Merge branch 'ZCompat2'

This commit is contained in:
Christoph Oelckers 2018-04-13 17:52:02 +02:00
commit 81f72ca4dd
7 changed files with 848 additions and 1065 deletions

View file

@ -54,6 +54,7 @@
#include "w_wad.h"
#include "textures.h"
#include "g_levellocals.h"
#include "vm.h"
// MACROS ------------------------------------------------------------------
@ -103,6 +104,7 @@ enum
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern TArray<FMapThing> MapThingsConverted;
extern bool ForceNodeBuild;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
@ -177,10 +179,6 @@ static const char *const SectorPlanes[] =
"floor", "ceil", NULL
};
static TArray<int> CompatParams;
static int ii_compatparams;
static TArray<FString> TexNames;
// CODE --------------------------------------------------------------------
//==========================================================================
@ -198,7 +196,6 @@ void ParseCompatibility()
unsigned int j;
BCompatMap.Clear();
CompatParams.Clear();
// The contents of this file are not cumulative, as it should not
// be present in user-distributed maps.
@ -251,205 +248,12 @@ void ParseCompatibility()
{
flags.CompatFlags[Options[i].WhichSlot] |= Options[i].CompatFlags;
}
else if (sc.Compare("clearlineflags"))
{
if (flags.ExtCommandIndex == ~0u) flags.ExtCommandIndex = CompatParams.Size();
CompatParams.Push(CP_CLEARFLAGS);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
}
else if (sc.Compare("setlineflags"))
{
if (flags.ExtCommandIndex == ~0u) flags.ExtCommandIndex = CompatParams.Size();
CompatParams.Push(CP_SETFLAGS);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
}
else if (sc.Compare("setlinespecial"))
{
if (flags.ExtCommandIndex == ~0u) flags.ExtCommandIndex = CompatParams.Size();
CompatParams.Push(CP_SETSPECIAL);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
sc.MustGetString();
CompatParams.Push(P_FindLineSpecial(sc.String, NULL, NULL));
for (int i = 0; i < 5; i++)
{
sc.MustGetNumber();
CompatParams.Push(sc.Number);
}
}
else if (sc.Compare("setlinesectorref"))
{
if (flags.ExtCommandIndex == ~0u) flags.ExtCommandIndex = CompatParams.Size();
CompatParams.Push(CP_SETLINESECTORREF);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
sc.MustGetString();
CompatParams.Push(sc.MustMatchString(LineSides));
sc.MustGetNumber();
CompatParams.Push(sc.Number);
flags.CompatFlags[SLOT_BCOMPAT] |= BCOMPATF_REBUILDNODES;
}
else if (sc.Compare("clearlinespecial"))
{
if (flags.ExtCommandIndex == ~0u) flags.ExtCommandIndex = CompatParams.Size();
CompatParams.Push(CP_CLEARSPECIAL);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
}
else if (sc.Compare("setactivation"))
{
if (flags.ExtCommandIndex == ~0u) flags.ExtCommandIndex = CompatParams.Size();
CompatParams.Push(CP_SETACTIVATION);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
}
else if (sc.Compare("setsectoroffset"))
{
if (flags.ExtCommandIndex == ~0u) flags.ExtCommandIndex = CompatParams.Size();
CompatParams.Push(CP_SETSECTOROFFSET);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
sc.MustGetString();
CompatParams.Push(sc.MustMatchString(SectorPlanes));
sc.MustGetFloat();
CompatParams.Push(int(sc.Float*65536.));
}
else if (sc.Compare("setsectorspecial"))
{
if (flags.ExtCommandIndex == ~0u) flags.ExtCommandIndex = CompatParams.Size();
CompatParams.Push(CP_SETSECTORSPECIAL);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
}
else if (sc.Compare("setwallyscale"))
{
if (flags.ExtCommandIndex == ~0u) flags.ExtCommandIndex = CompatParams.Size();
CompatParams.Push(CP_SETWALLYSCALE);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
sc.MustGetString();
CompatParams.Push(sc.MustMatchString(LineSides));
sc.MustGetString();
CompatParams.Push(sc.MustMatchString(WallTiers));
sc.MustGetFloat();
CompatParams.Push(int(sc.Float*65536.));
}
else if (sc.Compare("setwalltexture"))
{
if (flags.ExtCommandIndex == ~0u) flags.ExtCommandIndex = CompatParams.Size();
CompatParams.Push(CP_SETWALLTEXTURE);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
sc.MustGetString();
CompatParams.Push(sc.MustMatchString(LineSides));
sc.MustGetString();
CompatParams.Push(sc.MustMatchString(WallTiers));
sc.MustGetString();
const FString texName = sc.String;
const unsigned int texIndex = TexNames.Find(texName);
const unsigned int texCount = TexNames.Size();
if (texIndex == texCount)
{
TexNames.Push(texName);
}
CompatParams.Push(texIndex);
}
else if (sc.Compare("setthingz"))
{
if (flags.ExtCommandIndex == ~0u) flags.ExtCommandIndex = CompatParams.Size();
CompatParams.Push(CP_SETTHINGZ);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
sc.MustGetFloat();
CompatParams.Push(int(sc.Float*256)); // do not use full fixed here so that it can eventually handle larger levels
}
else if (sc.Compare("setsectortag"))
{
if (flags.ExtCommandIndex == ~0u) flags.ExtCommandIndex = CompatParams.Size();
CompatParams.Push(CP_SETTAG);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
}
else if (sc.Compare("setthingflags"))
{
if (flags.ExtCommandIndex == ~0u) flags.ExtCommandIndex = CompatParams.Size();
CompatParams.Push(CP_SETTHINGFLAGS);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
}
else if (sc.Compare("setvertex"))
{
if (flags.ExtCommandIndex == ~0u) flags.ExtCommandIndex = CompatParams.Size();
CompatParams.Push(CP_SETVERTEX);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
sc.MustGetFloat();
CompatParams.Push(int(sc.Float * 256)); // do not use full fixed here so that it can eventually handle larger levels
sc.MustGetFloat();
CompatParams.Push(int(sc.Float * 256)); // do not use full fixed here so that it can eventually handle larger levels
flags.CompatFlags[SLOT_BCOMPAT] |= BCOMPATF_REBUILDNODES;
}
else if (sc.Compare("setthingskills"))
{
if (flags.ExtCommandIndex == ~0u) flags.ExtCommandIndex = CompatParams.Size();
CompatParams.Push(CP_SETTHINGSKILLS);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
}
else if (sc.Compare("setsectortexture"))
{
if (flags.ExtCommandIndex == ~0u) flags.ExtCommandIndex = CompatParams.Size();
CompatParams.Push(CP_SETSECTORTEXTURE);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
sc.MustGetString();
CompatParams.Push(sc.MustMatchString(SectorPlanes));
sc.MustGetString();
const FString texName = sc.String;
const unsigned int texIndex = TexNames.Find(texName);
const unsigned int texCount = TexNames.Size();
if (texIndex == texCount)
{
TexNames.Push(texName);
}
CompatParams.Push(texIndex);
}
else if (sc.Compare("setsectorlight"))
{
if (flags.ExtCommandIndex == ~0u) flags.ExtCommandIndex = CompatParams.Size();
CompatParams.Push(CP_SETSECTORLIGHT);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
sc.MustGetNumber();
CompatParams.Push(sc.Number);
}
else
{
sc.UnGet();
break;
}
}
if (flags.ExtCommandIndex != ~0u)
{
CompatParams.Push(CP_END);
}
sc.MustGetStringName("}");
for (j = 0; j < md5array.Size(); ++j)
{
@ -465,7 +269,7 @@ void ParseCompatibility()
//
//==========================================================================
void CheckCompatibility(MapData *map)
FName CheckCompatibility(MapData *map)
{
FMD5Holder md5;
FCompatValues *flags;
@ -473,7 +277,6 @@ void CheckCompatibility(MapData *map)
ii_compatflags = 0;
ii_compatflags2 = 0;
ib_compatflags = 0;
ii_compatparams = -1;
// When playing Doom IWAD levels force COMPAT_SHORTTEX and COMPATF_LIGHT.
// I'm not sure if the IWAD maps actually need COMPATF_LIGHT but it certainly does not hurt.
@ -488,13 +291,16 @@ void CheckCompatibility(MapData *map)
flags = BCompatMap.CheckKey(md5);
if (developer >= DMSG_NOTIFY)
{
Printf("MD5 = ");
FString hash;
for (size_t j = 0; j < sizeof(md5.Bytes); ++j)
{
Printf("%02X", md5.Bytes[j]);
hash.AppendFormat("%02X", md5.Bytes[j]);
}
if (developer >= DMSG_NOTIFY)
{
Printf("MD5 = %s", hash.GetChars());
if (flags != NULL)
{
Printf(", cflags = %08x, cflags2 = %08x, bflags = %08x\n",
@ -511,7 +317,6 @@ void CheckCompatibility(MapData *map)
ii_compatflags |= flags->CompatFlags[SLOT_COMPAT];
ii_compatflags2 |= flags->CompatFlags[SLOT_COMPAT2];
ib_compatflags |= flags->CompatFlags[SLOT_BCOMPAT];
ii_compatparams = flags->ExtCommandIndex;
}
// Reset i_compatflags
@ -522,6 +327,7 @@ void CheckCompatibility(MapData *map)
{
ib_compatflags |= BCOMPATF_FLOATBOB;
}
return FName(hash, true); // if this returns NAME_None it means there is no scripted compatibility handler.
}
//==========================================================================
@ -530,229 +336,130 @@ void CheckCompatibility(MapData *map)
//
//==========================================================================
void SetCompatibilityParams()
void SetCompatibilityParams(FName checksum)
{
if (ii_compatparams != -1)
if (checksum != NAME_None)
{
unsigned i = ii_compatparams;
PClass *const cls = PClass::FindClass("LevelCompatibility");
if (cls != nullptr)
{
PFunction *const func = dyn_cast<PFunction>(cls->FindSymbol("Apply", true));
if (func != nullptr)
{
VMValue param = { (int)checksum };
VMCall(func->Variants[0].Implementation, &param, 1, nullptr, 0);
}
}
}
}
while (i < CompatParams.Size() && CompatParams[i] != CP_END)
DEFINE_ACTION_FUNCTION(DLevelCompatibility, OffsetSectorPlane)
{
switch (CompatParams[i])
{
case CP_CLEARFLAGS:
{
if ((unsigned)CompatParams[i+1] < level.lines.Size())
{
line_t *line = &level.lines[CompatParams[i+1]];
line->flags &= ~CompatParams[i+2];
}
i+=3;
break;
}
case CP_SETFLAGS:
{
if ((unsigned)CompatParams[i+1] < level.lines.Size())
{
line_t *line = &level.lines[CompatParams[i+1]];
line->flags |= CompatParams[i+2];
}
i+=3;
break;
}
case CP_SETSPECIAL:
{
if ((unsigned)CompatParams[i+1] < level.lines.Size())
{
line_t *line = &level.lines[CompatParams[i+1]];
line->special = CompatParams[i+2];
for(int ii=0;ii<5;ii++)
{
line->args[ii] = CompatParams[i+ii+3];
}
}
i+=8;
break;
}
case CP_CLEARSPECIAL:
{
if ((unsigned)CompatParams[i+1] < level.lines.Size())
{
line_t *line = &level.lines[CompatParams[i+1]];
line->special = 0;
memset(line->args, 0, sizeof(line->args));
}
i += 2;
break;
}
case CP_SETACTIVATION:
{
if ((unsigned)CompatParams[i+1] < level.lines.Size())
{
line_t *line = &level.lines[CompatParams[i+1]];
line->activation = CompatParams[i+2];
}
i += 3;
break;
}
case CP_SETSECTOROFFSET:
{
if ((unsigned)CompatParams[i+1] < level.sectors.Size())
{
sector_t *sec = &level.sectors[CompatParams[i+1]];
const double delta = CompatParams[i + 3] / 65536.0;
secplane_t& plane = sector_t::floor == CompatParams[i + 2]
? sec->floorplane
: sec->ceilingplane;
PARAM_PROLOGUE;
PARAM_INT(sector);
PARAM_INT(planeval);
PARAM_FLOAT(delta);
sector_t *sec = &level.sectors[sector];
secplane_t& plane = sector_t::floor == planeval? sec->floorplane : sec->ceilingplane;
plane.ChangeHeight(delta);
sec->ChangePlaneTexZ(CompatParams[i + 2], delta);
}
i += 4;
break;
}
case CP_SETSECTORSPECIAL:
{
const unsigned index = CompatParams[i + 1];
if (index < level.sectors.Size())
{
level.sectors[index].special = CompatParams[i + 2];
}
i += 3;
break;
}
case CP_SETWALLYSCALE:
{
if ((unsigned)CompatParams[i+1] < level.lines.Size())
{
side_t *side = level.lines[CompatParams[i+1]].sidedef[CompatParams[i+2]];
if (side != NULL)
{
side->SetTextureYScale(CompatParams[i+3], CompatParams[i+4] / 65536.);
}
}
i += 5;
break;
}
case CP_SETWALLTEXTURE:
{
if ((unsigned)CompatParams[i + 1] < level.lines.Size())
{
side_t *side = level.lines[CompatParams[i + 1]].sidedef[CompatParams[i + 2]];
if (side != NULL)
{
assert(TexNames.Size() > (unsigned int)CompatParams[i + 4]);
const FTextureID texID = TexMan.GetTexture(TexNames[CompatParams[i + 4]], ETextureType::Any);
side->SetTexture(CompatParams[i + 3], texID);
}
}
i += 5;
break;
}
case CP_SETTHINGZ:
{
// When this is called, the things haven't been spawned yet so we can alter the position inside the MapThings array.
if ((unsigned)CompatParams[i+1] < MapThingsConverted.Size())
{
MapThingsConverted[CompatParams[i+1]].pos.Z = CompatParams[i+2]/256.;
}
i += 3;
break;
}
case CP_SETTAG:
{
if ((unsigned)CompatParams[i + 1] < level.sectors.Size())
{
// this assumes that the sector does not have any tags yet!
if (CompatParams[i + 2] == 0)
{
tagManager.RemoveSectorTags(CompatParams[i + 1]);
}
else
{
tagManager.AddSectorTag(CompatParams[i + 1], CompatParams[i + 2]);
}
}
i += 3;
break;
}
case CP_SETTHINGFLAGS:
{
if ((unsigned)CompatParams[i + 1] < MapThingsConverted.Size())
{
MapThingsConverted[CompatParams[i + 1]].flags = CompatParams[i + 2];
}
i += 3;
break;
}
case CP_SETVERTEX:
{
if ((unsigned)CompatParams[i + 1] < level.vertexes.Size())
{
level.vertexes[CompatParams[i + 1]].p.X = CompatParams[i + 2] / 256.;
level.vertexes[CompatParams[i + 1]].p.Y = CompatParams[i + 3] / 256.;
}
i += 4;
break;
}
case CP_SETTHINGSKILLS:
{
if ((unsigned)CompatParams[i + 1] < MapThingsConverted.Size())
{
MapThingsConverted[CompatParams[i + 1]].SkillFilter = CompatParams[i + 2];
}
i += 3;
break;
}
case CP_SETSECTORTEXTURE:
{
if ((unsigned)CompatParams[i + 1] < level.sectors.Size())
{
sector_t *sec = &level.sectors[CompatParams[i+1]];
assert (sec != nullptr);
secplane_t& plane = sector_t::floor == CompatParams[i + 2]
? sec->floorplane
: sec->ceilingplane;
assert(TexNames.Size() > (unsigned int)CompatParams[i + 3]);
const FTextureID texID = TexMan.GetTexture(TexNames[CompatParams[i + 3]], ETextureType::Any);
sec->SetTexture(CompatParams[i + 2], texID);
}
i += 4;
break;
}
case CP_SETSECTORLIGHT:
{
if ((unsigned)CompatParams[i + 1] < level.sectors.Size())
{
sector_t *sec = &level.sectors[CompatParams[i+1]];
assert (sec != nullptr);
sec->SetLightLevel((unsigned)CompatParams[i + 2]);
}
i += 3;
break;
}
case CP_SETLINESECTORREF:
{
if ((unsigned)CompatParams[i + 1] < level.lines.Size())
{
line_t *line = &level.lines[CompatParams[i + 1]];
assert(line != nullptr);
side_t *side = line->sidedef[CompatParams[i + 2]];
if (side != nullptr && (unsigned)CompatParams[i + 3] < level.sectors.Size())
{
side->sector = &level.sectors[CompatParams[i + 3]];
}
}
i += 4;
break;
sec->ChangePlaneTexZ(planeval, delta);
return 0;
}
DEFINE_ACTION_FUNCTION(DLevelCompatibility, ClearSectorTags)
{
PARAM_PROLOGUE;
PARAM_INT(sector);
tagManager.RemoveSectorTags(sector);
return 0;
}
DEFINE_ACTION_FUNCTION(DLevelCompatibility, AddSectorTag)
{
PARAM_PROLOGUE;
PARAM_INT(sector);
PARAM_INT(tag);
tagManager.AddSectorTag(sector, tag);
return 0;
}
DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetThingSkills)
{
PARAM_PROLOGUE;
PARAM_INT(thing);
PARAM_INT(skillmask);
if ((unsigned)thing < MapThingsConverted.Size())
{
MapThingsConverted[thing].SkillFilter = skillmask;
}
return 0;
}
DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetThingZ)
{
PARAM_PROLOGUE;
PARAM_INT(thing);
PARAM_FLOAT(z);
if ((unsigned)thing < MapThingsConverted.Size())
{
MapThingsConverted[thing].pos.Z = z;
}
return 0;
}
DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetThingFlags)
{
PARAM_PROLOGUE;
PARAM_INT(thing);
PARAM_INT(flags);
if ((unsigned)thing < MapThingsConverted.Size())
{
MapThingsConverted[thing].flags = flags;
}
return 0;
}
DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetVertex)
{
PARAM_PROLOGUE;
PARAM_UINT(vertex);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
if (vertex < level.vertexes.Size())
{
level.vertexes[vertex].p = DVector2(x, y);
}
ForceNodeBuild = true;
return 0;
}
DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetLineSectorRef)
{
PARAM_PROLOGUE;
PARAM_UINT(lineidx);
PARAM_UINT(sideidx);
PARAM_UINT(sectoridx);
if ( sideidx < 2
&& lineidx < level.lines.Size()
&& sectoridx < level.sectors.Size())
{
line_t *line = &level.lines[lineidx];
side_t *side = line->sidedef[sideidx];
side->sector = &level.sectors[sectoridx];
if (sideidx == 0) line->frontsector = side->sector;
else line->backsector = side->sector;
}
ForceNodeBuild = true;
return 0;
}
//==========================================================================
//
// CCMD mapchecksum
@ -799,3 +506,4 @@ CCMD (hiddencompatflags)
{
Printf("%08x %08x %08x\n", ii_compatflags, ii_compatflags2, ib_compatflags);
}

View file

@ -36,7 +36,7 @@ struct FMD5HashTraits
extern TMap<FMD5Holder, FCompatValues, FMD5HashTraits> BCompatMap;
void ParseCompatibility();
void CheckCompatibility(MapData *map);
void SetCompatibilityParams();
FName CheckCompatibility(MapData *map);
void SetCompatibilityParams(FName);
#endif

View file

@ -3756,7 +3756,7 @@ void P_SetupLevel (const char *lumpname, int position)
{
level.maptype = MAPTYPE_UDMF;
}
CheckCompatibility(map);
FName checksum = CheckCompatibility(map);
if (ib_compatflags & BCOMPATF_REBUILDNODES)
{
ForceNodeBuild = true;
@ -3834,7 +3834,7 @@ void P_SetupLevel (const char *lumpname, int position)
times[0].Unclock();
}
SetCompatibilityParams();
SetCompatibilityParams(checksum);
times[6].Clock();
P_LoopSidedefs (true);

View file

@ -1,35 +1,3 @@
6DC9F6CCEAE7A91AEC48EBE506F22BC4 // void.wad MAP01
{
// Slightly squash the pillars in the starting room with "stimpacks"
// floating on them so that they can be obtained.
setsectoroffset 62 floor -8
setwallyscale 286 front bot 1.090909
setwallyscale 287 front bot 1.090909
setwallyscale 288 front bot 1.090909
setwallyscale 289 front bot 1.090909
setsectoroffset 63 floor -8
setwallyscale 290 front bot 1.090909
setwallyscale 291 front bot 1.090909
setwallyscale 292 front bot 1.090909
setwallyscale 293 front bot 1.090909
setsectoroffset 118 floor -8
setwallyscale 710 front bot 1.090909
setwallyscale 711 front bot 1.090909
setwallyscale 712 front bot 1.090909
setwallyscale 713 front bot 1.090909
setsectoroffset 119 floor -8
setwallyscale 714 front bot 1.090909
setwallyscale 715 front bot 1.090909
setwallyscale 716 front bot 1.090909
setwallyscale 717 front bot 1.090909
setslopeoverflow
polyobj
}
B2D8DA03489D1C67F60DC87FBC4EA338 // map01 - Massmouth 2
801304DA3784308D333951B5E0CF8E9E // map02
6EA4D5CAEA16857B2A882467E1633BC2 // map03
@ -52,15 +20,6 @@ A80E7EE40E0D0C76A6FBD242BE29FE27 // map15
resetplayerspeed
}
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.
setsectortag 212 0
setsectortag 213 0
setsectortag 214 0
}
6DA6FCBA8089161BDEC6A1D3F6C8D60F // Eternal Doom MAP25
{
stairs
@ -77,7 +36,6 @@ A80E7EE40E0D0C76A6FBD242BE29FE27 // map15
useblocking
}
// mostly cosmetic (except AV MAP07 and MM2 MAP25)
0EECBF37B328C9CAAF20DED4949A4157 // Sudtic e2m6
4ACE0644883BDA0CBA254FA02C9ACF83 // Teutic e3m4
9F2BE080A33F775294BD78822456924E // Nukemine e1m4
@ -87,6 +45,7 @@ CD31793D3A4B00231B124C0C23649644 // Strain map02
F84AB4557464A383E93F37CD3A82AC48 // MM2 map03
1497894956B3C8EBE8A240B7FDD99C6A // MM2 map25
941E4CB56EE4184E0B1ED43486AB0BBF // AV map07
6D4156EE0D12B77AD143A37C4D3DCF98 // dmonfear.wad map22
{
shorttex
}
@ -97,11 +56,6 @@ F84AB4557464A383E93F37CD3A82AC48 // MM2 map03
trace
}
9D50EBE17CEC78938C7A668DB0768611 // Strain map07: Make the exit accessible
{
clearlineflags 1021 1
}
71C2E6D9CFA3D8750C6A9599FB2453BD // Hacx map03: There are some switches behind
96368EB950E33AF62EA6423434E3CEF7 // HacX map17: shootable covers in these levels
BA530202AF0BA0C6CBAE6A0C7076FB72 // Requiem map04
@ -180,11 +134,6 @@ CA267398C9B3A8F79349D3394F8B2106 // map20
spritesort
}
DCE862393CAAA6FF1294FB7056B53057 // UAC Ultra map07: Contains a scroller depending on Boom side effects
{
setlinespecial 391 Sector_CopyScroller 99 6 0 0 0
}
1D9E43988940CCD3555724E15DD8B1AB // Happy Time Circus map01 has bad teleporters
040F83028FFA74456E335ED300BE2C33 // MAP17 (TownInfection.wad)
156FA31F5FF72A87BF345B68029D3051 // MAP02 (nprject5.wad)
@ -201,19 +150,6 @@ AF40D0E49BD1B76D4B1AADD8212ADC46 // MAP01 (the wad that shall not be named =P)
badangles
}
E2B5D1400279335811C1C1C0B437D9C8 // Deathknights of the Dark Citadel, map54
{
// This map has two gear boxes which are flagged for player cross
// activation instead of the proper player uses activation.
setactivation 963 2
setactivation 943 2
}
3F249EDD62A3A08F53A6C53CB4C7ABE5 // Artica 3 map01
{
clearlinespecial 66
}
8FA29398776146189396AA1AC6BB9E13 // Roger Ritenour's Phobos map03
{
floormove
@ -225,188 +161,20 @@ E2B5D1400279335811C1C1C0B437D9C8 // Deathknights of the Dark Citadel, map54
limitpain
}
// Daedalus: Fix SPAC_Push lines that aren't on lines you can actually push
3ABB618A475BCBC531B457BAA6E4E70A // map04
{
// forcefields
// the lines we're setting are already set for repeatable SPAC_Push
clearlinespecial 90
setlinespecial 3749 ACS_Execute 23 0 1 0 0
clearlinespecial 94
setlinespecial 3766 ACS_Execute 23 0 2 0 0
clearlinespecial 92
setlinespecial 3777 ACS_Execute 23 0 3 0 0
clearlinespecial 98
setlinespecial 3784 ACS_Execute 23 0 4 0 0
}
795FDE3CC1C97140F326D0152B3FCE2A // map24
{
// doors
clearlinespecial 1512
setlinespecial 1505 Door_Raise 213 50 100 0 0
setlineflags 1505 0x200 // repeatable
setactivation 1505 16 // SPAC_Push
clearlinespecial 1514
setlinespecial 1508 Door_Raise 213 50 100 0 0
setlineflags 1508 0x200
setactivation 1508 16
clearlinespecial 1525
setlinespecial 1522 Door_Raise 214 50 100 0 0
setlineflags 1522 0x200
setactivation 1522 16
clearlinespecial 1530
setlinespecial 1527 Door_Raise 214 50 100 0 0
setlineflags 1527 0x200
setactivation 1527 16
clearlinespecial 5277
setlinespecial 5209 Door_Raise 24 20 255 0 0
setlineflags 5209 0x200
setactivation 5209 16
clearlinespecial 5714
setlinespecial 5267 Door_Raise 24 20 255 0 0
setlineflags 5267 0x200
setactivation 5267 16
clearlinespecial 5715
setlinespecial 5229 Door_Raise 24 20 255 0 0
setlineflags 5229 0x200
setactivation 5229 16
clearlinespecial 5345
setlinespecial 5232 Door_Raise 24 20 255 0 0
setlineflags 5232 0x200
setactivation 5232 16
// consoles?
clearlinespecial 3639
setlinespecial 3633 ACS_Execute 14 0 0 0 0
setlinespecial 3635 ACS_Execute 14 0 0 0 0
setlineflags 3633 0x200
setlineflags 3635 0x200
setactivation 3633 16
setactivation 3635 16
clearlinespecial 3647
setlinespecial 3644 ACS_Execute 14 0 0 0 0
setlinespecial 3641 ACS_Execute 14 0 0 0 0
setlineflags 3644 0x200
setlineflags 3641 0x200
setactivation 3644 16
setactivation 3641 16
clearlinespecial 3659
clearlinespecial 3657
setlinespecial 3653 ACS_Execute 13 0 0 0 0
setlinespecial 3655 ACS_Execute 13 0 0 0 0
setlinespecial 3651 ACS_Execute 13 0 0 0 0
setlinespecial 3654 ACS_Execute 13 0 0 0 0
setlineflags 3653 0x200
setlineflags 3655 0x200
setlineflags 3651 0x200
setlineflags 3654 0x200
setactivation 3653 16
setactivation 3655 16
setactivation 3651 16
setactivation 3654 16
}
// Community Chest 3
F481922F4881F74760F3C0437FD5EDD0 // map03
{
// I have no idea how this conveyor belt setup manages to work under Boom.
// Set the sector the voodoo doll ends up standing on when sectors tagged
// 1 are raised so that the voodoo doll will be carried.
setlinespecial 3559 Sector_CopyScroller 17 6 0 0 0
}
7C1913DEE396BA26CFF22A0E9369B7D2 // Nuke Mine, e1m2
{
pointonline
}
5B862477519B21B30059A466F2FF6460 // Khorus, map08
{
// This map uses a voodoo conveyor with slanted walls to shunt the
// voodoo doll into side areas. For some reason, this voodoo doll
// is unable to slide on them, because the slide calculation gets
// them slightly inside the walls and thinks they are stuck. I could
// not reproduce this with the real player, which is what has me
// stumped. So, help them out be attaching some ThrustThing specials
// to the walls.
setlinespecial 443 ThrustThing 96 4 0 0 0
setlineflags 443 0x200 // repeatable
setactivation 443 16 // SPAC_Push
setlinespecial 455 ThrustThing 96 4 0 0 0
setlineflags 455 0x200 // repeatable
setactivation 455 16 // SPAC_Push
}
8B2AC8D4DB4A49A5DCCBB067E04434D6 // The Hell Factory Hub One, map04
65A1EB4C87386F290816660A52932FF1 // Master Levels, garrison.wad
3DEE4EFEFAF3260C800A30734F54CE75 // Hellbound, map14
5FAA25F5A6AAB3409CAE0AF87F910341 // DOOM.wad e1m6
94893A0DC429A22ADC4B3A73DA537E16 // DOOM2.WAD map25
{
rebuildnodes
}
3D1E36E50F5A8D289E15433941605224 // Master Levels, catwalk.wad
{
// make it impossible to open door to 1-way bridge before getting red key
setsectortag 35 0 // existing tag must be cleared before new one can be set
setsectortag 35 15
setactivation 605 1 // SPAC_PCross
setactivation 606 1
setactivation 607 1
setactivation 608 1
setlinespecial 605 Door_Open 15 64 0 0 0 // fast, stay open
setlinespecial 606 Door_Open 15 64 0 0 0
setlinespecial 607 Door_Open 15 64 0 0 0
setlinespecial 608 Door_Open 15 64 0 0 0
}
3B9CAA02952F405269353FAAD8F8EC33 // Master Levels, nessus.wad
{
// move secret sector from too-thin doorframe to BFG closet
setsectorspecial 211 0
setsectorspecial 212 1024
// lower floor a bit so secret sector can be entered fully
setsectoroffset 212 floor -16
// make secret door stay open so you can't get locked in closet
setlinespecial 1008 Door_Open 0 64 0 0 0
}
7ED9800213C00D6E7FB98652AB48B3DE // Ultimate Simplicity, map04
{
// Add missing map spots on easy and medium skills
// Demons will teleport into starting room making 100% kills possible
setthingskills 31 31
setthingskills 32 31
}
1891E029994B023910CFE0B3209C3CDB // Ultimate Simplicity, map07
{
// It is possible to get stuck on skill 0 or 1 when no shots have been fired
// after sector 17 became accessible and before entering famous mancubus room.
// Monsters from the mentioned sector won't be alerted and so
// they won't teleport into the battle. ACS will wait forever for their deaths.
setlinespecial 397 NoiseAlert 0 0 0 0 0
setlinespecial 411 NoiseAlert 0 0 0 0 0
}
F0E6F30F57B0425F17E43600AA813E80 // Ultimate Simplicity, map11
{
// If door (sector #309) is closed it cannot be open again
// from one side potentially blocking level progression
clearlinespecial 2445
}
952CC8D03572E17BA550B01B366EFBB9 // Cheogsh map01
{
// make the blue key spawn above the 3D floor
setthingz 918 296
}
64B6CE3CB7349B6F6B1A885C449ACB96 // Super Sonic Doom, map31
{
// During the end-of-level tally, both PROP_FROZEN and PROP_TOTALLYFROZEN
@ -415,80 +183,15 @@ F0E6F30F57B0425F17E43600AA813E80 // Ultimate Simplicity, map11
linkfrozenprops
}
D62DCA9EC226DE49108D5DD9271F7631 // Cheogsh 2 map04
{
// Stuff in megasphere cage is positioned too low
setthingz 1640 528
setthingz 1641 528
setthingz 1642 528
setthingz 1643 528
setthingz 1644 528
setthingz 1645 528
setthingz 1646 528
setthingz 1647 528
setthingz 1648 528
setthingz 1649 528
}
E89CCC7E155F1032F693359CC219BE6C // hexen.wad map30
B9DFF13207EACAC675C71D82624D0007 // XtheaterIII map01
6941BDC2F80C0FEBE34EFA23D5FB72B7 // sonic.wad map10
3ABB618A475BCBC531B457BAA6E4E70A // Daedalus map04
795FDE3CC1C97140F326D0152B3FCE2A // Daedalus map24
{
DisablePushWindowCheck
}
DFC18B92BF3E8142B8684ECD8BD2EF06 // TNT: Evilution map15
{
// raise up sector with its counterpart so 100% kills becomes possible
setsectortag 330 11
}
2C4A3356C5EB3526D2C72A4AA4B18A36 // TNT: Evilution map29
{
// remove mancubus who always gets stuck in teleport tunnel, preventing
// 100% kills on HMP
setthingflags 405 0
}
A53AE580A4AF2B5D0B0893F86914781E // TNT: Evilution map31
{
setthingflags 470 2016
}
D99AD22FF21A41B4EECDB3A7C803D75E // TNT: Evilution map32
{
// door can close permanently; make switch that opens it repeatable
setlineflags 872 0x200
// switch should only open way to red key, don't lower bars yet,
// instead make line just before red key open bars
setsectortag 197 0
setsectortag 197 8
setlinespecial 1279 Floor_LowerToLowest 8 32 0 0 0
setactivation 1240 1 // SPAC_PCross
setlinespecial 1240 Floor_LowerToLowest 38 32 0 0 0
}
279BB50468FE9F5B36C6D821E4902369 // Plutonia Experiment map30
{
// flag items in deathmatch-only area correctly so that 100% items
// are possible in solo
setthingflags 250 17
setthingflags 251 17
setthingflags 252 17
setthingflags 253 17
setthingflags 254 17
setthingflags 206 17
}
4CB7AAC5C43CF32BDF05FD36481C1D9F // Plutonia: Revisited map27
{
setlinespecial 1214 Plat_DownWaitUpStayLip 20 64 150 0 0
setlinespecial 1215 Plat_DownWaitUpStayLip 20 64 150 0 0
setlinespecial 1216 Plat_DownWaitUpStayLip 20 64 150 0 0
setlinespecial 1217 Plat_DownWaitUpStayLip 20 64 150 0 0
setlinespecial 1227 Plat_DownWaitUpStayLip 20 64 150 0 0
}
D0139194F7817BF06F3988DFC47DB38D // Whispers of Satan map29
{
nopassover
@ -514,254 +217,19 @@ C98F79709BD7E0E4C19026AB9575EC6F // cc-cod.zip:codlev.wad map07
noslopeid
}
3FFAF2F624C1B4BB6F581DCF7B99CBA7 // hexen.wad MAP36
7DC65D5029DD834481CD716B3D71388A // hexdd.wad MAP47
05AA32F1D2220A462DCDA245ED22B94B // sonic.wad map09
{
polyobj
}
D7F6E9F08C39A17026349A04F8C0B0BE // Return to Hadron, e1m9
19D03FFC875589E21EDBB7AB74EF4AEF // Return to Hadron, e1m9, 2016.01.03 update
{
pointonline
}
5B26545FF21B051CA06D389CE535684C // doom.wad e1m4
{
// missing textures
setwalltexture 693 back top BROWN1
// fix HOM errors with sectors too low
setsectoroffset 9 floor 8
setsectoroffset 105 floor 8
setsectoroffset 132 floor 8
setsectoroffset 137 floor 8
}
A24FE135D5B6FD427FE27BEF89717A65 // doom.wad e2m2
{
// missing textures
setwalltexture 947 back top BROWN1
setwalltexture 1596 back top WOOD1
}
1BC04D646B32D3A3E411DAF3C1A38FF8 // doom.wad e2m4
{
// missing textures
setwalltexture 551 back top PIPE4
setwalltexture 865 back bot STEP5
setwalltexture 1062 front top GSTVINE1
setwalltexture 1071 front top MARBLE1
}
99C580AD8FABE923CAB485CB7F3C5E5D // doom.wad e2m5
{
// missing textures
setwalltexture 590 back top GRAYBIG
setwalltexture 590 front bot BROWN1
}
3838AB29292587A7EE3CA71E7040868D // doom.wad e2m6
{
// missing texture
setwalltexture 1091 back top compspan
}
8590F489879870C098CD7029C3187159 // doom.wad e2m7
{
// missing texture
setwalltexture 1286 front bot SHAWN2
}
8A6399FAAA2E68649D4E4B16642074BE // doom.wad e2m9
{
// missing textures
setwalltexture 121 back top SW1LION
setwalltexture 123 back top GSTONE1
setwalltexture 140 back top GSTONE1
}
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 0 0 0
clearlineflags 1069 0x200
}
5AC51CA9F1B57D4538049422A5E37291 // doom.wad e3m7
{
// missing texture
setwalltexture 971 back top SP_HOT1
}
DA0C8281AC70EEC31127C228BCD7FE2C // doom.wad e4m1
{
// missing texture
setwalltexture 470 front top GSTONE1
}
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
}
AAECADD4D97970AFF702D86FAFAC7D17 // doom.wad e4m4
{
// missing textures
setwalltexture 427 back top BROWNHUG
setwalltexture 558 back top BROWNHUG
setwalltexture 567 front top BROWNHUG
setwalltexture 572 front top BROWNHUG
}
94D4C869A0C02EF4F7375022B36AAE45 // Ultimate Doom, e4m7
{
// Remove unreachable secrets
setsectorspecial 263 0
setsectorspecial 264 0
}
AB24AE6E2CB13CBDD04600A4D37F9189 // doom2.wad map02
1EC0AF1E3985650F0C9000319C599D0C // doom2bfg.wad map02
{
// missing textures
setwalltexture 327 front bot STONE4
setwalltexture 328 front bot STONE4
setwalltexture 338 front bot STONE4
setwalltexture 339 front bot STONE4
}
CEC791136A83EEC4B91D39718BDF9D82 // doom2.wad map04
{
// missing textures
setwalltexture 456 back top SUPPORT3
setwalltexture 108 front top STONE
setwalltexture 109 front top STONE
setwalltexture 110 front top STONE
setwalltexture 111 front top STONE
setwalltexture 127 front top STONE
setwalltexture 128 front top STONE
// remove erroneous blue keycard pickup ambush sector tags (nearby viewing windows, and the lights)
setsectortag 19 0
setsectortag 20 0
setsectortag 23 0
setsectortag 28 0
setsectortag 33 0
setsectortag 34 0
setsectortag 83 0
setsectortag 85 0
}
9E061AD7FBCD7FAD968C976CB4AA3B9D // doom2.wad map05
{
// fix bug with opening westmost door in door hallway - incorrect sector tagging - see doomwiki.org for more info
setsectortag 4 0
setsectortag 153 0
}
66C46385EB1A23D60839D1532522076B // doom2.wad map08
{
// missing texture
setwalltexture 101 back top BRICK7
}
5BDA34DA60C0530794CC1EA2DA017976 // doom2.wad map14
{
// missing textures
setwalltexture 1259 back top BSTONE2
setwalltexture 1305 back top BSTONE2
}
1A540BA717BF9EC85F8522594C352F2A // Doom II, map15
{
setsectorspecial 147 0
}
0D491365C1B88B7D1B603890100DD03E // doom2.wad map18
{
// missing textures
setwalltexture 451 front mid metal
setwalltexture 459 front mid metal
}
B5506B1E8F2FC272AD0C77B9E0DF5491 // doom2.wad map19
{
// missing textures
setwalltexture 355 back top STONE2
setwalltexture 736 front top SLADWALL
}
EBDAC00E9D25D884B2C8F4B1F0390539 // doom2.wad map21
{
// push ceiling down in glitchy sectors above the stair switches
setsectoroffset 50 ceil -56
setsectoroffset 54 ceil -56
}
94893A0DC429A22ADC4B3A73DA537E16 // DOOM2.WAD map25
{
rebuildnodes
}
110F84DE041052B59307FAF0293E6BC0 // Doom II, map27
{
setsectorspecial 93 0
setwalltexture 582 back top ZIMMER3
}
20251EDA21B2F2ECF6FF5B8BBC00B26C // Doom II, MAP29
{
// Missing textures on teleporters
setwalltexture 405 back bot SUPPORT3
setwalltexture 406 back bot SUPPORT3
setwalltexture 407 back bot SUPPORT3
setwalltexture 408 back bot SUPPORT3
setwalltexture 516 back bot SUPPORT3
setwalltexture 517 back bot SUPPORT3
setwalltexture 518 back bot SUPPORT3
setwalltexture 519 back bot SUPPORT3
setwalltexture 524 back bot SUPPORT3
setwalltexture 525 back bot SUPPORT3
setwalltexture 526 back bot SUPPORT3
setwalltexture 527 back bot SUPPORT3
setwalltexture 1146 back bot SUPPORT3
setwalltexture 1147 back bot SUPPORT3
setwalltexture 1148 back bot SUPPORT3
setwalltexture 1149 back bot SUPPORT3
setwalltexture 1138 back bot SUPPORT3
setwalltexture 1139 back bot SUPPORT3
setwalltexture 1140 back bot SUPPORT3
setwalltexture 1141 back bot SUPPORT3
}
ABC4EB5A1535ECCD0061AD14F3547908 // Plutonia Experiment, map26
{
setsectorspecial 156 0
}
FF635FB9A2F076566299910F8C78F707 // nerve.wad, level04
{
setsectorspecial 868 0
}
B68EB7CFB4CC481796E2919B9C16DFBD // Moc11.wad e1m6
{
setvertex 1650 -3072 2671
setvertex 1642 -2944 2671
}
712BB4CFBD0753178CA0C6814BE4C288 // map12 BTSX_E1 - patch some rendering glitches that are problematic to detect
{
setsectortag 545 32000
setsectortag 1618 32000
setlinespecial 2853 Sector_Set3DFloor 32000 4 0 0 0
setsectortag 439 32001
setsectortag 458 32001
setlinespecial 2182 Sector_Set3DFloor 32001 4 0 0 0
setsectortag 454 32002
setsectortag 910 32002
setlinespecial 2410 Sector_Set3DFloor 32002 4 1 0 0
}
1ED329858AB154C55878DA1C11A4F100 // unloved.pk3:unlovedmaps.wad map01
FA23E72FA955E66EC68609F72C0BA71E // unloved.pk3:unlovedmaps.wad map02
41BEC1F643CFEEC997AF98276A05EC88 // unloved.pk3:unlovedmaps.wad map03
@ -776,109 +244,8 @@ DC96228097DD004C40CCB1DB14A91EAA // unloved.pk3:unlovedmaps.wad map05
clipmidtex
}
// Cosmetic fixes for Heretic: Shadow of the Serpent Riders
D94587625BA779644D58151A87897CF1 // e1m2
{
// Missing textures
setwalltexture 477 back top MOSSRCK1
setwalltexture 478 back top MOSSRCK1
setwalltexture 479 back top MOSSRCK1
setwalltexture 1057 front top MOSSRCK1
}
ADD0FAC41AFB0B3C9B9F3C0006F93805 // e1m3
{
// Broken door between the hallway that leads to a Torch
// and the passage that has a Bag of Holding at its end
setsectoroffset 86 floor -128
setsectoroffset 86 ceil -128
}
916318D8B06DAC2D83424B23E4B66531 // e1m4
{
// Wrong sector offsets
setsectoroffset 0 ceil 8
setsectoroffset 1 ceil 8
setsectoroffset 2 ceil 8
setsectoroffset 3 ceil 8
setsectoroffset 4 ceil 8
setsectoroffset 6 ceil 8
setsectoroffset 6 floor 8
setsectoroffset 17 ceil 8
// Yellow key door
setsectoroffset 284 floor -8
setsectoroffset 284 ceil -8
// Missing textures
setwalltexture 490 back bot GRSTNPB
setwalltexture 722 front bot WOODWL
setwalltexture 911 front bot WOODWL
setwalltexture 1296 front bot WOODWL
}
397A0E17A39542E4E8294E156FAB0502 // e2m2
{
// Missing green door statues on easy and hard difficulties
setthingskills 17 31
setthingskills 18 31
}
CA3773ED313E8899311F3DD0CA195A68 // e3m6
{
// Quartz flask outside of map
setthingskills 373 0
// Missing wall torch on hard difficulty
setthingskills 448 31
// Missing textures
setwalltexture 343 front top MOSSRCK1
setwalltexture 370 front top MOSSRCK1
}
5E3FCFDE78310BB89F92B1626A47D0AD // heretic.wad E4M7
{
// Missing textures
setwalltexture 1274 front top CSTLRCK
setwalltexture 1277 back top CSTLRCK
setwalltexture 1278 front top CSTLRCK
}
39C594CAC07EE51C80F757DA465FCC94 // strife1.wad map10
{
// fix the shooting range by matching sector 138 and 145 properties together
setsectoroffset 145 floor -32
setsectoroffset 145 ceil 40
setsectortexture 145 floor F_CONCRP
setsectorlight 138 192
setwalltexture 3431 back top BRKGRY01
}
3FFAF2F624C1B4BB6F581DCF7B99CBA7 // hexen.wad MAP36
7DC65D5029DD834481CD716B3D71388A // hexdd.wad MAP47
6DC9F6CCEAE7A91AEC48EBE506F22BC4 // void.wad MAP01
{
setslopeoverflow
polyobj
}
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
}
6D4156EE0D12B77AD143A37C4D3DCF98 // dmonfear.wad map22
{
shorttex
}
FCCA97FC851F6473EAA069F74247B317 // pg-raw.wad map31
{
setlinesectorref 331 front 74
setlinesectorref 326 front 74
setlinesectorref 497 front 74
setlinesectorref 474 front 74
setlinesectorref 471 front 74
setlinesectorref 327 front 74
setlinesectorref 328 front 74
setlinesectorref 329 front 74
setsectortag 74 4
setlinespecial 357 Transfer_Heights 4 2 0 0 0
}

View file

@ -7,6 +7,7 @@ version "3.3"
#include "zscript/actor.txt"
#include "zscript/actor_checks.txt"
#include "zscript/events.txt"
#include "zscript/level_compatibility.txt"
#include "zscript/menu/menuitembase.txt"
#include "zscript/menu/menu.txt"

View file

@ -0,0 +1,701 @@
class LevelCompatibility play
{
private static void Apply(Name checksum)
{
switch (checksum)
{
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);
break;
}
case '66C46385EB1A23D60839D1532522076B': // doom2.wad map08
{
// Missing texture
SetWallTexture(101, Line.back, Side.top, "BRICK7");
break;
}
case 'E2B5D1400279335811C1C1C0B437D9C8': // Deathknights of the Dark Citadel, map54
{
// This map has two gear boxes which are flagged for player cross
// activation instead of the proper player uses activation.
SetLineActivation(943, SPAC_Use);
SetLineActivation(963, SPAC_Use);
break;
}
case '3F249EDD62A3A08F53A6C53CB4C7ABE5': // Artica 3 map01
{
ClearLineSpecial(66);
break;
}
case 'F481922F4881F74760F3C0437FD5EDD0': // Community Chest 3 map03
{
// I have no idea how this conveyor belt setup manages to work under Boom.
// Set the sector the voodoo doll ends up standing on when sectors tagged
// 1 are raised so that the voodoo doll will be carried.
SetLineSpecial(3559, Sector_CopyScroller, 17, 6);
break;
}
case '5B862477519B21B30059A466F2FF6460': // Khorus, map08
{
// This map uses a voodoo conveyor with slanted walls to shunt the
// voodoo doll into side areas. For some reason, this voodoo doll
// is unable to slide on them, because the slide calculation gets
// them slightly inside the walls and thinks they are stuck. I could
// not reproduce this with the real player, which is what has me
// stumped. So, help them out be attaching some ThrustThing specials
// to the walls.
SetLineSpecial(443, ThrustThing, 96, 4);
SetLineFlags(443, Line.ML_REPEAT_SPECIAL);
SetLineActivation(443, SPAC_Push);
SetLineSpecial(455, ThrustThing, 96, 4);
SetLineFlags(455, Line.ML_REPEAT_SPECIAL);
SetLineActivation(455, SPAC_Push);
break;
}
case '3D1E36E50F5A8D289E15433941605224': // Master Levels, catwalk.wad
{
// make it impossible to open door to 1-way bridge before getting red key
ClearSectorTags(35);
AddSectorTag(35, 15);
for(int i=605; i<609;i++)
{
SetLineActivation(i, SPAC_PCross);
SetLineSpecial(i, Door_Open, 15, 64);
}
break;
}
case '3B9CAA02952F405269353FAAD8F8EC33': // Master Levels, nessus.wad
{
// move secret sector from too-thin doorframe to BFG closet
SetSectorSpecial(211, 0);
SetSectorSpecial(212, 1024);
// lower floor a bit so secret sector can be entered fully
OffsetSectorPlane(212, Sector.floor, -16);
// make secret door stay open so you can't get locked in closet
SetLineSpecial(1008, Door_Open, 0, 64);
break;
}
case '7ED9800213C00D6E7FB98652AB48B3DE': // Ultimate Simplicity, map04
{
// Add missing map spots on easy and medium skills
// Demons will teleport into starting room making 100% kills possible
SetThingSkills(31, 31);
SetThingSkills(32, 31);
break;
}
case '1891E029994B023910CFE0B3209C3CDB': // Ultimate Simplicity, map07
{
// It is possible to get stuck on skill 0 or 1 when no shots have been fired
// after sector 17 became accessible and before entering famous mancubus room.
// Monsters from the mentioned sector won't be alerted and so
// they won't teleport into the battle. ACS will wait forever for their deaths.
SetLineSpecial(397, NoiseAlert);
SetLineSpecial(411, NoiseAlert);
break;
}
case 'F0E6F30F57B0425F17E43600AA813E80': // Ultimate Simplicity, map11
{
// If door (sector #309) is closed it cannot be open again
// from one side potentially blocking level progression
ClearLineSpecial(2445);
break;
}
case '952CC8D03572E17BA550B01B366EFBB9': // Cheogsh map01
{
// make the blue key spawn above the 3D floor
SetThingZ(918, 296);
break;
}
case 'D62DCA9EC226DE49108D5DD9271F7631': // Cheogsh 2 map04
{
// Stuff in megasphere cage is positioned too low
for(int i=1640; i<=1649; i++)
{
SetThingZ(i, 528);
}
break;
}
case 'DFC18B92BF3E8142B8684ECD8BD2EF06': // TNT: Evilution map15
{
// raise up sector with its counterpart so 100% kills becomes possible
AddSectorTag(330, 11);
break;
}
case '2C4A3356C5EB3526D2C72A4AA4B18A36': // TNT: Evilution map29
{
// remove mancubus who always gets stuck in teleport tunnel, preventing
// 100% kills on HMP
SetThingFlags(405, 0);
break;
}
case 'A53AE580A4AF2B5D0B0893F86914781E': // TNT: Evilution map31
{
// The famous missing yellow key...
SetThingFlags(470, 2016);
break;
}
case 'D99AD22FF21A41B4EECDB3A7C803D75E': // TNT: Evilution map32
{
// door can close permanently; make switch that opens it repeatable
SetLineFlags(872, Line.ML_REPEAT_SPECIAL);
// switch should only open way to red key, don't lower bars yet,
// instead make line just before red key open bars
ClearSectorTags(197);
AddSectorTag(197, 8);
SetLineSpecial(1279, Floor_LowerToLowest, 8, 32);
SetLineActivation(1240, SPAC_PCross);
SetLineSpecial(1240, Floor_LowerToLowest, 38, 32);
break;
}
case '279BB50468FE9F5B36C6D821E4902369': // Plutonia Experiment map30
{
// flag items in deathmatch-only area correctly so that 100% items
// are possible in solo
SetThingFlags(250, 17);
SetThingFlags(251, 17);
SetThingFlags(252, 17);
SetThingFlags(253, 17);
SetThingFlags(254, 17);
SetThingFlags(206, 17);
break;
}
case '4CB7AAC5C43CF32BDF05FD36481C1D9F': // Plutonia: Revisited map27
{
SetLineSpecial(1214, Plat_DownWaitUpStayLip, 20, 64, 150);
SetLineSpecial(1215, Plat_DownWaitUpStayLip, 20, 64, 150);
SetLineSpecial(1216, Plat_DownWaitUpStayLip, 20, 64, 150);
SetLineSpecial(1217, Plat_DownWaitUpStayLip, 20, 64, 150);
SetLineSpecial(1227, Plat_DownWaitUpStayLip, 20, 64, 150);
break;
}
case '5B26545FF21B051CA06D389CE535684C': // doom.wad e1m4
{
// missing textures
SetWallTexture(693, Line.back, Side.top, "BROWN1");
// fix HOM errors with sectors too low
OffsetSectorPlane(9, Sector.floor, 8);
OffsetSectorPlane(105, Sector.floor, 8);
OffsetSectorPlane(132, Sector.floor, 8);
OffsetSectorPlane(137, Sector.floor, 8);
break;
}
case 'A24FE135D5B6FD427FE27BEF89717A65': // doom.wad e2m2
{
// missing textures
SetWallTexture(947, Line.back, Side.top, "BROWN1");
SetWallTexture(1596, Line.back, Side.top, "WOOD1");
break;
}
case '1BC04D646B32D3A3E411DAF3C1A38FF8': // doom.wad e2m4
{
// missing textures
SetWallTexture(551, Line.back, Side.top, "PIPE4");
SetWallTexture(865, Line.back, Side.bottom, "STEP5");
SetWallTexture(1062, Line.front, Side.top, "GSTVINE1");
SetWallTexture(1071, Line.front, Side.top, "MARBLE1");
break;
}
case '99C580AD8FABE923CAB485CB7F3C5E5D': // doom.wad e2m5
{
// missing textures
SetWallTexture(590, Line.back, Side.top, "GRAYBIG");
SetWallTexture(590, Line.front, Side.bottom, "BROWN1");
break;
}
case '3838AB29292587A7EE3CA71E7040868D': // doom.wad e2m6
{
// missing texture
SetWallTexture(1091, Line.back, Side.top, "compspan");
break;
}
case '8590F489879870C098CD7029C3187159': // doom.wad e2m7
{
// missing texture
SetWallTexture(1286, Line.front, Side.bottom, "SHAWN2");
break;
}
case '8A6399FAAA2E68649D4E4B16642074BE': // doom.wad e2m9
{
// missing textures
SetWallTexture(121, Line.back, Side.top, "SW1LION");
SetWallTexture(123, Line.back, Side.top, "GSTONE1");
SetWallTexture(140, Line.back, Side.top, "GSTONE1");
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);
break;
}
case '5AC51CA9F1B57D4538049422A5E37291': // doom.wad e3m7
{
// missing texture
SetWallTexture(971, Line.back, Side.top, "SP_HOT1");
break;
}
case 'DA0C8281AC70EEC31127C228BCD7FE2C': // doom.wad e4m1
{
// missing texture
SetWallTexture(470, Line.front, Side.top, "GSTONE1");
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);
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 '94D4C869A0C02EF4F7375022B36AAE45': // Ultimate Doom, e4m7
{
// Remove unreachable secrets
SetSectorSpecial(263, 0);
SetSectorSpecial(264, 0);
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);
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);
break;
}
case '5BDA34DA60C0530794CC1EA2DA017976': // doom2.wad map14
{
// missing textures
SetWallTexture(1259, Line.back, Side.top, "BSTONE2");
SetWallTexture(1305, Line.back, Side.top, "BSTONE2");
}
case '1A540BA717BF9EC85F8522594C352F2A': // Doom II, map15
{
SetSectorSpecial(147, 0);
break;
}
case '0D491365C1B88B7D1B603890100DD03E': // doom2.wad map18
{
// missing textures
SetWallTexture(451, Line.front, Side.mid, "metal");
SetWallTexture(459, Line.front, Side.mid, "metal");
break;
}
case 'B5506B1E8F2FC272AD0C77B9E0DF5491': // doom2.wad map19
{
// missing textures
SetWallTexture(355, Line.back, Side.top, "STONE2");
SetWallTexture(736, Line.front, Side.top, "SLADWALL");
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 '110F84DE041052B59307FAF0293E6BC0': // Doom II, map27
{
SetSectorSpecial(93, 0);
SetWallTexture(582, Line.back, Side.top, "ZIMMER3");
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+1, Line.back, Side.bottom, SUPPORT3);
SetWallTextureID(1146+i, Line.back, Side.bottom, SUPPORT3);
SetWallTextureID(1138+i, Line.back, Side.bottom, SUPPORT3);
}
break;
}
case 'ABC4EB5A1535ECCD0061AD14F3547908': // Plutonia Experiment, map26
{
SetSectorSpecial(156, 0);
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
SetThingSkills(373, 0);
// 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 '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 '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 '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, 6);
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);
SetWallTexture(222, Line.front, Side.bottom, nukage);
SetWallTexture(223, Line.front, Side.bottom, nukage);
SetWallTexture(224, Line.front, Side.bottom, nukage);
SetWallTexture(225, Line.front, Side.bottom, nukage);
SetWallTexture(227, Line.front, Side.bottom, nukage);
SetWallTexture(231, Line.front, Side.bottom, nukage);
SetWallTexture(229, Line.front, Side.bottom, nukage);
SetWallTexture(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);
SetWallTexture(i+234, Line.back, Side.bottom, nukage);
SetWallTexture(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;
}
}
}
private static native void ClearSectorTags(int sector);
private static native void AddSectorTag(int sector, int tag);
private static native void OffsetSectorPlane(int sector, int plane, double offset);
private static native void SetThingSkills(int thing, int skills);
private static native void SetThingZ(int thing, double z);
private static native void SetThingFlags(int thing, int flags);
private static native void SetVertex(uint vertex, double x, double y);
private static native void SetLineSectorRef(uint line, uint side, uint sector);
private static void SetWallTexture(int line, int side, int texpart, String texture)
{
SetWallTextureID(line, side, texpart, TexMan.CheckForTexture(texture, TexMan.Type_Wall));
}
private static void SetWallTextureID(int line, int side, int texpart, TextureID texture)
{
level.Lines[line].sidedef[side].SetTexture(texpart, texture);
}
private static void SetLineFlags(int line, int setflags, int clearflags = 0)
{
level.Lines[line].flags = (level.Lines[line].flags & ~clearflags) | setflags;
}
private static void SetLineActivation(int line, int acttype)
{
level.Lines[line].activation = acttype;
}
private static void ClearLineSpecial(int line)
{
level.Lines[line].special = 0;
}
private static void SetLineSpecial(int line, int special, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0, int arg5 = 0)
{
level.Lines[line].special = special;
level.Lines[line].args[0] = arg1;
level.Lines[line].args[1] = arg2;
level.Lines[line].args[2] = arg3;
level.Lines[line].args[3] = arg4;
level.Lines[line].args[4] = arg5;
}
private static void SetSectorSpecial(int sectornum, int special)
{
level.sectors[sectornum].special = special;
}
private static void SetSectorTextureID(int sectornum, int plane, TextureID texture)
{
level.sectors[sectornum].SetTexture(plane, texture);
}
private static void SetSectorTexture(int sectornum, int plane, String texture)
{
SetSectorTextureID(sectornum, plane, TexMan.CheckForTexture(texture, TexMan.Type_Flat));
}
private static void SetSectorLight(int sectornum, int newval)
{
level.sectors[sectornum].SetLightLevel(newval);
}
private static void SetWallYScale(int line, int side, int texpart, double scale)
{
level.lines[line].sidedef[side].SetTextureYScale(texpart, scale);
}
}

View file

@ -102,6 +102,12 @@ struct Side native play
struct Line native play
{
enum ESide
{
front=0,
back=1
}
enum ELineFlags
{
ML_BLOCKING =0x00000001, // solid, is an obstacle