diff --git a/src/g_game.cpp b/src/g_game.cpp index 584cddfa1b..db5c1cb2e6 100644 --- a/src/g_game.cpp +++ b/src/g_game.cpp @@ -2193,7 +2193,7 @@ static void PutSaveWads (FSerializer &arc) arc.AddString("Game WAD", name); // Name of wad the map resides in - if (Wads.GetLumpFile (level.lumpnum) > 1) + if (Wads.GetLumpFile (level.lumpnum) > Wads.GetIwadNum()) { name = Wads.GetWadName (Wads.GetLumpFile (level.lumpnum)); arc.AddString("Map WAD", name); diff --git a/src/gl/data/gl_data.cpp b/src/gl/data/gl_data.cpp index d0b1a4a28d..9a7c2e0379 100644 --- a/src/gl/data/gl_data.cpp +++ b/src/gl/data/gl_data.cpp @@ -87,7 +87,7 @@ void AdjustSpriteOffsets() for (int i = 0; i < numtex; i++) { - if (Wads.GetLumpFile(i) > 1) break; // we are past the IWAD + if (Wads.GetLumpFile(i) > Wads.GetIwadNum()) break; // we are past the IWAD if (Wads.GetLumpNamespace(i) == ns_sprites && Wads.GetLumpFile(i) == Wads.GetIwadNum()) { char str[9]; diff --git a/src/intermission/intermission_parse.cpp b/src/intermission/intermission_parse.cpp index d8f46d2c3c..2c3114afe9 100644 --- a/src/intermission/intermission_parse.cpp +++ b/src/intermission/intermission_parse.cpp @@ -299,7 +299,7 @@ bool FIntermissionActionTextscreen::ParseKey(FScanner &sc) else { // only print an error if coming from a PWAD - if (Wads.GetLumpFile(sc.LumpNum) > 1) + if (Wads.GetLumpFile(sc.LumpNum) > Wads.GetIwadNum()) sc.ScriptMessage("Unknown text lump '%s'", sc.String); mText.Format("Unknown text lump '%s'", sc.String); } diff --git a/src/v_font.cpp b/src/v_font.cpp index 309f8d5602..b475fb5581 100644 --- a/src/v_font.cpp +++ b/src/v_font.cpp @@ -2361,7 +2361,7 @@ void V_InitFontColors () // which are used by the menu. So we have no choice but to skip this lump so that // all colors work properly. // The text colors should be the end user's choice anyway. - if (Wads.GetLumpFile(lump) == 1) continue; + if (Wads.GetLumpFile(lump) == Wads.GetIwadNum()) continue; } FScanner sc(lump); while (sc.GetString())