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Various map fixes
Map fixes for the following maps: MAP33: Betray (Doom II: BFG Edition) Icarus: https://www.doomworld.com/idgames/themes/TeamTNT/icarus/icarus Flashback to Hell: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/fth666 Hell to Pay (HTP-RAW.WAD)
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@ -59,6 +59,7 @@ F84AB4557464A383E93F37CD3A82AC48 // MM2 map03
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71C2E6D9CFA3D8750C6A9599FB2453BD // Hacx map03: There are some switches behind
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71C2E6D9CFA3D8750C6A9599FB2453BD // Hacx map03: There are some switches behind
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96368EB950E33AF62EA6423434E3CEF7 // HacX map17: shootable covers in these levels
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96368EB950E33AF62EA6423434E3CEF7 // HacX map17: shootable covers in these levels
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BA530202AF0BA0C6CBAE6A0C7076FB72 // Requiem map04
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BA530202AF0BA0C6CBAE6A0C7076FB72 // Requiem map04
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E2819F69CB79BA66E0ACBCD7DE652F9D // Hell to Pay MAP32: Exit switch pressable through lasers
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{
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{
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useblocking
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useblocking
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}
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}
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@ -401,6 +401,26 @@ class LevelCompatibility play
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}
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}
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break;
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break;
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}
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}
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case '915409A89746D6BFD92C7956BE6A0A2D': // Doom II: BFG Edition MAP33
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{
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// Missing textures on sector with a Super Shotgun at map start.
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TextureID rock2 = TexMan.CheckForTexture("ROCK2", TexMan.Type_Wall);
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for(int i=0; i<4; i++)
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{
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SetWallTextureID(567+i, Line.front, Side.bottom, ROCK2);
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SetWallTextureID(567+i, Line.back, Side.top, ROCK2);
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}
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// Tags the linedefs on the teleporter at the end of the level so that
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// it's possible to leave the room near the yellow keycard door.
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for(int i=0; i<2; i++)
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{
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SetLineSpecial(400+i, Teleport, 0, 36);
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SetLineSpecial(559+i, Teleport, 0, 36);
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}
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break;
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}
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case 'ABC4EB5A1535ECCD0061AD14F3547908': // Plutonia Experiment, map26
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case 'ABC4EB5A1535ECCD0061AD14F3547908': // Plutonia Experiment, map26
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{
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{
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SetSectorSpecial(156, 0);
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SetSectorSpecial(156, 0);
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@ -702,6 +722,48 @@ class LevelCompatibility play
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GetDefaultActor('WolfensteinSS').bActivateMCross = true;
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GetDefaultActor('WolfensteinSS').bActivateMCross = true;
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break;
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break;
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}
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}
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case 'D67CECE3F60083383DF992B8C824E4AC': // Icarus: Alien Vanuguard MAP13
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{
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// Moves sector special to platform with Berserk powerup. The
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// map's only secret can now be scored.
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SetSectorSpecial(119, 0);
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SetSectorSpecial(122, 1024);
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break;
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}
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case '61373587339A768854E2912CC99A4781': // Icarus: Alien Vanuguard MAP15
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{
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// Can press use on the lift to reveal the secret Shotgun,
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// making 100% secrets possible.
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SetLineSpecial(222, Plat_DownWaitUpStayLip, 11, 64, 105, 0);
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SetLineActivation(222, SPAC_Use);
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SetLineFlags(222, Line.ML_REPEAT_SPECIAL);
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break;
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}
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case '9F66B0797925A09D4DC0725540F8EEF7': // Icarus: Alien Vanuguard MAP16
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{
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// Can press use on the walls at the secret Rocket Launcher in
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// case of getting stuck.
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for(int i=0; i<7; i++)
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{
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SetLineSpecial(703+i, Plat_DownWaitUpStayLip, 14, 64, 105, 0);
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SetLineActivation(703+i, SPAC_Use);
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SetLineFlags(703+i, Line.ML_REPEAT_SPECIAL);
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}
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break;
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}
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case '09645D198010BF634EF0DE3EFCB0052C': // Flashback to Hell MAP12
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{
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// Can press use behind bookshelf in case of getting stuck.
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SetLineSpecial(4884, Plat_DownWaitUpStayLip, 15, 32, 105, 0);
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SetLineActivation(4884, SPAC_Use);
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SetLineActivation(4884, SPAC_UseBack);
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SetLineFlags(4884, Line.ML_REPEAT_SPECIAL);
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break;
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}
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}
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}
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}
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}
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