277
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setlinespecial 5209 Door_Raise 24 20 255 0 0
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setlineflags 5209 0x200
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setactivation 5209 16
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clearlinespecial 5714
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setlinespecial 5267 Door_Raise 24 20 255 0 0
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setlineflags 5267 0x200
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setactivation 5267 16
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clearlinespecial 5715
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setlinespecial 5229 Door_Raise 24 20 255 0 0
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setlineflags 5229 0x200
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setactivation 5229 16
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clearlinespecial 5345
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setlinespecial 5232 Door_Raise 24 20 255 0 0
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setlineflags 5232 0x200
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setactivation 5232 16
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// consoles?
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clearlinespecial 3639
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setlinespecial 3633 ACS_Execute 14 0 0 0 0
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setlinespecial 3635 ACS_Execute 14 0 0 0 0
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setlineflags 3633 0x200
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setlineflags 3635 0x200
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setactivation 3633 16
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setactivation 3635 16
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clearlinespecial 3647
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setlinespecial 3644 ACS_Execute 14 0 0 0 0
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setlinespecial 3641 ACS_Execute 14 0 0 0 0
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setlineflags 3644 0x200
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setlineflags 3641 0x200
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setactivation 3644 16
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setactivation 3641 16
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clearlinespecial 3659
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clearlinespecial 3657
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setlinespecial 3653 ACS_Execute 13 0 0 0 0
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setlinespecial 3655 ACS_Execute 13 0 0 0 0
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setlinespecial 3651 ACS_Execute 13 0 0 0 0
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setlinespecial 3654 ACS_Execute 13 0 0 0 0
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setlineflags 3653 0x200
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setlineflags 3655 0x200
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setlineflags 3651 0x200
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setlineflags 3654 0x200
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setactivation 3653 16
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setactivation 3655 16
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setactivation 3651 16
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setactivation 3654 16
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}
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// Community Chest 3
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F481922F4881F74760F3C0437FD5EDD0 // 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 0 0 0
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}
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7C1913DEE396BA26CFF22A0E9369B7D2 // Nuke Mine, e1m2
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{
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clearlinespecial 1107
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clearlinespecial 1108
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}
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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 0 0 0
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setlineflags 443 0x200 // repeatable
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setactivation 443 16 // SPAC_Push
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setlinespecial 455 ThrustThing 96 4 0 0 0
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setlineflags 455 0x200 // repeatable
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setactivation 455 16 // SPAC_Push
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}
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65A1EB4C87386F290816660A52932FF1 // Master Levels, garrison.wad
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{
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rebuildnodes
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}
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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 0 0 0 0 0
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setlinespecial 411 NoiseAlert 0 0 0 0 0
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}
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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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}
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64B6CE3CB7349B6F6B1A885C449ACB96 // Super Sonic Doom, map31
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{
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// During the end-of-level tally, both PROP_FROZEN and PROP_TOTALLYFROZEN
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// are set, but only PROP_TOTALLYFROZEN is cleared, so PROP_FROZEN is
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// still set when returning to the origin map.
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linkfrozenprops
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}
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D62DCA9EC226DE49108D5DD9271F7631 // Cheogsh 2 map04
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{
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// Stuff in megasphere cage is positioned too low
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setthingz 1640 528
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setthingz 1641 528
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setthingz 1642 528
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setthingz 1643 528
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setthingz 1644 528
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setthingz 1645 528
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setthingz 1646 528
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setthingz 1647 528
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setthingz 1648 528
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setthingz 1649 528
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} |