mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-11 13:01:19 +00:00
2101 lines
70 KiB
Text
2101 lines
70 KiB
Text
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class LevelCompatibility : LevelPostProcessor
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{
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protected void Apply(Name checksum, String mapname)
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{
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switch (checksum)
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{
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case 'none':
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return;
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case '9BC9E12781903D7C2D5697A5E0AEFD6F': // HACX.WAD map05 from 21.10.2010
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case '9527DD0809FDA39CCFC316A21D135783': // HACX.WAD map05 from 20.10.2010
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{
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// fix non-functional self-referencing sector hack.
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for(int i = 578; i < 582; i++)
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SetLineSectorRef(i, Line.back, 91);
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for(int i = 707; i < 714; i++)
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SetLineSectorRef(i, Line.back, 91);
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SetLineSectorRef(736, Line.front, 91);
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SetLineSectorRef(659, Line.front, 91);
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SetLineSpecial(659, Transfer_Heights, 60);
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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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// Dropping into the holes themselves raises sectors
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for(int i=0; i<9; i++)
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{
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SetLineSpecial(999+i, Floor_RaiseToNearest, 16, 32);
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SetLineActivation(999+i, SPAC_Cross);
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}
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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 '55C8DA7B531AE47014AD73FFF4687A36': // TNT: Evilution MAP21
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{
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// Missing texture that is most likely unintentional
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SetWallTexture(1138, Line.front, Side.top, "PANEL4");
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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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case '55192065F7FAA7D161767145DA008293': // TNT Anthology/GOG 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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// Fix textures on the two switches that rise from the floor in the eastern area
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for (int i = 0; i < 8; i++)
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{
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SetLineFlags(1676 + i, 0, Line.ML_DONTPEGBOTTOM);
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}
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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 '56D4060662C290791822EDB7225273B7': // Plutonia Experiment MAP08
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{
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// Raising ceiling causing a HOM.
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OffsetSectorPlane(130, Sector.ceiling, 16);
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break;
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}
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case '25A16C30CD10157382C01E5DD9C6604B': // Plutonia Experiment MAP10
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{
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// Missing textures
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SetWallTexture(548, Line.front, Side.bottom, "METAL");
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SetSectorTexture(71, Sector.ceiling, "FLOOR7_1");
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SetWallTexture(1010, Line.front, Side.top, "GSTONE1");
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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 'B02ACA32AE9630042543037BA630CDE9': // Plutonia Experiment MAP13
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{
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// Textures on wrong side at level start.
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SetWallTexture(107, Line.back, Side.top, "A-BROWN1");
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SetWallTexture(119, Line.back, Side.top, "A-BROWN1");
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break;
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}
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case 'ECA0559E85EFFB6966ECB8DE01E3A35B': // Plutonia Experiment MAP16
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{
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// Have it so that the slime pit at the end of the level can
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// actually kill the player.
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SetSectorSpecial(95, 768);
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SetSectorSpecial(96, 768);
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break;
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}
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case '9D84B423D8FD28553DDE23B55F97CF4A': // Plutonia Experiment MAP25
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{
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// Missing texture at level exit.
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SetWallTexture(1152, Line.front, Side.top, "A-BROCK2");
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break;
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}
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case 'ABC4EB5A1535ECCD0061AD14F3547908': // Plutonia Experiment, map26
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{
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SetSectorSpecial(156, 0);
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// Missing textures
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SetWallTexture(322, Line.front, Side.top, "A-MUD");
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SetWallTexture(323, Line.front, Side.top, "A-MUD");
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break;
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}
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case 'A2634C462717328CC1AD81E81EE77B08': // Plutonia Experiment MAP28
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{
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// Missing textures
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SetWallTexture(675, Line.front, Side.bottom, "BRICK10");
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SetWallTexture(676, Line.front, Side.bottom, "BRICK10");
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SetWallTexture(834, Line.front, Side.bottom, "WOOD8");
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SetWallTexture(835, Line.front, Side.bottom, "WOOD8");
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SetWallTexture(2460, Line.front, Side.top, "BIGDOOR7");
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SetWallTexture(2496, Line.front, Side.top, "BRICK10");
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// Allow a player to leave the room in deathmatch without
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// needing another player to activate a switch.
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SetLineSpecial(1033, Floor_LowerToLowest, 10, 8);
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SetLineActivation(1033, SPAC_Use);
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break;
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}
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case '850AC6D62F0AC57A4DD7EBC2689AC38E': // Plutonia Experiment MAP29
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{
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// Texture applied on bottom instead of top
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SetWallTexture(2842, Line.front, Side.top, "A-BROCK2");
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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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// Missing texture and unpegged gate texture during boss reveal
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SetWallTexture(730, Line.front, Side.bottom, "ROCKRED1");
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SetLineFlags(730, 0, Line.ML_DONTPEGBOTTOM);
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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 'D5F64E02679A81B82006AF34A6A8EAC3': // Plutonia Experiment MAP32
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{
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// Missing textures
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TextureID mosrok = TexMan.CheckForTexture("A-MOSROK", TexMan.Type_Wall);
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for(int i=0; i<4; i++)
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{
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SetWallTextureID(569+i, Line.front, Side.top, MOSROK);
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}
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SetWallTexture(805, Line.front, Side.top, "A-BRICK3");
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break;
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}
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case '3B68019EE3154C284B90F0CAEDBD8D8A': // Plutonia 2 MAP05
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{
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// Missing texture
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TextureID step1 = TexMan.CheckForTexture("STEP1", TexMan.Type_Wall);
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SetWallTextureID(1525, Line.front, Side.bottom, step1);
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break;
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}
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case 'FB613B36589FFB09AA2C03633A7D13F4': // Plutonia 2 MAP20
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{
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// Remove the pain elementals stuck in the closet boxes that cannot teleport.
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SetThingFlags(758,0);
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SetThingFlags(759,0);
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SetThingFlags(764,0);
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SetThingFlags(765,0);
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break;
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}
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case 'A3165C53F9BF0B7D80CDB14665A349EB': // Plutonia 2 MAP23
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{
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// Arch-vile in outdoor secret area sometimes don't spawn if revenants
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// block its one-time teleport. Make this teleport repeatable to ensure
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// maxkills are always possible.
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SetLineFlags(756, Line.ML_REPEAT_SPECIAL);
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break;
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}
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case '9191658A6705B131AB005948E2FDFCE1': // Plutonia 2 MAP24
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{
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// Fix improperly pegged blue door
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for(int i = 957; i <= 958; i++)
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{
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SetLineFlags(i, 0, Line.ML_DONTPEGTOP);
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level.lines[i].sidedef[0].SetTextureYOffset(Side.top,-24);
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}
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break;
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}
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case 'EF251B8F36DE709901B0D32A97F341D7': // Plutonia 2 MAP27
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{
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// Remove the monsters stuck in the closet boxes that cannot teleport.
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// Top row, 2nd from left
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SetThingFlags(156,0);
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SetThingFlags(210,0);
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SetThingFlags(211,0);
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// 2nd row, 2nd-5th from left
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for(int i = 242; i <= 249; i++)
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SetThingFlags(i,0);
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// 3rd row, rightmost box
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SetThingFlags(260,0);
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SetThingFlags(261,0);
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SetThingFlags(266,0);
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SetThingFlags(271,0);
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SetThingFlags(272,0);
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SetThingFlags(277,0);
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SetThingFlags(278,0);
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SetThingFlags(283,0);
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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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// 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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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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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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ClearSectorTags(127);
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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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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");
|
|
SetWallTexture(140, Line.back, Side.top, "GSTONE1");
|
|
break;
|
|
}
|
|
|
|
case 'BBDC4253AE277DA5FCE2F19561627496': // Doom E3M2
|
|
{
|
|
// Switch at index finger repeatable in case of being stuck
|
|
SetLineFlags(368, Line.ML_REPEAT_SPECIAL);
|
|
break;
|
|
}
|
|
|
|
case '2B65CB046EA40D2E44576949381769CA': // Commercial Doom e3m4
|
|
{
|
|
// This line is erroneously specified as Door_Raise that monsters
|
|
// can operate. If they do, they block you off from half the map. Change
|
|
// this into a one-shot Door_Open so that it won't close.
|
|
SetLineSpecial(1069, Door_Open, 0, 16);
|
|
SetLineFlags(1069, 0, Line.ML_REPEAT_SPECIAL);
|
|
// Fix HOM error from AASTINKY texture
|
|
SetWallTexture(470, Line.front, Side.top, "BIGDOOR2");
|
|
break;
|
|
}
|
|
|
|
case '100106C75157B7DECB0DCAD2A59C1919': // Doom E3M5
|
|
{
|
|
// Replace AASTINKY textures
|
|
SetWallTexture(833, Line.front, Side.mid, "FIREWALL");
|
|
SetWallTexture(834, Line.front, Side.mid, "FIREWALL");
|
|
SetWallTexture(836, Line.front, Side.mid, "FIREWALL");
|
|
SetWallTexture(839, Line.front, Side.mid, "FIREWALL");
|
|
// Missing textures at the door leading to the BFG
|
|
SetWallTexture(1329, Line.back, Side.bottom, "METAL");
|
|
SetWallTexture(1330, Line.back, Side.bottom, "METAL");
|
|
break;
|
|
}
|
|
|
|
case '5AC51CA9F1B57D4538049422A5E37291': // doom.wad e3m7
|
|
{
|
|
// missing textures
|
|
SetWallTexture(901, Line.back, Side.bottom, "GSTONE1");
|
|
SetWallTexture(971, Line.back, Side.top, "SP_HOT1");
|
|
break;
|
|
}
|
|
|
|
case 'FE97DCB9E6235FB3C52AE7C143160D73': // Doom E3M9
|
|
{
|
|
// Missing textures
|
|
SetWallTexture(102, Line.back, Side.bottom, "STONE3");
|
|
SetWallTexture(445, Line.back, Side.bottom, "GRAY4");
|
|
// First door cannot be opened from inside and can stop you
|
|
// from finishing the level if somehow locked in.
|
|
SetLineSpecial(24, Door_Open, 0, 16);
|
|
SetLineActivation(24, SPAC_Use);
|
|
SetLineFlags(24, Line.ML_REPEAT_SPECIAL);
|
|
// Door that requires blue skull can only be opened once,
|
|
// make it repeatable in case of being locked
|
|
SetLineFlags(194, Line.ML_REPEAT_SPECIAL);
|
|
break;
|
|
}
|
|
|
|
case 'DA0C8281AC70EEC31127C228BCD7FE2C': // doom.wad e4m1
|
|
{
|
|
// missing textures
|
|
TextureID support3 = TexMan.CheckForTexture("SUPPORT3", TexMan.Type_Wall);
|
|
for(int i=0; i<4; i++)
|
|
{
|
|
SetWallTextureID(252+i, Line.back, Side.top, SUPPORT3);
|
|
}
|
|
SetWallTexture(322, Line.back, Side.bottom, "GSTONE1");
|
|
SetWallTexture(470, Line.front, Side.top, "GSTONE1");
|
|
break;
|
|
}
|
|
|
|
case '771092812F38236C9DF2CB06B2D6B24F': // Ultimate Doom E4M2
|
|
{
|
|
// Missing texture
|
|
SetWallTexture(165, Line.back, Side.top, "WOOD5");
|
|
break;
|
|
}
|
|
|
|
case 'F6EE16F770AD309D608EA0B1F1E249FC': // Ultimate Doom, e4m3
|
|
{
|
|
// Remove unreachable secrets
|
|
SetSectorSpecial(124, 0);
|
|
SetSectorSpecial(125, 0);
|
|
// clear staircase to secret area
|
|
SetSectorSpecial(127, 0);
|
|
SetSectorSpecial(128, 0);
|
|
SetSectorSpecial(129, 0);
|
|
SetSectorSpecial(130, 0);
|
|
SetSectorSpecial(131, 0);
|
|
SetSectorSpecial(132, 0);
|
|
SetSectorSpecial(133, 0);
|
|
SetSectorSpecial(134, 0);
|
|
SetSectorSpecial(136, 0);
|
|
SetSectorSpecial(137, 0);
|
|
SetSectorSpecial(138, 0);
|
|
SetSectorSpecial(147, 0);
|
|
SetSectorSpecial(148, 0);
|
|
SetSectorSpecial(149, 0);
|
|
SetSectorSpecial(150, 0);
|
|
SetSectorSpecial(151, 0);
|
|
SetSectorSpecial(152, 0);
|
|
SetSectorSpecial(155, 0);
|
|
// Stuck Imp
|
|
SetThingXY(69, -656, -1696);
|
|
// One line special at the northern lifts is incorrect, change
|
|
// to a repeatable line you can walk over to lower lift
|
|
SetLineSpecial(46, Plat_DownWaitUpStayLip, 1, 32, 105, 0);
|
|
SetLineActivation(46, SPAC_AnyCross);
|
|
SetLineFlags(46, Line.ML_REPEAT_SPECIAL);
|
|
break;
|
|
}
|
|
|
|
case 'AAECADD4D97970AFF702D86FAFAC7D17': // doom.wad e4m4
|
|
{
|
|
// missing textures
|
|
TextureID brownhug = TexMan.CheckForTexture("BROWNHUG", TexMan.Type_Wall);
|
|
SetWallTextureID(427, Line.back, Side.top, BROWNHUG);
|
|
SetWallTextureID(558, Line.back, Side.top, BROWNHUG);
|
|
SetWallTextureID(567, Line.front, Side.top, BROWNHUG);
|
|
SetWallTextureID(572, Line.front, Side.top, BROWNHUG);
|
|
break;
|
|
}
|
|
|
|
case 'C2E09AB0BDD03925305A48AE935B71CA': // Ultimate Doom E4M5
|
|
{
|
|
// Missing textures
|
|
SetWallTexture(19, Line.back, Side.bottom, "GSTONE1");
|
|
SetWallTexture(109, Line.back, Side.top, "GSTONE1");
|
|
SetWallTexture(711, Line.back, Side.bottom, "FIRELAV2");
|
|
SetWallTexture(713, Line.back, Side.bottom, "FIRELAV2");
|
|
// Lower ceiling on teleporter to fix HOMs.
|
|
OffsetSectorPlane(35, Sector.ceiling, -24);
|
|
break;
|
|
}
|
|
|
|
case 'CBBFF61A8C231DFFC8E8A2A2BAEB77FF': // Ultimate Doom E4M6
|
|
{
|
|
// Textures on wrong side at Yellow Skull room.
|
|
SetWallTexture(475, Line.back, Side.top, "MARBLE2");
|
|
SetWallTexture(476, Line.back, Side.top, "MARBLE2");
|
|
SetWallTexture(479, Line.back, Side.top, "MARBLE2");
|
|
SetWallTexture(480, Line.back, Side.top, "MARBLE2");
|
|
SetWallTexture(481, Line.back, Side.top, "MARBLE2");
|
|
SetWallTexture(482, Line.back, Side.top, "MARBLE2");
|
|
break;
|
|
}
|
|
|
|
case '94D4C869A0C02EF4F7375022B36AAE45': // Ultimate Doom, e4m7
|
|
{
|
|
// Remove unreachable secrets
|
|
SetSectorSpecial(263, 0);
|
|
SetSectorSpecial(264, 0);
|
|
break;
|
|
}
|
|
|
|
case '2DC939E508AB8EB68AF79D5B60568711': // Ultimate Doom E4M8
|
|
{
|
|
// Missing texture
|
|
SetWallTexture(425, Line.front, Side.mid, "SP_HOT1");
|
|
break;
|
|
}
|
|
|
|
case 'AB24AE6E2CB13CBDD04600A4D37F9189': // doom2.wad map02
|
|
case '1EC0AF1E3985650F0C9000319C599D0C': // doom2bfg.wad map02
|
|
{
|
|
// Missing textures
|
|
TextureID stone4 = TexMan.CheckForTexture("STONE4", TexMan.Type_Wall);
|
|
SetWallTextureID(327, Line.front, Side.bottom, stone4);
|
|
SetWallTextureID(328, Line.front, Side.bottom, stone4);
|
|
SetWallTextureID(338, Line.front, Side.bottom, stone4);
|
|
SetWallTextureID(339, Line.front, Side.bottom, stone4);
|
|
// Stuck shotgun guy
|
|
SetThingXY(85, 960, 904);
|
|
break;
|
|
}
|
|
|
|
case 'CEC791136A83EEC4B91D39718BDF9D82': // doom2.wad map04
|
|
{
|
|
// missing textures
|
|
SetWallTexture(456, Line.back, Side.top, "SUPPORT3");
|
|
TextureID stone = TexMan.CheckForTexture("STONE", TexMan.Type_Wall);
|
|
SetWallTextureID(108, Line.front, Side.top, STONE);
|
|
SetWallTextureID(109, Line.front, Side.top, STONE);
|
|
SetWallTextureID(110, Line.front, Side.top, STONE);
|
|
SetWallTextureID(111, Line.front, Side.top, STONE);
|
|
SetWallTextureID(127, Line.front, Side.top, STONE);
|
|
SetWallTextureID(128, Line.front, Side.top, STONE);
|
|
// remove erroneous blue keycard pickup ambush sector tags
|
|
// (nearby viewing windows, and the lights)
|
|
ClearSectorTags(19);
|
|
ClearSectorTags(20);
|
|
ClearSectorTags(23);
|
|
ClearSectorTags(28);
|
|
ClearSectorTags(33);
|
|
ClearSectorTags(34);
|
|
ClearSectorTags(83);
|
|
ClearSectorTags(85);
|
|
// Visually align floors between crushers
|
|
SetLineSpecial(3, Transfer_Heights, 14, 6);
|
|
break;
|
|
}
|
|
|
|
case '9E061AD7FBCD7FAD968C976CB4AA3B9D': // doom2.wad map05
|
|
{
|
|
// fix bug with opening westmost door in door hallway
|
|
// incorrect sector tagging - see doomwiki.org for more info
|
|
ClearSectorTags(4);
|
|
ClearSectorTags(153);
|
|
// Missing textures
|
|
SetWallTexture(489, Line.back, Side.top, "SUPPORT3");
|
|
SetWallTexture(560, Line.back, Side.top, "SUPPORT3");
|
|
break;
|
|
}
|
|
|
|
case '291F24417FB3DD411339AE82EF9B3597': // Doom II MAP07
|
|
{
|
|
// Missing texture at BFG deathmatch spawn.
|
|
SetWallTexture(168, Line.back, Side.bottom, "BRONZE3");
|
|
SetLineFlags(168, 0, Line.ML_DONTPEGBOTTOM);
|
|
break;
|
|
}
|
|
|
|
case '66C46385EB1A23D60839D1532522076B': // doom2.wad map08
|
|
{
|
|
// Missing texture
|
|
SetWallTexture(101, Line.back, Side.top, "BRICK7");
|
|
break;
|
|
}
|
|
|
|
case '6C620F43705BEC0ABBABBF46AC3E62D2': // Doom II MAP10
|
|
{
|
|
// Allow player to leave exit room
|
|
SetLineSpecial(786, Door_Raise, 0, 16, 150, 0);
|
|
SetLineActivation(786, SPAC_Use);
|
|
SetLineFlags(786, Line.ML_REPEAT_SPECIAL);
|
|
break;
|
|
}
|
|
|
|
case '1AF4DEC2627360A55B3EB397BC15C39D': // Doom II MAP12
|
|
{
|
|
// Missing texture
|
|
SetWallTexture(648, Line.back, Side.bottom, "PIPES");
|
|
// Change locked door at last room to a repeatable Door_LockedRaise
|
|
// instead of a one-shot Door_Open (red keycard only on deathmatch)
|
|
SetLineSpecial(632, Door_LockedRaise, 0, 16, 150, 129);
|
|
SetLineFlags(632, Line.ML_REPEAT_SPECIAL);
|
|
// Remove erroneous tag for teleporter at the south building
|
|
ClearSectorTags(149);
|
|
break;
|
|
}
|
|
|
|
case 'FBA6547B9FD44E95671A923A066E516F': // Doom II MAP13
|
|
{
|
|
// Missing texture
|
|
SetWallTexture(622, Line.back, Side.top, "BROWNGRN");
|
|
break;
|
|
}
|
|
|
|
case '5BDA34DA60C0530794CC1EA2DA017976': // doom2.wad map14
|
|
{
|
|
// missing textures
|
|
SetWallTexture(429, Line.front, Side.top, "BSTONE2");
|
|
SetWallTexture(430, Line.front, Side.top, "BSTONE2");
|
|
SetWallTexture(531, Line.front, Side.top, "BSTONE1");
|
|
SetWallTexture(1259, Line.back, Side.top, "BSTONE2");
|
|
SetWallTexture(1305, Line.back, Side.top, "BSTONE2");
|
|
|
|
TextureID bstone2 = TexMan.CheckForTexture("BSTONE2", TexMan.Type_Wall);
|
|
for(int i=0; i<3; i++)
|
|
{
|
|
SetWallTextureID(607+i, Line.back, Side.top, BSTONE2);
|
|
}
|
|
|
|
TextureID tanrock5 = TexMan.CheckForTexture("TANROCK5", TexMan.Type_Wall);
|
|
for(int i=0; i<7; i++)
|
|
{
|
|
SetWallTextureID(786+i, Line.back, Side.top, TANROCK5);
|
|
}
|
|
|
|
TextureID bstone1 = TexMan.CheckForTexture("BSTONE1", TexMan.Type_Wall);
|
|
for(int i=0; i<3; i++)
|
|
{
|
|
SetWallTextureID(1133+i, Line.back, Side.top, BSTONE1);
|
|
SetWallTextureID(1137+i, Line.back, Side.top, BSTONE1);
|
|
SetWallTextureID(1140+i, Line.back, Side.top, BSTONE1);
|
|
}
|
|
// Raise floor between lifts to fix HOMs
|
|
OffsetSectorPlane(106, Sector.floor, 16);
|
|
break;
|
|
}
|
|
|
|
case '1A540BA717BF9EC85F8522594C352F2A': // Doom II, map15
|
|
{
|
|
// Remove unreachable secret
|
|
SetSectorSpecial(147, 0);
|
|
// Missing textures
|
|
SetWallTexture(94, Line.back, Side.top, "METAL");
|
|
SetWallTexture(95, Line.back, Side.top, "METAL");
|
|
SetWallTexture(989, Line.back, Side.top, "BRICK10");
|
|
break;
|
|
}
|
|
|
|
case '6B60F37B91309DFF1CDF02E5E476210D': // Doom II MAP16
|
|
{
|
|
// Missing textures
|
|
SetWallTexture(162, Line.back, Side.top, "BRICK6");
|
|
SetWallTexture(303, Line.front, Side.top, "STUCCO");
|
|
SetWallTexture(304, Line.front, Side.top, "STUCCO");
|
|
break;
|
|
}
|
|
|
|
case 'E1CFD5C6E60C3B6C30F8B95FC287E9FE': // Doom II MAP17
|
|
{
|
|
// Missing texture
|
|
SetWallTexture(379, Line.back, Side.top, "METAL2");
|
|
break;
|
|
}
|
|
|
|
case '0D491365C1B88B7D1B603890100DD03E': // doom2.wad map18
|
|
{
|
|
// missing textures
|
|
SetWallTexture(451, Line.front, Side.mid, "doorstop");
|
|
SetWallTexture(459, Line.front, Side.mid, "doorstop");
|
|
SetWallTexture(574, Line.front, Side.top, "grayvine");
|
|
break;
|
|
}
|
|
|
|
case 'B5506B1E8F2FC272AD0C77B9E0DF5491': // doom2.wad map19
|
|
{
|
|
// missing textures
|
|
TextureID step4 = TexMan.CheckForTexture("STEP4", TexMan.Type_Wall);
|
|
for(int i=0; i<3; i++)
|
|
{
|
|
SetWallTextureID(286+i, Line.back, Side.bottom, STEP4);
|
|
}
|
|
SetWallTexture(355, Line.back, Side.top, "STONE2");
|
|
SetWallTexture(736, Line.front, Side.top, "SLADWALL");
|
|
SetWallTexture(1181, Line.back, Side.top, "MARBLE1");
|
|
// Southwest teleporter in the teleporter room now works on
|
|
// easier difficulties
|
|
SetThingSkills(112, 31);
|
|
break;
|
|
}
|
|
|
|
case 'EBDAC00E9D25D884B2C8F4B1F0390539': // doom2.wad map21
|
|
{
|
|
// push ceiling down in glitchy sectors above the stair switches
|
|
OffsetSectorPlane(50, Sector.ceiling, -56);
|
|
OffsetSectorPlane(54, Sector.ceiling, -56);
|
|
break;
|
|
}
|
|
|
|
case '4AA9B3CE449FB614497756E96509F096': // Doom II MAP22
|
|
{
|
|
// Only use switch once to raise sector to rocket launcher
|
|
SetLineFlags(120, 0, Line.ML_REPEAT_SPECIAL);
|
|
break;
|
|
}
|
|
|
|
case '94893A0DC429A22ADC4B3A73DA537E16': // Doom II MAP25
|
|
{
|
|
// Missing texture at bloodfall near level start
|
|
SetWallTexture(436, Line.back, Side.top, "STONE6");
|
|
break;
|
|
}
|
|
|
|
case '1037366026AAB4B0CF11BAB27DB90E4E': // Doom II MAP26
|
|
{
|
|
// Missing texture at level exit
|
|
SetWallTexture(761, Line.back, Side.top, "METAL2");
|
|
break;
|
|
}
|
|
|
|
case '110F84DE041052B59307FAF0293E6BC0': // Doom II, map27
|
|
{
|
|
// Remove unreachable secret
|
|
SetSectorSpecial(93, 0);
|
|
// Missing texture
|
|
SetWallTexture(582, Line.back, Side.top, "ZIMMER3");
|
|
// Make line near switch to level exit passable
|
|
SetLineFlags(342, 0, Line.ML_BLOCKING);
|
|
// Can leave Pain Elemental room if stuck
|
|
SetLineSpecial(580, Door_Open, 0, 16);
|
|
SetLineActivation(580, SPAC_Use);
|
|
SetLineSpecial(581, Door_Open, 0, 16);
|
|
SetLineActivation(581, SPAC_Use);
|
|
break;
|
|
}
|
|
|
|
case '84BB2C8ED2343C91136B87F1832E7CA5': // Doom II MAP28
|
|
{
|
|
// Missing textures
|
|
TextureID ashwall6 = TexMan.CheckForTexture("ASHWALL6", TexMan.Type_Wall);
|
|
for(int i=0; i<5; i++)
|
|
{
|
|
SetWallTextureID(103+i, Line.front, Side.top, ASHWALL6);
|
|
}
|
|
SetWallTexture(221, Line.front, Side.bottom, "BFALL1");
|
|
SetWallTexture(391, Line.front, Side.top, "BIGDOOR5");
|
|
SetWallTexture(531, Line.back, Side.top, "WOOD8");
|
|
SetWallTexture(547, Line.back, Side.top, "WOOD8");
|
|
SetWallTexture(548, Line.back, Side.top, "WOOD8");
|
|
// Raise holes near level exit when walking over them
|
|
for(int i=0; i<12; i++)
|
|
{
|
|
SetLineSpecial(584+i, Floor_RaiseToNearest, 5, 8);
|
|
SetLineActivation(584+i, SPAC_Cross);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case '20251EDA21B2F2ECF6FF5B8BBC00B26C': // Doom II, MAP29
|
|
{
|
|
// Missing textures on teleporters
|
|
TextureID support3 = TexMan.CheckForTexture("SUPPORT3", TexMan.Type_Wall);
|
|
for(int i=0;i<4;i++)
|
|
{
|
|
SetWallTextureID(405+i, Line.back, Side.bottom, SUPPORT3);
|
|
SetWallTextureID(516+i, Line.back, Side.bottom, SUPPORT3);
|
|
SetWallTextureID(524+i, Line.back, Side.bottom, SUPPORT3);
|
|
SetWallTextureID(1146+i, Line.back, Side.bottom, SUPPORT3);
|
|
SetWallTextureID(1138+i, Line.back, Side.bottom, SUPPORT3);
|
|
}
|
|
// Fix missing textures at switch with Arch-Vile.
|
|
OffsetSectorPlane(152, Sector.ceiling, -32);
|
|
SetWallTexture(603, Line.back, Side.top, "WOOD5");
|
|
break;
|
|
}
|
|
|
|
case '915409A89746D6BFD92C7956BE6A0A2D': // Doom II: BFG Edition MAP33
|
|
{
|
|
// Missing textures on sector with a Super Shotgun at map start.
|
|
TextureID rock2 = TexMan.CheckForTexture("ROCK2", TexMan.Type_Wall);
|
|
for(int i=0; i<4; i++)
|
|
{
|
|
SetWallTextureID(567+i, Line.front, Side.bottom, ROCK2);
|
|
SetWallTextureID(567+i, Line.back, Side.top, ROCK2);
|
|
}
|
|
// Tags the linedefs on the teleporter at the end of the level so that
|
|
// it's possible to leave the room near the yellow keycard door.
|
|
for(int i=0; i<2; i++)
|
|
{
|
|
SetLineSpecial(400+i, Teleport, 0, 36);
|
|
SetLineSpecial(559+i, Teleport, 0, 36);
|
|
}
|
|
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 '8D7A24B169717907DDA8399D8C1655DF': // strife1.wad map15
|
|
{
|
|
SetWallTexture(319, Line.back, Side.top, "WALTEK21");
|
|
break;
|
|
}
|
|
|
|
case 'D5FD90FA7A8133E7BFED682D3D313962': // strife1.wad map21
|
|
{
|
|
SetWallTexture(603, Line.front, Side.bottom, "IRON04");
|
|
break;
|
|
}
|
|
|
|
case '775CBC35C0A58326FE87AAD638FF9E2A': // Strife1.wad map29
|
|
case 'A75099ACB622C7013EE737480FCB0D67': // SVE.wad map29
|
|
// disable teleporter that would always teleport into a blocking position.
|
|
ClearLineSpecial(271);
|
|
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 '9A4615498C3451413F1CD3D15099ACC7': // Eternal Doom map05
|
|
{
|
|
// an imp and two cyberdemons are located at the softlock area
|
|
SetThingFlags(272, GetThingFlags (272) | MTF_NOCOUNT);
|
|
SetThingFlags(273, GetThingFlags (273) | MTF_NOCOUNT);
|
|
SetThingFlags(274, GetThingFlags (274) | MTF_NOCOUNT);
|
|
break;
|
|
}
|
|
case '8B55842D5A509902738040AF10B4E787': // Eternal Doom map10
|
|
{
|
|
// soulsphere at the end of the level is there merely to replicate the start of the next map
|
|
SetThingFlags(548, GetThingFlags (548) | MTF_NOCOUNT);
|
|
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 '57386AEF275684BA06756359B08F4391': // Perdition's Gate MAP03
|
|
{
|
|
// Stairs where one sector is too thin to score.
|
|
SetSectorSpecial(227, 0);
|
|
break;
|
|
}
|
|
|
|
case 'F1A9938C4FC3906A582AB7D5088B5F87': // Perdition's Gate MAP12
|
|
{
|
|
// Sector unintentionally left as a secret near switch
|
|
SetSectorSpecial(112, 0);
|
|
break;
|
|
}
|
|
|
|
case '5C419E581D9570F44A24163A83032086': // Perdition's Gate MAP27
|
|
{
|
|
// Sectors unintentionally left as secrets and cannot be scored
|
|
SetSectorSpecial(338, 0);
|
|
SetSectorSpecial(459, 0);
|
|
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, 4, 6);
|
|
break;
|
|
}
|
|
|
|
case '5379C080299EB961792B50AD96821543': // Hell to Pay MAP14
|
|
{
|
|
// Two secrets are unreachable without jumping and crouching.
|
|
SetSectorSpecial(82, 0);
|
|
SetSectorSpecial(83, 0);
|
|
break;
|
|
}
|
|
|
|
case '7837B5334A277F107515D649BCEFB682': // Hell to Pay MAP22
|
|
{
|
|
// Four enemies (six if multiplayer) never spawn in the map,
|
|
// so the lines closest to them should teleport them instead.
|
|
SetLineSpecial(1835, Teleport, 0, 40);
|
|
SetLineActivation(1835, SPAC_MCross);
|
|
SetLineFlags(1835, Line.ML_REPEAT_SPECIAL);
|
|
|
|
SetLineSpecial(1847, Teleport, 0, 40);
|
|
SetLineActivation(1847, SPAC_MCross);
|
|
SetLineFlags(1847, Line.ML_REPEAT_SPECIAL);
|
|
break;
|
|
}
|
|
|
|
case '1A1AB6415851B9F17715A0C36412752E': // Hell to Pay MAP24
|
|
{
|
|
// Remove Chaingunner far below the map, making 100% kills
|
|
// impractical.
|
|
SetThingFlags(70, 0);
|
|
break;
|
|
}
|
|
|
|
case 'A7ACB57A2CAF17434D0DFE0FAC0E0480': // Hell to Pay MAP28
|
|
{
|
|
// Three Lost Souls placed outside the map for some reason.
|
|
for(int i=0; i<3; i++)
|
|
{
|
|
SetThingFlags(217+i, 0);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case '2F1A18633C30E938B50B6D928C730CB6': // Hell to Pay MAP29
|
|
{
|
|
// Three Lost Souls placed outside the map, again...
|
|
for(int i=0; i<3; i++)
|
|
{
|
|
SetThingFlags(239+i, 0);
|
|
}
|
|
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 Vanguard 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 Vanguard 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 Vanguard 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;
|
|
}
|
|
|
|
case '7FB847B522DE80D0B2A217E1EF8D1A15': // av.wad map28
|
|
{
|
|
// Fix the soulsphere in a secret area (sector 324)
|
|
// so that it doesn't end up in an unreachable position.
|
|
SetThingXY(516, -934, 48);
|
|
break;
|
|
}
|
|
|
|
case '11EA5B8357DEB70A8F00900117831191': // kdizd_12.pk3 z1m3
|
|
{
|
|
// Fix incorrectly tagged underwater sector which causes render glitches.
|
|
ClearSectorTags(7857);
|
|
AddSectorTag(7857, 82);
|
|
break;
|
|
}
|
|
|
|
case '7B1EB6C1231CD03E90F4A1C0D51A8B6D': // ur_final.wad map17
|
|
{
|
|
SetLineSpecial(3020, Transfer_Heights, 19);
|
|
break;
|
|
}
|
|
|
|
case '01592ACF001C534076556D9E1B5D85E7': // Darken2.wad map12
|
|
{
|
|
// fix some holes the player can fall in. This map went a bit too far with lighting hacks depending on holes in the floor.
|
|
OffsetSectorPlane(126, Sector.floor, 1088);
|
|
level.sectors[126].SetPlaneLight(Sector.floor, level.sectors[125].GetLightLevel() - level.sectors[126].GetLightLevel());
|
|
OffsetSectorPlane(148, Sector.floor, 1136);
|
|
level.sectors[148].SetPlaneLight(Sector.floor, level.sectors[122].GetLightLevel() - level.sectors[148].GetLightLevel());
|
|
OffsetSectorPlane(149, Sector.floor, 1136);
|
|
level.sectors[149].SetPlaneLight(Sector.floor, level.sectors[122].GetLightLevel() - level.sectors[149].GetLightLevel());
|
|
OffsetSectorPlane(265, Sector.floor, 992);
|
|
level.sectors[265].SetPlaneLight(Sector.floor, level.sectors[264].GetLightLevel() - level.sectors[265].GetLightLevel());
|
|
OffsetSectorPlane(279, Sector.floor, 1072);
|
|
level.sectors[279].SetPlaneLight(Sector.floor, level.sectors[267].GetLightLevel() - level.sectors[279].GetLightLevel());
|
|
SetSectorTexture(279, Sector.floor, "OMETL13");
|
|
OffsetSectorPlane(280, Sector.floor, 1072);
|
|
level.sectors[280].SetPlaneLight(Sector.floor, level.sectors[267].GetLightLevel() - level.sectors[280].GetLightLevel());
|
|
SetSectorTexture(280, Sector.floor, "OMETL13");
|
|
OffsetSectorPlane(281, Sector.floor, 1072);
|
|
level.sectors[281].SetPlaneLight(Sector.floor, level.sectors[267].GetLightLevel() - level.sectors[281].GetLightLevel());
|
|
SetSectorTexture(281, Sector.floor, "OMETL13");
|
|
OffsetSectorPlane(292, Sector.floor, 1056);
|
|
level.sectors[292].SetPlaneLight(Sector.floor, level.sectors[291].GetLightLevel() - level.sectors[292].GetLightLevel());
|
|
OffsetSectorPlane(472, Sector.floor, 1136);
|
|
level.sectors[472].SetPlaneLight(Sector.floor, level.sectors[216].GetLightLevel() - level.sectors[472].GetLightLevel());
|
|
OffsetSectorPlane(473, Sector.floor, 1136);
|
|
level.sectors[473].SetPlaneLight(Sector.floor, level.sectors[216].GetLightLevel() - level.sectors[473].GetLightLevel());
|
|
OffsetSectorPlane(526, Sector.floor, 1024);
|
|
level.sectors[526].SetPlaneLight(Sector.floor, level.sectors[525].GetLightLevel() - level.sectors[526].GetLightLevel());
|
|
OffsetSectorPlane(527, Sector.floor, 1024);
|
|
level.sectors[527].SetPlaneLight(Sector.floor, level.sectors[500].GetLightLevel() - level.sectors[527].GetLightLevel());
|
|
OffsetSectorPlane(528, Sector.floor, 1024);
|
|
level.sectors[528].SetPlaneLight(Sector.floor, level.sectors[525].GetLightLevel() - level.sectors[528].GetLightLevel());
|
|
OffsetSectorPlane(554, Sector.floor, 1024);
|
|
level.sectors[554].SetPlaneLight(Sector.floor, level.sectors[500].GetLightLevel() - level.sectors[554].GetLightLevel());
|
|
OffsetSectorPlane(588, Sector.floor, 928);
|
|
level.sectors[588].SetPlaneLight(Sector.floor, level.sectors[587].GetLightLevel() - level.sectors[588].GetLightLevel());
|
|
OffsetSectorPlane(604, Sector.floor, 1056);
|
|
level.sectors[604].SetPlaneLight(Sector.floor, level.sectors[298].GetLightLevel() - level.sectors[604].GetLightLevel());
|
|
OffsetSectorPlane(697, Sector.floor, 1136);
|
|
level.sectors[697].SetPlaneLight(Sector.floor, level.sectors[696].GetLightLevel() - level.sectors[697].GetLightLevel());
|
|
OffsetSectorPlane(698, Sector.floor, 1136);
|
|
level.sectors[698].SetPlaneLight(Sector.floor, level.sectors[696].GetLightLevel() - level.sectors[698].GetLightLevel());
|
|
OffsetSectorPlane(699, Sector.floor, 1136);
|
|
level.sectors[699].SetPlaneLight(Sector.floor, level.sectors[696].GetLightLevel() - level.sectors[699].GetLightLevel());
|
|
OffsetSectorPlane(700, Sector.floor, 1136);
|
|
level.sectors[700].SetPlaneLight(Sector.floor, level.sectors[696].GetLightLevel() - level.sectors[700].GetLightLevel());
|
|
break;
|
|
}
|
|
|
|
case '3B1F637295F5669E99BE63F1B1CA29DF': // titan426.wad map01
|
|
{
|
|
// Missing teleport destinations on easy skill
|
|
SetThingSkills(138, 31); // secret
|
|
SetThingSkills(1127, 31); // return from exit room
|
|
break;
|
|
}
|
|
|
|
case '5E9AF879343D6E44E429F91D57777D26': // cchest.wad map16
|
|
{
|
|
// Fix misplaced vertex
|
|
SetVertex(202, -2, -873);
|
|
break;
|
|
}
|
|
case 'E9EB4D16CA7E491E98D61615E4613E70': // sigil.wad e5m2
|
|
{
|
|
// Floating Skulls missing in lower difficulties
|
|
SetThingSkills(113, 31);
|
|
SetThingSkills(114, 31);
|
|
break;
|
|
}
|
|
case 'C43B99F34E5211F9AF24459842852B0D': // sigil.wad e5m4
|
|
{
|
|
// Fix missing texture on the Baron-invulnerability-secret platform
|
|
SetWallTexture(1926, Line.back, Side.bottom, "MARBLE3");
|
|
break;
|
|
}
|
|
|
|
case '63BDD083A98A48C04B8CD58AA857F77D': // Scythe MAP22
|
|
{
|
|
// Wall behind start creates HOM in software renderer due to weird sector
|
|
OffsetSectorPlane(236, Sector.Floor, -40);
|
|
break;
|
|
}
|
|
|
|
case '1C795660D2BA9FC93DA584C593FD1DA3': // Scythe 2 MAP17
|
|
{
|
|
// Texture displays incorrectly in hardware renderer
|
|
SetVertex(2687, -4540, -1083); //Fixes bug with minimal effect on geometry
|
|
break;
|
|
}
|
|
case '7483D7BDB8375358F12D146E1D63A85C': // Scythe 2 MAP24
|
|
{
|
|
// Missing texture
|
|
TextureID adel_q62 = TexMan.CheckForTexture("ADEL_Q62", TexMan.Type_Wall);
|
|
SetWallTextureID(7775, Line.front, Side.bottom, adel_q62);
|
|
break;
|
|
}
|
|
|
|
case '16E621E46F87418F6F8DB71D68433AE0': // Hell Revealed MAP23
|
|
{
|
|
// Arachnotrons near beginning sometimes don't spawn if imps block
|
|
// their one-time teleport. Make these teleports repeatable to ensure
|
|
// maxkills are always possible.
|
|
SetLineFlags(2036, Line.ML_REPEAT_SPECIAL);
|
|
SetLineFlags(2038, Line.ML_REPEAT_SPECIAL);
|
|
SetLineFlags(2039, Line.ML_REPEAT_SPECIAL);
|
|
SetLineFlags(2040, Line.ML_REPEAT_SPECIAL);
|
|
break;
|
|
}
|
|
case '145C4DFCF843F2B92C73036BA0E1D98A': // Hell Revealed MAP26
|
|
{
|
|
// The 4 archviles that produce the ghost monsters cannot be killed
|
|
// Make them not count so they still produce ghosts while allowing 100% kills.
|
|
SetThingFlags(320, GetThingFlags (320) | MTF_NOCOUNT);
|
|
SetThingFlags(347, GetThingFlags (347) | MTF_NOCOUNT);
|
|
SetThingFlags(495, GetThingFlags (495) | MTF_NOCOUNT);
|
|
SetThingFlags(496, GetThingFlags (496) | MTF_NOCOUNT);
|
|
break;
|
|
}
|
|
|
|
case '0E379EEBEB189F294ED122BC60D10A68': // Hellbound MAP29
|
|
{
|
|
// The ceiling to the teleporters is just a little too low, blocking
|
|
// the cyberdemons from teleporting. Raise the ceilings by 64 units so
|
|
// there's enough room to get through. These use specials that stop
|
|
// the floor a small distance above the ground itself, affecting
|
|
// both the monster closets AND accessible map parts. This means
|
|
// the height is not tall enough for the cyberdemons to pass through.
|
|
double val = 64;
|
|
OffsetSectorPlane(3243, Sector.ceiling, val);
|
|
OffsetSectorPlane(3235, Sector.ceiling, val);
|
|
OffsetSectorPlane(3251, Sector.ceiling, val);
|
|
OffsetSectorPlane(3239, Sector.ceiling, val);
|
|
OffsetSectorPlane(3045, Sector.ceiling, val);
|
|
OffsetSectorPlane(990, Sector.ceiling, val);
|
|
OffsetSectorPlane(245, Sector.ceiling, val);
|
|
OffsetSectorPlane(3044, Sector.ceiling, val);
|
|
break;
|
|
}
|
|
|
|
case '66B931B03618EDE5C022A1EC87189158': // Restoring Deimos MAP03
|
|
{
|
|
// Missing teleport destination on easy skill
|
|
SetThingSkills(62, 31);
|
|
break;
|
|
}
|
|
|
|
case '6B9D31106CE290205A724FA61C165A80': // Restoring Deimos MAP07
|
|
{
|
|
// Missing map spots on easy skill
|
|
SetThingSkills(507, 31);
|
|
SetThingSkills(509, 31);
|
|
break;
|
|
}
|
|
|
|
case '17314071AB76F4789763428FA2E8DA4C': // Skulldash Expanded Edition MAP04
|
|
{
|
|
// Missing teleport destination on easy skill
|
|
SetThingSkills(164, 31);
|
|
break;
|
|
}
|
|
|
|
case '1B27E04F707E7988800582F387F609CD': // One against hell (ONE1.wad)
|
|
{
|
|
//Turn map spots into teleport destinations so that teleports work
|
|
SetThingEdNum(19, 14);
|
|
SetThingEdNum(20, 14);
|
|
SetThingEdNum(22, 14);
|
|
SetThingEdNum(23, 14);
|
|
SetThingEdNum(34, 14);
|
|
SetThingEdNum(35, 14);
|
|
SetThingEdNum(36, 14);
|
|
SetThingEdNum(39, 14);
|
|
SetThingEdNum(40, 14);
|
|
SetThingEdNum(172, 14);
|
|
SetThingEdNum(173, 14);
|
|
SetThingEdNum(225, 14);
|
|
SetThingEdNum(226, 14);
|
|
SetThingEdNum(247, 14);
|
|
break;
|
|
}
|
|
|
|
case '25E178C981BAC28BA586B3B0A2A0FD72': // swan fox doom v2.4.wad map13
|
|
{
|
|
//Actors with no game mode will now appear
|
|
SetThingFlags(0, MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH);
|
|
for(int i = 2; i < 452; i++)
|
|
SetThingFlags(i, MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH);
|
|
//Awaken monsters with Thing_Hate, since NoiseAlert is unreliable
|
|
SetThingID(465, 9);
|
|
SetLineSpecial(1648, 177, 9);
|
|
for(int i = 1650; i <= 1653; i++)
|
|
SetLineSpecial(i, 177, 9);
|
|
SetLineSpecial(1655, 177, 9);
|
|
break;
|
|
}
|
|
|
|
case 'FDFB3D209CC0F3706AAF3E51646003D5': // swan fox doom v2.4.wad map23
|
|
{
|
|
//Missing Teleport Destination on Easy/Normal difficulty
|
|
SetThingSkills(650, SKILLS_ALL);
|
|
//Fix the exit portal to allow walking into it instead of shooting it
|
|
SetLineSpecial(1970, Exit_Normal, 0);
|
|
SetLineActivation(1970, SPAC_Cross);
|
|
ClearLineSpecial(2010);
|
|
SetWallTexture(1966, Line.back, Side.mid, "TELR1");
|
|
OffsetSectorPlane(170, Sector.floor, -120);
|
|
break;
|
|
}
|
|
|
|
case 'BC969ED0191CCD9B69B316864362B0D7': // swan fox doom v2.4.wad map24
|
|
{
|
|
//Actors with no game mode will now appear
|
|
for(int i = 1; i < 88; i++)
|
|
SetThingFlags(i, MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH);
|
|
break;
|
|
}
|
|
|
|
case 'ED740248422026326650F6A4BC1C0A5A': // swan fox doom v2.4.wad map25
|
|
{
|
|
//Actors with no game mode will now appear
|
|
for(int i = 0; i < 8; i++)
|
|
SetThingFlags(i, MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH);
|
|
for(int i = 9; i < 26; i++)
|
|
SetThingFlags(i, MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH);
|
|
break;
|
|
}
|
|
|
|
case '52F532F95E2D5862E56F7214FA5C5C59': // Toon Doom II (toon2b.wad) map10
|
|
{
|
|
//This lift needs to be repeatable to prevent trapping the player
|
|
SetLineSpecial(224, Plat_DownWaitUpStayLip, 5, 32, 105);
|
|
SetLineActivation(224, SPAC_Use);
|
|
SetLineFlags(224, Line.ML_REPEAT_SPECIAL);
|
|
break;
|
|
}
|
|
|
|
case '3345D12AD97F20EDCA5E27BA4288F758': // Toon Doom II (toon2b.wad) map30
|
|
{
|
|
//These doors need to be repeatable to prevent trapping the player
|
|
SetLineSpecial(417, Door_Raise, 17, 16, 150);
|
|
SetLineActivation(417, SPAC_Use);
|
|
SetLineFlags(417, Line.ML_REPEAT_SPECIAL);
|
|
SetLineSpecial(425, Door_Raise, 15, 16, 150);
|
|
SetLineActivation(425, SPAC_Use);
|
|
SetLineFlags(425, Line.ML_REPEAT_SPECIAL);
|
|
SetLineSpecial(430, Door_Raise, 16, 16, 150);
|
|
SetLineActivation(430, SPAC_Use);
|
|
SetLineFlags(430, Line.ML_REPEAT_SPECIAL);
|
|
break;
|
|
}
|
|
|
|
case 'BA1288DF7A7AD637948825EA87E18728': // Valletta's Doom Nightmare (vltnight.wad) map02
|
|
{
|
|
//This door's backside had a backwards linedef so it wouldn't work
|
|
FlipLineCompletely(306);
|
|
//Set the exit to point to Position 0, since that's the only one on the next map
|
|
SetLineSpecial(564, Exit_Normal, 0);
|
|
break;
|
|
}
|
|
|
|
case '9B966DA88265AC8972B7E15C86928AFB': // Clavicula Nox: Revised Edition map01
|
|
{
|
|
// All swimmable water in Clavicula Nox is Vavoom-style, and doesn't work.
|
|
// Change it to ZDoom-style and extend the control sector heights to fill.
|
|
// Lava also sometimes needs the damage effect added manually.
|
|
SetLineSpecial(698, 160, 4, 2, 0, 128);
|
|
OffsetSectorPlane(121, Sector.floor, -32);
|
|
break;
|
|
}
|
|
|
|
case '9FD0C47C2E132F64B48CA5BFBDE47F1D': // clavnoxr map02
|
|
{
|
|
SetLineSpecial(953, 160, 12, 2, 0, 128);
|
|
OffsetSectorPlane(139, Sector.floor, -24);
|
|
SetLineSpecial(989, 160, 13, 2, 0, 128);
|
|
OffsetSectorPlane(143, Sector.floor, -24);
|
|
SetLineSpecial(1601, 160, 19, 2, 0, 128);
|
|
SetLineSpecial(1640, 160, 20, 2, 0, 128);
|
|
SetLineSpecial(1641, 160, 21, 2, 0, 128);
|
|
OffsetSectorPlane(236, Sector.floor, -96);
|
|
break;
|
|
}
|
|
|
|
case '969B9691007490CF022B632B2729CA49': // clavnoxr map03
|
|
{
|
|
SetLineSpecial(96, 160, 1, 2, 0, 128);
|
|
OffsetSectorPlane(11, Sector.floor, -80);
|
|
SetLineSpecial(955, 160, 13, 2, 0, 128);
|
|
OffsetSectorPlane(173, Sector.floor, -16);
|
|
SetLineSpecial(1082, 160, 14, 2, 0, 128);
|
|
OffsetSectorPlane(195, Sector.floor, -16);
|
|
SetLineSpecial(1111, 160, 15, 2, 0, 128);
|
|
OffsetSectorPlane(203, Sector.floor, -16);
|
|
SetLineSpecial(1115, 160, 16, 2, 0, 128);
|
|
OffsetSectorPlane(204, Sector.floor, -16);
|
|
SetLineSpecial(1163, 160, 17, 2, 0, 128);
|
|
OffsetSectorPlane(216, Sector.floor, -56);
|
|
SetLineSpecial(1169, 160, 18, 2, 0, 128);
|
|
OffsetSectorPlane(217, Sector.floor, -16);
|
|
break;
|
|
}
|
|
|
|
case '748EDAEB3990F13B22C13C593631B2E6': // clavnoxr map04
|
|
{
|
|
SetLineSpecial(859, 160, 22, 2, 0, 128);
|
|
SetLineSpecial(861, 160, 23, 2, 0, 128);
|
|
OffsetSectorPlane(172, Sector.floor, -168);
|
|
break;
|
|
}
|
|
|
|
case 'A066B0B432FAE8ED20B83383F9E03E12': // clavnoxr map05
|
|
{
|
|
SetLineSpecial(1020, 160, 2, 2, 0, 128);
|
|
SetSectorSpecial(190, 69);
|
|
OffsetSectorPlane(190, Sector.floor, -24);
|
|
break;
|
|
}
|
|
|
|
case '5F36D758ED26CAE907FA79902330877D': // clavnoxr map06
|
|
{
|
|
SetLineSpecial(1086, 160, 1, 2, 0, 128);
|
|
SetLineSpecial(60, 160, 4, 2, 0, 128);
|
|
SetLineSpecial(561, 160, 2, 2, 0, 128);
|
|
SetLineSpecial(280, 160, 3, 2, 0, 128);
|
|
SetLineSpecial(692, 160, 5, 2, 0, 128);
|
|
SetLineSpecial(1090, 160, 7, 2, 0, 128);
|
|
SetLineSpecial(1091, 160, 8, 2, 0, 128);
|
|
SetLineSpecial(1094, 160, 9, 2, 0, 128);
|
|
SetLineSpecial(1139, 160, 12, 2, 0, 128);
|
|
SetLineSpecial(1595, 160, 16, 2, 0, 128);
|
|
SetLineSpecial(1681, 160, 17, 2, 0, 128);
|
|
SetLineSpecial(1878, 160, 20, 2, 0, 128);
|
|
SetLineSpecial(1882, 160, 22, 2, 0, 128);
|
|
OffsetSectorPlane(8, Sector.floor, -64);
|
|
OffsetSectorPlane(34, Sector.floor, -24);
|
|
OffsetSectorPlane(64, Sector.floor, -16);
|
|
OffsetSectorPlane(102, Sector.floor, -16);
|
|
OffsetSectorPlane(170, Sector.floor, -64);
|
|
OffsetSectorPlane(171, Sector.floor, -64);
|
|
OffsetSectorPlane(178, Sector.floor, -16);
|
|
OffsetSectorPlane(236, Sector.floor, -16);
|
|
OffsetSectorPlane(250, Sector.floor, -16);
|
|
OffsetSectorPlane(283, Sector.floor, -64);
|
|
OffsetSectorPlane(284, Sector.floor, -56);
|
|
break;
|
|
}
|
|
|
|
case 'B7E98C1EA1B38B707ADA8097C25CFA75': // clavnoxr map07
|
|
{
|
|
SetLineSpecial(1307, 160, 22, 2, 0, 128);
|
|
SetLineSpecial(1305, 160, 23, 2, 0, 128);
|
|
OffsetSectorPlane(218, Sector.floor, -64);
|
|
break;
|
|
}
|
|
|
|
case '7DAB2E8BB5759D742211505A3E5054D1': // clavnoxr map08
|
|
{
|
|
SetLineSpecial(185, 160, 1, 2, 0, 128);
|
|
SetLineSpecial(735, 160, 13, 2, 0, 128);
|
|
OffsetSectorPlane(20, Sector.floor, -16);
|
|
SetSectorSpecial(20, 69);
|
|
OffsetSectorPlane(102, Sector.floor, -64);
|
|
break;
|
|
}
|
|
|
|
case 'C17A9D1350399E251C70711EB22856AE': // clavnoxr map09
|
|
{
|
|
SetLineSpecial(63, 160, 1, 2, 0, 128);
|
|
SetLineSpecial(84, 160, 2, 2, 0, 128);
|
|
SetLineSpecial(208, 160, 4, 2, 0, 128);
|
|
SetLineSpecial(326, 160, 6, 2, 0, 128);
|
|
SetLineSpecial(433, 160, 10, 2, 0, 128);
|
|
OffsetSectorPlane(6, Sector.floor, -64);
|
|
OffsetSectorPlane(9, Sector.floor, -64);
|
|
OffsetSectorPlane(34, Sector.floor, -64);
|
|
OffsetSectorPlane(59, Sector.floor, -64);
|
|
SetSectorSpecial(75, 69);
|
|
OffsetSectorPlane(75, Sector.floor, -64);
|
|
break;
|
|
}
|
|
|
|
case 'B6BB8A1792FE51C773E6770CD91DB618': // clavnoxr map11
|
|
{
|
|
SetLineSpecial(1235, 160, 23, 2, 0, 128);
|
|
SetLineSpecial(1238, 160, 24, 2, 0, 128);
|
|
OffsetSectorPlane(240, Sector.floor, -80);
|
|
break;
|
|
}
|
|
|
|
case 'ADDF57B80E389F86D324571D43F3CAB7': // clavnoxr map12
|
|
{
|
|
SetLineSpecial(1619, 160, 19, 2, 0, 128);
|
|
SetLineSpecial(1658, 160, 20, 2, 0, 128);
|
|
SetLineSpecial(1659, 160, 21, 2, 0, 128);
|
|
OffsetSectorPlane(254, Sector.floor, -160);
|
|
// Raising platforms in MAP12 didn't work, so this will redo them.
|
|
SetLineSpecial(1469, 160, 6, 1, 0, 255);
|
|
OffsetSectorPlane(65, Sector.floor, -8);
|
|
OffsetSectorPlane(65, Sector.ceiling, 8);
|
|
break;
|
|
}
|
|
|
|
case '75E2685CA8AB29108DBF1AC98C5450AC': // Ancient Beliefs (beliefs.wad) map01
|
|
{
|
|
//Actors with no game mode will now appear
|
|
SetThingFlags(0, MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH);
|
|
for(int i = 2; i < 7; i++)
|
|
SetThingFlags(i, MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH);
|
|
break;
|
|
}
|
|
|
|
case 'C4850382A78BF637AC9FC58153E03C87': // sapphire.wad map01
|
|
{
|
|
SetLineSpecial(11518, 9, 0, 0, 0, 0);
|
|
break;
|
|
}
|
|
|
|
case 'BA530202AF0BA0C6CBAE6A0C7076FB72': // Requiem MAP04
|
|
{
|
|
// Flag deathmatch berserk for 100% items in single-player
|
|
SetThingFlags(284, 17);
|
|
// Make Hell Knight trap switch repeatable to prevent softlock
|
|
SetLineFlags(823, Line.ML_REPEAT_SPECIAL);
|
|
break;
|
|
}
|
|
|
|
case '104415DDEBCAFB9783CA60807C46B57D': // Requiem MAP05
|
|
{
|
|
// Raise spectre pit near soulsphere if player drops into it
|
|
for(int i = 0; i < 4; i++)
|
|
{
|
|
SetLineSpecial(2130+i, Floor_LowerToHighest, 28, 8, 128);
|
|
SetLineActivation(2130+i, SPAC_Cross);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case '1B0AF5286D4E914C5E903BC505E6A844': // Requiem MAP06
|
|
{
|
|
// Flag deathmatch berserks for 100% items in single-player
|
|
SetThingFlags(103, 17);
|
|
SetThingFlags(109, 17);
|
|
// Shooting the cross before all Imps spawn in can make 100%
|
|
// kills impossible, add line actions and change sector tag
|
|
for(int i = 0; i < 7; i++)
|
|
{
|
|
SetLineSpecial(1788+i, Floor_RaiseToNearest, 100, 32);
|
|
SetLineActivation(1788+i, SPAC_Cross);
|
|
}
|
|
SetLineSpecial(1796, Floor_RaiseToNearest, 100, 32);
|
|
SetLineActivation(1796, SPAC_Cross);
|
|
SetLineSpecial(1800, Floor_RaiseToNearest, 100, 32);
|
|
SetLineActivation(1800, SPAC_Cross);
|
|
SetLineSpecial(1802, Floor_RaiseToNearest, 100, 32);
|
|
SetLineActivation(1802, SPAC_Cross);
|
|
ClearSectorTags(412);
|
|
AddSectorTag(412, 100);
|
|
// Shootable cross at demon-faced floor changed to repeatable
|
|
// action to prevent softlock if "spikes" are raised again
|
|
SetLineFlags(2600, Line.ML_REPEAT_SPECIAL);
|
|
break;
|
|
}
|
|
|
|
case '3C10B1B017E902BE7CDBF2436DF56973': // Requiem MAP08
|
|
{
|
|
// Flag deathmatch soulsphere for 100% items in single-player
|
|
SetThingFlags(48, 17);
|
|
// Allow player to leave inescapable lift using the walls
|
|
for(int i = 0; i < 3; i++)
|
|
{
|
|
SetLineSpecial(2485+i, Plat_DownWaitUpStayLip, 68, 64, 105, 0);
|
|
SetLineActivation(2485+i, SPAC_Use);
|
|
SetLineFlags(2485+i, Line.ML_REPEAT_SPECIAL);
|
|
}
|
|
SetLineSpecial(848, Plat_DownWaitUpStayLip, 68, 64, 105, 0);
|
|
SetLineActivation(848, SPAC_UseBack);
|
|
SetLineFlags(848, Line.ML_REPEAT_SPECIAL);
|
|
SetLineSpecial(895, Plat_DownWaitUpStayLip, 68, 64, 105, 0);
|
|
SetLineActivation(895, SPAC_UseBack);
|
|
SetLineFlags(895, Line.ML_REPEAT_SPECIAL);
|
|
break;
|
|
}
|
|
|
|
case '14FE46ED0458979118007E1906A0C9BC': // Requiem MAP09
|
|
{
|
|
// Flag deathmatch items for 100% items in single-player
|
|
for(int i = 0; i < 6; i++)
|
|
SetThingFlags(371+i, 17);
|
|
|
|
for(int i = 0; i < 19; i++)
|
|
SetThingFlags(402+i, 17);
|
|
|
|
SetThingFlags(359, 17);
|
|
SetThingFlags(389, 17);
|
|
SetThingFlags(390, 17);
|
|
// Change sides of blue skull platform to be repeatable
|
|
for(int i = 0; i < 4; i++)
|
|
SetLineFlags(873+i, Line.ML_REPEAT_SPECIAL);
|
|
// Make switch that raises bars near yellow skull repeatable
|
|
SetLineFlags(2719, Line.ML_REPEAT_SPECIAL);
|
|
break;
|
|
}
|
|
|
|
case '53A6369C3C8DA4E7AC443A8F8684E38E': // Requiem MAP12
|
|
{
|
|
// Remove unreachable secrets
|
|
SetSectorSpecial(352, 0);
|
|
SetSectorSpecial(503, 0);
|
|
// Change action of eastern switch at pool of water so that it
|
|
// lowers the floor properly, making the secret accessible
|
|
SetLineSpecial(4873, Floor_LowerToLowest, 62, 8);
|
|
break;
|
|
}
|
|
|
|
case '2DAB6E4B19B4F2763695267D39CD0275': // Requiem MAP13
|
|
{
|
|
// Fix missing nukage at starting bridge on hardware renderer
|
|
for(int i = 0; i < 4; i++)
|
|
SetLineSectorRef(2152+i, Line.back, 8);
|
|
break;
|
|
}
|
|
|
|
case 'F55FB2A8DC68CFC75E4340EF4ED7A8BF': // Requiem MAP21
|
|
{
|
|
// Fix self-referencing floor hack
|
|
for(int i = 0; i < 4; i++)
|
|
SetLineSectorRef(3+i, Line.back, 219);
|
|
|
|
SetLineSpecial(8, Transfer_Heights, 80);
|
|
// Fix south side of pit hack so textures don't bleed through
|
|
// the fake floor on hardware renderer
|
|
SetLineSectorRef(267, Line.back, 63);
|
|
SetLineSectorRef(268, Line.back, 63);
|
|
SetLineSectorRef(270, Line.back, 63);
|
|
SetLineSectorRef(271, Line.back, 63);
|
|
SetLineSectorRef(274, Line.back, 63);
|
|
SetLineSectorRef(275, Line.back, 63);
|
|
SetLineSectorRef(3989, Line.back, 63);
|
|
SetLineSectorRef(3994, Line.back, 63);
|
|
// Fix fake 3D bridge on hardware renderer
|
|
SetLineSectorRef(506, Line.back, 841);
|
|
SetLineSectorRef(507, Line.back, 841);
|
|
SetLineSectorRef(536, Line.back, 841);
|
|
SetLineSectorRef(537, Line.back, 841);
|
|
SetLineSectorRef(541, Line.back, 841);
|
|
SetLineSectorRef(547, Line.back, 841);
|
|
AddSectorTag(90, 1000);
|
|
AddSectorTag(91, 1000);
|
|
SetSectorTexture(90, Sector.floor, "MFLR8_4");
|
|
SetSectorTexture(91, Sector.floor, "MFLR8_4");
|
|
|
|
SetLineSectorRef(553, Line.back, 841);
|
|
SetLineSectorRef(554, Line.back, 841);
|
|
SetLineSectorRef(559, Line.back, 841);
|
|
SetLineSectorRef(560, Line.back, 841);
|
|
SetLineSectorRef(562, Line.back, 841);
|
|
SetLineSectorRef(568, Line.back, 841);
|
|
AddSectorTag(96, 1000);
|
|
AddSectorTag(97, 1000);
|
|
SetSectorTexture(96, Sector.floor, "MFLR8_4");
|
|
SetSectorTexture(97, Sector.floor, "MFLR8_4");
|
|
SetLineSpecial(505, Transfer_Heights, 1000);
|
|
// Fix randomly appearing ceiling at deep water
|
|
SetLineSectorRef(1219, Line.front, 233);
|
|
SetLineSectorRef(1222, Line.front, 233);
|
|
SetLineSectorRef(1223, Line.front, 233);
|
|
SetLineSectorRef(1228, Line.front, 233);
|
|
// Make switch in sky room repeatable so player does not get
|
|
// trapped at red cross if returning a second time
|
|
SetLineFlags(3870, Line.ML_REPEAT_SPECIAL);
|
|
// Move unreachable item bonuses
|
|
SetThingXY(412, -112, 6768);
|
|
SetThingXY(413, -112, 6928);
|
|
SetThingXY(414, -96, 6928);
|
|
SetThingXY(415, -96, 6768);
|
|
// Remove unreachable secret at exit megasphere
|
|
SetSectorSpecial(123, 0);
|
|
break;
|
|
}
|
|
|
|
case '2499CF9A9351BE9BC4E9C66FC9F291A7': // Requiem MAP23
|
|
{
|
|
// Have arch-vile who creates ghost monsters not count as a kill
|
|
SetThingFlags(0, GetThingFlags(0) | MTF_NOCOUNT);
|
|
// Remove secret at switch that can only be scored by crouching
|
|
SetSectorSpecial(240, 0);
|
|
break;
|
|
}
|
|
|
|
case '1497894956B3C8EBE8A240B7FDD99C6A': // Memento Mori 2 MAP25
|
|
{
|
|
// an imp is used for the lift activation and cannot be killed
|
|
SetThingFlags(51, GetThingFlags (51) | MTF_NOCOUNT);
|
|
break;
|
|
}
|
|
|
|
case '51960F3E9D46449E98DBC7D97F49DB23': // Shotgun Symphony E1M1
|
|
{
|
|
// harmless cyberdemon included for the 'story' sake
|
|
SetThingFlags(158, GetThingFlags (158) | MTF_NOCOUNT);
|
|
break;
|
|
}
|
|
|
|
case '60D362BAE16B4C10A1DCEE442C878CAE': // 50 Shades of Graytall MAP06
|
|
{
|
|
// there are four invisibility spheres used for decoration
|
|
SetThingFlags(144, GetThingFlags (144) | MTF_NOCOUNT);
|
|
SetThingFlags(145, GetThingFlags (145) | MTF_NOCOUNT);
|
|
SetThingFlags(194, GetThingFlags (194) | MTF_NOCOUNT);
|
|
SetThingFlags(195, GetThingFlags (195) | MTF_NOCOUNT);
|
|
break;
|
|
}
|
|
|
|
case 'C104E740CC3F70BCFD5D2EA8E833318D': // 50 Monsters MAP29
|
|
{
|
|
// there are two invisibility spheres used for decoration
|
|
SetThingFlags(111, GetThingFlags (111) | MTF_NOCOUNT);
|
|
SetThingFlags(112, GetThingFlags (112) | MTF_NOCOUNT);
|
|
break;
|
|
}
|
|
|
|
case '76393C84102480A4C75A4674C9C3217A': // Deadly Standards 2 E2M8
|
|
{
|
|
// 923 lost souls are used as environmental hazard
|
|
for (int i = 267; i < 275; i++)
|
|
SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT);
|
|
for (int i = 482; i < 491; i++)
|
|
SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT);
|
|
for (int i = 510; i < 522; i++)
|
|
SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT);
|
|
for (int i = 880; i < 1510; i++)
|
|
SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT);
|
|
for (int i = 1622; i < 1660; i++)
|
|
SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT);
|
|
|
|
for (int i = 1682; i < 1820; i++)
|
|
SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT);
|
|
for (int i = 1847; i < 1875; i++)
|
|
SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT);
|
|
for (int i = 2110; i < 2114; i++)
|
|
SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT);
|
|
for (int i = 2243; i < 2293; i++)
|
|
SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT);
|
|
|
|
SetThingFlags(493, GetThingFlags (493) | MTF_NOCOUNT);
|
|
SetThingFlags(573, GetThingFlags (573) | MTF_NOCOUNT);
|
|
SetThingFlags(613, GetThingFlags (613) | MTF_NOCOUNT);
|
|
SetThingFlags(614, GetThingFlags (614) | MTF_NOCOUNT);
|
|
SetThingFlags(1679, GetThingFlags (1679) | MTF_NOCOUNT);
|
|
SetThingFlags(1680, GetThingFlags (1680) | MTF_NOCOUNT);
|
|
break;
|
|
}
|
|
|
|
case '42B4D294A60BE4E3500AF150291CF6D4': // Hell Ground MAP05
|
|
{
|
|
// 5 cyberdemons are located at the 'pain end' sector
|
|
for (int i = 523; i < 528; i++)
|
|
SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT);
|
|
break;
|
|
}
|
|
|
|
case '0C0513A9821F26F3D7997E3B0359A318': // Mayhem 1500 MAP06
|
|
{
|
|
// there's an archvile behind the bossbrain at the very end that can't be killed
|
|
SetThingFlags(61, GetThingFlags (61) | MTF_NOCOUNT);
|
|
break;
|
|
}
|
|
|
|
case '00641DA23DDE998F6725BC5896A0DBC2': // 20 Years of Doom E1M8
|
|
{
|
|
// 32 lost souls are located at the 'pain end' sector
|
|
for (int i = 1965; i < 1975; i++)
|
|
SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT);
|
|
for (int i = 2189; i < 2202; i++)
|
|
SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT);
|
|
for (int i = 2311; i < 2320; i++)
|
|
SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT);
|
|
break;
|
|
}
|
|
|
|
case 'EEBDD9CA280F6FF06C30AF2BEE85BF5F': // 2002ad10.wad E3M3
|
|
{
|
|
// swarm of cacodemons at the end meant to be pseudo-endless and not killed
|
|
for (int i = 467; i < 547; i++)
|
|
SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT);
|
|
break;
|
|
}
|
|
|
|
case '988DFF5BB7073B857DEE3957A91C8518': // Speed of Doom MAP14
|
|
{
|
|
// you can get only one of the soulspheres, the other, depending on your choice, becomes unavailable
|
|
SetThingFlags(1044, GetThingFlags (1044) | MTF_NOCOUNT);
|
|
SetThingFlags(1045, GetThingFlags (1045) | MTF_NOCOUNT);
|
|
break;
|
|
}
|
|
|
|
case '361734AC5D78E872A05335C83E4F6DB8': // inf-lutz.wad E3M8
|
|
{
|
|
// there is a trap with 10 cyberdemons at the end of the map, you are not meant to kill them
|
|
for (int i = 541; i < 546; i++)
|
|
SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT);
|
|
for (int i = 638; i < 643; i++)
|
|
SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT);
|
|
break;
|
|
}
|
|
|
|
case '8F844B272E7235E82EA78AD2A2EB2D4A': // Serenity E3M7
|
|
{
|
|
// two spheres can't be obtained and thus should not count towards 100% items
|
|
SetThingFlags(443, GetThingFlags (443) | MTF_NOCOUNT);
|
|
SetThingFlags(444, GetThingFlags (444) | MTF_NOCOUNT);
|
|
// one secret is unobtainable
|
|
SetSectorSpecial (97, 0);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|