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- fix some holes the player can fall in for darken2 MAP12.
This map went a bit too far with lighting hacks depending on holes in the floor.
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@ -1237,6 +1237,56 @@ class LevelCompatibility native play
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SetLineSpecial(3020, Transfer_Heights, 19);
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break;
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}
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case '01592ACF001C534076556D9E1B5D85E7': // Darken2.wad map12
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{
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// fix some holes the player can fall in. This map went a bit too far with lighting hacks depending on holes in the floor.
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OffsetSectorPlane(126, Sector.floor, 1088);
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level.sectors[126].SetPlaneLight(Sector.floor, level.sectors[125].GetLightLevel() - level.sectors[126].GetLightLevel());
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OffsetSectorPlane(148, Sector.floor, 1136);
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level.sectors[148].SetPlaneLight(Sector.floor, level.sectors[122].GetLightLevel() - level.sectors[148].GetLightLevel());
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OffsetSectorPlane(149, Sector.floor, 1136);
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level.sectors[149].SetPlaneLight(Sector.floor, level.sectors[122].GetLightLevel() - level.sectors[149].GetLightLevel());
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OffsetSectorPlane(265, Sector.floor, 992);
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level.sectors[265].SetPlaneLight(Sector.floor, level.sectors[264].GetLightLevel() - level.sectors[265].GetLightLevel());
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OffsetSectorPlane(279, Sector.floor, 1072);
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level.sectors[279].SetPlaneLight(Sector.floor, level.sectors[267].GetLightLevel() - level.sectors[279].GetLightLevel());
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SetSectorTexture(279, Sector.floor, "OMETL13");
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OffsetSectorPlane(280, Sector.floor, 1072);
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level.sectors[280].SetPlaneLight(Sector.floor, level.sectors[267].GetLightLevel() - level.sectors[280].GetLightLevel());
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SetSectorTexture(280, Sector.floor, "OMETL13");
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OffsetSectorPlane(281, Sector.floor, 1072);
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level.sectors[281].SetPlaneLight(Sector.floor, level.sectors[267].GetLightLevel() - level.sectors[281].GetLightLevel());
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SetSectorTexture(281, Sector.floor, "OMETL13");
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OffsetSectorPlane(292, Sector.floor, 1056);
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level.sectors[292].SetPlaneLight(Sector.floor, level.sectors[291].GetLightLevel() - level.sectors[292].GetLightLevel());
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OffsetSectorPlane(472, Sector.floor, 1136);
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level.sectors[472].SetPlaneLight(Sector.floor, level.sectors[216].GetLightLevel() - level.sectors[472].GetLightLevel());
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OffsetSectorPlane(473, Sector.floor, 1136);
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level.sectors[473].SetPlaneLight(Sector.floor, level.sectors[216].GetLightLevel() - level.sectors[473].GetLightLevel());
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OffsetSectorPlane(526, Sector.floor, 1024);
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level.sectors[526].SetPlaneLight(Sector.floor, level.sectors[525].GetLightLevel() - level.sectors[526].GetLightLevel());
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OffsetSectorPlane(527, Sector.floor, 1024);
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level.sectors[527].SetPlaneLight(Sector.floor, level.sectors[500].GetLightLevel() - level.sectors[527].GetLightLevel());
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OffsetSectorPlane(528, Sector.floor, 1024);
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level.sectors[528].SetPlaneLight(Sector.floor, level.sectors[525].GetLightLevel() - level.sectors[528].GetLightLevel());
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OffsetSectorPlane(554, Sector.floor, 1024);
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level.sectors[554].SetPlaneLight(Sector.floor, level.sectors[500].GetLightLevel() - level.sectors[554].GetLightLevel());
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OffsetSectorPlane(588, Sector.floor, 928);
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level.sectors[588].SetPlaneLight(Sector.floor, level.sectors[587].GetLightLevel() - level.sectors[588].GetLightLevel());
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OffsetSectorPlane(604, Sector.floor, 1056);
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level.sectors[604].SetPlaneLight(Sector.floor, level.sectors[298].GetLightLevel() - level.sectors[604].GetLightLevel());
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OffsetSectorPlane(697, Sector.floor, 1136);
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level.sectors[697].SetPlaneLight(Sector.floor, level.sectors[696].GetLightLevel() - level.sectors[697].GetLightLevel());
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OffsetSectorPlane(698, Sector.floor, 1136);
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level.sectors[698].SetPlaneLight(Sector.floor, level.sectors[696].GetLightLevel() - level.sectors[698].GetLightLevel());
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OffsetSectorPlane(699, Sector.floor, 1136);
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level.sectors[699].SetPlaneLight(Sector.floor, level.sectors[696].GetLightLevel() - level.sectors[699].GetLightLevel());
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OffsetSectorPlane(700, Sector.floor, 1136);
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level.sectors[700].SetPlaneLight(Sector.floor, level.sectors[696].GetLightLevel() - level.sectors[700].GetLightLevel());
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break;
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}
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}
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}
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