diff --git a/wadsrc/static/zscript/level_compatibility.zs b/wadsrc/static/zscript/level_compatibility.zs index b8e2ed37f5..0c83e8e64f 100644 --- a/wadsrc/static/zscript/level_compatibility.zs +++ b/wadsrc/static/zscript/level_compatibility.zs @@ -1237,6 +1237,56 @@ class LevelCompatibility native play 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; + } + } }