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Update level_compatibility.zs (#973)
* Update level_compatibility.zs Map fixes for some older mods * Formatting changes Spaces around commas and comment markers, to better match the rest of the file
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@ -1457,6 +1457,69 @@ class LevelCompatibility : LevelPostProcessor
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SetThingSkills(164, 31);
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break;
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}
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case '1B27E04F707E7988800582F387F609CD': // One against hell (ONE1.wad)
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{
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//Turn map spots into teleport destinations so that teleports work
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SetThingEdNum(19, 14);
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SetThingEdNum(20, 14);
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SetThingEdNum(22, 14);
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SetThingEdNum(23, 14);
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SetThingEdNum(34, 14);
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SetThingEdNum(35, 14);
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SetThingEdNum(36, 14);
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SetThingEdNum(39, 14);
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SetThingEdNum(40, 14);
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SetThingEdNum(172, 14);
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SetThingEdNum(173, 14);
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SetThingEdNum(225, 14);
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SetThingEdNum(226, 14);
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SetThingEdNum(247, 14);
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break;
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}
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case 'FDFB3D209CC0F3706AAF3E51646003D5': // swan fox doom v2.4.wad map23
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{
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//Fix the exit portal to allow walking into it instead of shooting it
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SetLineSpecial(1970, Exit_Normal, 0);
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SetLineActivation(1970, SPAC_Cross);
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ClearLineSpecial(2010);
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break;
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}
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case '52F532F95E2D5862E56F7214FA5C5C59': // Toon Doom II (toon2b.wad) map10
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{
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//This lift needs to be repeatable to prevent trapping the player
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SetLineSpecial(224, Plat_DownWaitUpStayLip, 5, 32, 105);
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SetLineActivation(224, SPAC_Use);
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SetLineFlags(224, Line.ML_REPEAT_SPECIAL);
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break;
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}
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case '3345D12AD97F20EDCA5E27BA4288F758': // Toon Doom II (toon2b.wad) map30
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{
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//These doors need to be repeatable to prevent trapping the player
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SetLineSpecial(417, Door_Raise, 17, 16, 150);
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SetLineActivation(417, SPAC_Use);
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SetLineFlags(417, Line.ML_REPEAT_SPECIAL);
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SetLineSpecial(425, Door_Raise, 15, 16, 150);
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SetLineActivation(425, SPAC_Use);
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SetLineFlags(425, Line.ML_REPEAT_SPECIAL);
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SetLineSpecial(430, Door_Raise, 16, 16, 150);
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SetLineActivation(430, SPAC_Use);
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SetLineFlags(430, Line.ML_REPEAT_SPECIAL);
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break;
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}
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case 'BA1288DF7A7AD637948825EA87E18728': // Valletta's Doom Nightmare (vltnight.wad) map02
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{
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//This door's backside had a backwards linedef so it wouldn't work
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FlipLine(306);
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FlipLineSideRefs(306);
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//Set the exit to point to Position 0, since that's the only one on the next map
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SetLineSpecial(564, Exit_Normal, 0);
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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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