class LevelCompatibility : LevelPostProcessor { protected void Apply(Name checksum, String mapname) { switch (checksum) { case 'none': return; case '9BC9E12781903D7C2D5697A5E0AEFD6F': // HACX.WAD map05 from 21.10.2010 case '9527DD0809FDA39CCFC316A21D135783': // HACX.WAD map05 from 20.10.2010 { // fix non-functional self-referencing sector hack. for(int i = 578; i < 582; i++) SetLineSectorRef(i, Line.back, 91); for(int i = 707; i < 714; i++) SetLineSectorRef(i, Line.back, 91); SetLineSectorRef(736, Line.front, 91); SetLineSectorRef(659, Line.front, 91); SetLineSpecial(659, Transfer_Heights, 60); 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_Cross); 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 '0F898F0688AECD42F2CD102FAE06F271': // TNT: Evilution MAP07 { // Dropping onto the outdoor lava now also raises the // triangle sectors. SetLineSpecial(320, Floor_RaiseToNearest, 16, 32); SetLineActivation(320, SPAC_Cross); SetLineSpecial(959, Floor_RaiseToNearest, 16, 32); SetLineActivation(959, SPAC_Cross); SetLineSpecial(960, Floor_RaiseToNearest, 16, 32); SetLineActivation(960, SPAC_Cross); // Dropping into the holes themselves raises sectors for(int i=0; i<9; i++) { SetLineSpecial(999+i, Floor_RaiseToNearest, 16, 32); SetLineActivation(999+i, SPAC_Cross); } break; } case '1E785E841A5247B6223C042EC712EBB3': // TNT: Evilution MAP08 { // Missing texture when lowering sector to red keycard SetWallTexture(480, Line.back, Side.bottom, "METAL2"); break; } case 'DFC18B92BF3E8142B8684ECD8BD2EF06': // TNT: Evilution map15 { // raise up sector with its counterpart so 100% kills becomes possible AddSectorTag(330, 11); break; } case '55C8DA7B531AE47014AD73FFF4687A36': // TNT: Evilution MAP21 { // Missing texture that is most likely unintentional SetWallTexture(1138, Line.front, Side.top, "PANEL4"); 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 case '55192065F7FAA7D161767145DA008293': // TNT Anthology/GOG MAP31 { // The famous missing yellow key... SetThingFlags(470, 2016); // Fix textures on the two switches that rise from the floor in the eastern area for (int i = 0; i < 8; i++) { SetLineFlags(1676 + i, 0, Line.ML_DONTPEGBOTTOM); } 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_Cross); SetLineSpecial(1240, Floor_LowerToLowest, 38, 32); break; } case '56D4060662C290791822EDB7225273B7': // Plutonia Experiment MAP08 { // Raising ceiling causing a HOM. OffsetSectorPlane(130, Sector.ceiling, 16); break; } case '25A16C30CD10157382C01E5DD9C6604B': // Plutonia Experiment MAP10 { // Missing textures SetWallTexture(548, Line.front, Side.bottom, "METAL"); SetSectorTexture(71, Sector.ceiling, "FLOOR7_1"); SetWallTexture(1010, Line.front, Side.top, "GSTONE1"); break; } case '1EF7DEAECA03DE03BF363A3193757B5C': // PLUTONIA.wad map11 { SetLineSectorRef(41, Line.back, 6); break; } case 'B02ACA32AE9630042543037BA630CDE9': // Plutonia Experiment MAP13 { // Textures on wrong side at level start. SetWallTexture(107, Line.back, Side.top, "A-BROWN1"); SetWallTexture(119, Line.back, Side.top, "A-BROWN1"); break; } case 'ECA0559E85EFFB6966ECB8DE01E3A35B': // Plutonia Experiment MAP16 { // Have it so that the slime pit at the end of the level can // actually kill the player. SetSectorSpecial(95, 768); SetSectorSpecial(96, 768); break; } case '9D84B423D8FD28553DDE23B55F97CF4A': // Plutonia Experiment MAP25 { // Missing texture at level exit. SetWallTexture(1152, Line.front, Side.top, "A-BROCK2"); break; } case 'ABC4EB5A1535ECCD0061AD14F3547908': // Plutonia Experiment, map26 { SetSectorSpecial(156, 0); // Missing textures SetWallTexture(322, Line.front, Side.top, "A-MUD"); SetWallTexture(323, Line.front, Side.top, "A-MUD"); break; } case 'A2634C462717328CC1AD81E81EE77B08': // Plutonia Experiment MAP28 { // Missing textures SetWallTexture(675, Line.front, Side.bottom, "BRICK10"); SetWallTexture(676, Line.front, Side.bottom, "BRICK10"); SetWallTexture(834, Line.front, Side.bottom, "WOOD8"); SetWallTexture(835, Line.front, Side.bottom, "WOOD8"); SetWallTexture(2460, Line.front, Side.top, "BIGDOOR7"); SetWallTexture(2496, Line.front, Side.top, "BRICK10"); // Allow a player to leave the room in deathmatch without // needing another player to activate a switch. SetLineSpecial(1033, Floor_LowerToLowest, 10, 8); SetLineActivation(1033, SPAC_Use); break; } case '850AC6D62F0AC57A4DD7EBC2689AC38E': // Plutonia Experiment MAP29 { // Texture applied on bottom instead of top SetWallTexture(2842, Line.front, Side.top, "A-BROCK2"); break; } case '279BB50468FE9F5B36C6D821E4902369': // Plutonia Experiment map30 { // Missing texture and unpegged gate texture during boss reveal SetWallTexture(730, Line.front, Side.bottom, "ROCKRED1"); SetLineFlags(730, 0, Line.ML_DONTPEGBOTTOM); // 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 'D5F64E02679A81B82006AF34A6A8EAC3': // Plutonia Experiment MAP32 { // Missing textures TextureID mosrok = TexMan.CheckForTexture("A-MOSROK", TexMan.Type_Wall); for(int i=0; i<4; i++) { SetWallTextureID(569+i, Line.front, Side.top, MOSROK); } SetWallTexture(805, Line.front, Side.top, "A-BRICK3"); break; } case '3B68019EE3154C284B90F0CAEDBD8D8A': // Plutonia 2 MAP05 { // Missing texture TextureID step1 = TexMan.CheckForTexture("STEP1", TexMan.Type_Wall); SetWallTextureID(1525, Line.front, Side.bottom, step1); break; } case 'FB613B36589FFB09AA2C03633A7D13F4': // Plutonia 2 MAP20 { // Remove the pain elementals stuck in the closet boxes that cannot teleport. SetThingFlags(758,0); SetThingFlags(759,0); SetThingFlags(764,0); SetThingFlags(765,0); break; } case 'A3165C53F9BF0B7D80CDB14665A349EB': // Plutonia 2 MAP23 { // Arch-vile in outdoor secret area sometimes don't spawn if revenants // block its one-time teleport. Make this teleport repeatable to ensure // maxkills are always possible. SetLineFlags(756, Line.ML_REPEAT_SPECIAL); break; } case '9191658A6705B131AB005948E2FDFCE1': // Plutonia 2 MAP24 { // Fix improperly pegged blue door for(int i = 957; i <= 958; i++) { SetLineFlags(i, 0, Line.ML_DONTPEGTOP); level.lines[i].sidedef[0].SetTextureYOffset(Side.top,-24); } break; } case 'EF251B8F36DE709901B0D32A97F341D7': // Plutonia 2 MAP27 { // Remove the monsters stuck in the closet boxes that cannot teleport. // Top row, 2nd from left SetThingFlags(156,0); SetThingFlags(210,0); SetThingFlags(211,0); // 2nd row, 2nd-5th from left for(int i = 242; i <= 249; i++) SetThingFlags(i,0); // 3rd row, rightmost box SetThingFlags(260,0); SetThingFlags(261,0); SetThingFlags(266,0); SetThingFlags(271,0); SetThingFlags(272,0); SetThingFlags(277,0); SetThingFlags(278,0); SetThingFlags(283,0); 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"); // Door requiring yellow keycard can only be opened once, // change other side to one-shot Door_Open SetLineSpecial(165, Door_Open, 0, 16); SetLineFlags(165, 0, Line.ML_REPEAT_SPECIAL); break; } case '99C580AD8FABE923CAB485CB7F3C5E5D': // doom.wad e2m5 { // missing textures SetWallTexture(590, Line.back, Side.top, "GRAYBIG"); SetWallTexture(590, Line.front, Side.bottom, "BROWN1"); SetWallTexture(1027, Line.back, Side.top, "SP_HOT1"); // Replace tag for eastern secret at level start to not // cause any action to the two-Baron trap ClearSectorTags(127); AddSectorTag(127, 100); SetLineSpecial(382, Door_Open, 100, 16); SetLineSpecial(388, Door_Open, 100, 16); 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 'BBDC4253AE277DA5FCE2F19561627496': // Doom E3M2 { // Switch at index finger repeatable in case of being stuck SetLineFlags(368, Line.ML_REPEAT_SPECIAL); 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); // Fix HOM error from AASTINKY texture SetWallTexture(470, Line.front, Side.top, "BIGDOOR2"); break; } case '100106C75157B7DECB0DCAD2A59C1919': // Doom E3M5 { // Replace AASTINKY textures SetWallTexture(833, Line.front, Side.mid, "FIREWALL"); SetWallTexture(834, Line.front, Side.mid, "FIREWALL"); SetWallTexture(836, Line.front, Side.mid, "FIREWALL"); SetWallTexture(839, Line.front, Side.mid, "FIREWALL"); // Missing textures at the door leading to the BFG SetWallTexture(1329, Line.back, Side.bottom, "METAL"); SetWallTexture(1330, Line.back, Side.bottom, "METAL"); break; } case '5AC51CA9F1B57D4538049422A5E37291': // doom.wad e3m7 { // missing textures SetWallTexture(901, Line.back, Side.bottom, "GSTONE1"); SetWallTexture(971, Line.back, Side.top, "SP_HOT1"); break; } case 'FE97DCB9E6235FB3C52AE7C143160D73': // Doom E3M9 { // Missing textures SetWallTexture(102, Line.back, Side.bottom, "STONE3"); SetWallTexture(445, Line.back, Side.bottom, "GRAY4"); // First door cannot be opened from inside and can stop you // from finishing the level if somehow locked in. SetLineSpecial(24, Door_Open, 0, 16); SetLineActivation(24, SPAC_Use); SetLineFlags(24, Line.ML_REPEAT_SPECIAL); // Door that requires blue skull can only be opened once, // make it repeatable in case of being locked SetLineFlags(194, Line.ML_REPEAT_SPECIAL); break; } case 'DA0C8281AC70EEC31127C228BCD7FE2C': // doom.wad e4m1 { // missing textures TextureID support3 = TexMan.CheckForTexture("SUPPORT3", TexMan.Type_Wall); for(int i=0; i<4; i++) { SetWallTextureID(252+i, Line.back, Side.top, SUPPORT3); } SetWallTexture(322, Line.back, Side.bottom, "GSTONE1"); SetWallTexture(470, Line.front, Side.top, "GSTONE1"); break; } case '771092812F38236C9DF2CB06B2D6B24F': // Ultimate Doom E4M2 { // Missing texture SetWallTexture(165, Line.back, Side.top, "WOOD5"); 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); // Stuck Imp SetThingXY(69, -656, -1696); // One line special at the northern lifts is incorrect, change // to a repeatable line you can walk over to lower lift SetLineSpecial(46, Plat_DownWaitUpStayLip, 1, 32, 105, 0); SetLineActivation(46, SPAC_AnyCross); SetLineFlags(46, Line.ML_REPEAT_SPECIAL); 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 'C2E09AB0BDD03925305A48AE935B71CA': // Ultimate Doom E4M5 { // Missing textures SetWallTexture(19, Line.back, Side.bottom, "GSTONE1"); SetWallTexture(109, Line.back, Side.top, "GSTONE1"); SetWallTexture(711, Line.back, Side.bottom, "FIRELAV2"); SetWallTexture(713, Line.back, Side.bottom, "FIRELAV2"); // Lower ceiling on teleporter to fix HOMs. OffsetSectorPlane(35, Sector.ceiling, -24); break; } case 'CBBFF61A8C231DFFC8E8A2A2BAEB77FF': // Ultimate Doom E4M6 { // Textures on wrong side at Yellow Skull room. SetWallTexture(475, Line.back, Side.top, "MARBLE2"); SetWallTexture(476, Line.back, Side.top, "MARBLE2"); SetWallTexture(479, Line.back, Side.top, "MARBLE2"); SetWallTexture(480, Line.back, Side.top, "MARBLE2"); SetWallTexture(481, Line.back, Side.top, "MARBLE2"); SetWallTexture(482, Line.back, Side.top, "MARBLE2"); break; } case '94D4C869A0C02EF4F7375022B36AAE45': // Ultimate Doom, e4m7 { // Remove unreachable secrets SetSectorSpecial(263, 0); SetSectorSpecial(264, 0); break; } case '2DC939E508AB8EB68AF79D5B60568711': // Ultimate Doom E4M8 { // Missing texture SetWallTexture(425, Line.front, Side.mid, "SP_HOT1"); break; } 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 '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); // Visually align floors between crushers SetLineSpecial(3, Transfer_Heights, 14, 6); 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); // Missing textures SetWallTexture(489, Line.back, Side.top, "SUPPORT3"); SetWallTexture(560, Line.back, Side.top, "SUPPORT3"); break; } case '291F24417FB3DD411339AE82EF9B3597': // Doom II MAP07 { // Missing texture at BFG deathmatch spawn. SetWallTexture(168, Line.back, Side.bottom, "BRONZE3"); SetLineFlags(168, 0, Line.ML_DONTPEGBOTTOM); break; } case '66C46385EB1A23D60839D1532522076B': // doom2.wad map08 { // Missing texture SetWallTexture(101, Line.back, Side.top, "BRICK7"); break; } case '6C620F43705BEC0ABBABBF46AC3E62D2': // Doom II MAP10 { // Allow player to leave exit room SetLineSpecial(786, Door_Raise, 0, 16, 150, 0); SetLineActivation(786, SPAC_Use); SetLineFlags(786, Line.ML_REPEAT_SPECIAL); break; } case '1AF4DEC2627360A55B3EB397BC15C39D': // Doom II MAP12 { // Missing texture SetWallTexture(648, Line.back, Side.bottom, "PIPES"); // Remove erroneous tag for teleporter at the south building ClearSectorTags(149); break; } case 'FBA6547B9FD44E95671A923A066E516F': // Doom II MAP13 { // Missing texture SetWallTexture(622, Line.back, Side.top, "BROWNGRN"); break; } case '5BDA34DA60C0530794CC1EA2DA017976': // doom2.wad map14 { // missing textures SetWallTexture(429, Line.front, Side.top, "BSTONE2"); SetWallTexture(430, Line.front, Side.top, "BSTONE2"); SetWallTexture(531, Line.front, Side.top, "BSTONE1"); SetWallTexture(1259, Line.back, Side.top, "BSTONE2"); SetWallTexture(1305, Line.back, Side.top, "BSTONE2"); TextureID bstone2 = TexMan.CheckForTexture("BSTONE2", TexMan.Type_Wall); for(int i=0; i<3; i++) { SetWallTextureID(607+i, Line.back, Side.top, BSTONE2); } TextureID tanrock5 = TexMan.CheckForTexture("TANROCK5", TexMan.Type_Wall); for(int i=0; i<7; i++) { SetWallTextureID(786+i, Line.back, Side.top, TANROCK5); } TextureID bstone1 = TexMan.CheckForTexture("BSTONE1", TexMan.Type_Wall); for(int i=0; i<3; i++) { SetWallTextureID(1133+i, Line.back, Side.top, BSTONE1); SetWallTextureID(1137+i, Line.back, Side.top, BSTONE1); SetWallTextureID(1140+i, Line.back, Side.top, BSTONE1); } // Raise floor between lifts to correspond with others. OffsetSectorPlane(106, Sector.floor, 16); break; } case '1A540BA717BF9EC85F8522594C352F2A': // Doom II, map15 { // Remove unreachable secret SetSectorSpecial(147, 0); // Missing textures SetWallTexture(94, Line.back, Side.top, "METAL"); SetWallTexture(95, Line.back, Side.top, "METAL"); SetWallTexture(989, Line.back, Side.top, "BRICK10"); break; } case '6B60F37B91309DFF1CDF02E5E476210D': // Doom II MAP16 { // Missing textures SetWallTexture(162, Line.back, Side.top, "BRICK6"); SetWallTexture(303, Line.front, Side.top, "STUCCO"); SetWallTexture(304, Line.front, Side.top, "STUCCO"); break; } case 'E1CFD5C6E60C3B6C30F8B95FC287E9FE': // Doom II MAP17 { // Missing texture SetWallTexture(379, Line.back, Side.top, "METAL2"); break; } case '0D491365C1B88B7D1B603890100DD03E': // doom2.wad map18 { // missing textures SetWallTexture(451, Line.front, Side.mid, "metal"); SetWallTexture(459, Line.front, Side.mid, "metal"); SetWallTexture(574, Line.front, Side.top, "grayvine"); break; } case 'B5506B1E8F2FC272AD0C77B9E0DF5491': // doom2.wad map19 { // missing textures SetWallTexture(355, Line.back, Side.top, "STONE2"); SetWallTexture(736, Line.front, Side.top, "SLADWALL"); SetWallTexture(1181, Line.back, Side.top, "MARBLE1"); TextureID step4 = TexMan.CheckForTexture("STEP4", TexMan.Type_Wall); for(int i=0; i<3; i++) { SetWallTextureID(286+i, Line.back, Side.bottom, STEP4); } // Southwest teleporter in the teleporter room now works on // easier difficulties SetThingSkills(112, 31); 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 '4AA9B3CE449FB614497756E96509F096': // Doom II MAP22 { // Only use switch once to raise sector to rocket launcher SetLineFlags(120, 0, Line.ML_REPEAT_SPECIAL); break; } case '94893A0DC429A22ADC4B3A73DA537E16': // Doom II MAP25 { // Missing texture at bloodfall near level start SetWallTexture(436, Line.back, Side.top, "STONE6"); break; } case '1037366026AAB4B0CF11BAB27DB90E4E': // Doom II MAP26 { // Missing texture at level exit SetWallTexture(761, Line.back, Side.top, "METAL2"); break; } case '110F84DE041052B59307FAF0293E6BC0': // Doom II, map27 { // Remove unreachable secret SetSectorSpecial(93, 0); // Missing texture SetWallTexture(582, Line.back, Side.top, "ZIMMER3"); // Make line near switch to level exit passable SetLineFlags(342, 0, Line.ML_BLOCKING); // Can leave Pain Elemental room if stuck SetLineSpecial(580, Door_Open, 0, 16); SetLineActivation(580, SPAC_Use); SetLineSpecial(581, Door_Open, 0, 16); SetLineActivation(581, SPAC_Use); break; } case '84BB2C8ED2343C91136B87F1832E7CA5': // Doom II MAP28 { // Missing textures TextureID ashwall6 = TexMan.CheckForTexture("ASHWALL6", TexMan.Type_Wall); for(int i=0; i<5; i++) { SetWallTextureID(103+i, Line.front, Side.top, ASHWALL6); } SetWallTexture(221, Line.front, Side.bottom, "BFALL1"); SetWallTexture(391, Line.front, Side.top, "BIGDOOR5"); SetWallTexture(531, Line.back, Side.top, "WOOD8"); SetWallTexture(547, Line.back, Side.top, "WOOD8"); SetWallTexture(548, Line.back, Side.top, "WOOD8"); // Raise holes near level exit when walking over them for(int i=0; i<12; i++) { SetLineSpecial(584+i, Floor_RaiseToNearest, 5, 8); SetLineActivation(584+i, SPAC_Cross); } 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+i, Line.back, Side.bottom, SUPPORT3); SetWallTextureID(1146+i, Line.back, Side.bottom, SUPPORT3); SetWallTextureID(1138+i, Line.back, Side.bottom, SUPPORT3); } // Fix missing textures at switch with Arch-Vile. OffsetSectorPlane(152, Sector.ceiling, -32); SetWallTexture(603, Line.back, Side.top, "WOOD5"); break; } case '915409A89746D6BFD92C7956BE6A0A2D': // Doom II: BFG Edition MAP33 { // Missing textures on sector with a Super Shotgun at map start. TextureID rock2 = TexMan.CheckForTexture("ROCK2", TexMan.Type_Wall); for(int i=0; i<4; i++) { SetWallTextureID(567+i, Line.front, Side.bottom, ROCK2); SetWallTextureID(567+i, Line.back, Side.top, ROCK2); } // Tags the linedefs on the teleporter at the end of the level so that // it's possible to leave the room near the yellow keycard door. for(int i=0; i<2; i++) { SetLineSpecial(400+i, Teleport, 0, 36); SetLineSpecial(559+i, Teleport, 0, 36); } 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 '6CDA2721AA1076F063557CF89D88E92B': // hexen.wad map08 { // Amulet of warding accidentally shifted outside of map SetThingXY(256,-1632,2352); // Icon of the defender outside of map SetThingSkills(261,0); 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 '8D7A24B169717907DDA8399D8C1655DF': // strife1.wad map15 { SetWallTexture(319, Line.back, Side.top, "WALTEK21"); break; } case 'D5FD90FA7A8133E7BFED682D3D313962': // strife1.wad map21 { SetWallTexture(603, Line.front, Side.bottom, "IRON04"); break; } case '775CBC35C0A58326FE87AAD638FF9E2A': // Strife1.wad map29 case 'A75099ACB622C7013EE737480FCB0D67': // SVE.wad map29 // disable teleporter that would always teleport into a blocking position. ClearLineSpecial(271); 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 '9A4615498C3451413F1CD3D15099ACC7': // Eternal Doom map05 { // an imp and two cyberdemons are located at the softlock area SetThingFlags(272, GetThingFlags (272) | MTF_NOCOUNT); SetThingFlags(273, GetThingFlags (273) | MTF_NOCOUNT); SetThingFlags(274, GetThingFlags (274) | MTF_NOCOUNT); break; } case '8B55842D5A509902738040AF10B4E787': // Eternal Doom map10 { // soulsphere at the end of the level is there merely to replicate the start of the next map SetThingFlags(548, GetThingFlags (548) | MTF_NOCOUNT); 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 '57386AEF275684BA06756359B08F4391': // Perdition's Gate MAP03 { // Stairs where one sector is too thin to score. SetSectorSpecial(227, 0); break; } case 'F1A9938C4FC3906A582AB7D5088B5F87': // Perdition's Gate MAP12 { // Sector unintentionally left as a secret near switch SetSectorSpecial(112, 0); break; } case '5C419E581D9570F44A24163A83032086': // Perdition's Gate MAP27 { // Sectors unintentionally left as secrets and cannot be scored SetSectorSpecial(338, 0); SetSectorSpecial(459, 0); 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, 4, 6); break; } case '5379C080299EB961792B50AD96821543': // Hell to Pay MAP14 { // Two secrets are unreachable without jumping and crouching. SetSectorSpecial(82, 0); SetSectorSpecial(83, 0); break; } case '7837B5334A277F107515D649BCEFB682': // Hell to Pay MAP22 { // Four enemies (six if multiplayer) never spawn in the map, // so the lines closest to them should teleport them instead. SetLineSpecial(1835, Teleport, 0, 40); SetLineActivation(1835, SPAC_MCross); SetLineFlags(1835, Line.ML_REPEAT_SPECIAL); SetLineSpecial(1847, Teleport, 0, 40); SetLineActivation(1847, SPAC_MCross); SetLineFlags(1847, Line.ML_REPEAT_SPECIAL); break; } case '1A1AB6415851B9F17715A0C36412752E': // Hell to Pay MAP24 { // Remove Chaingunner far below the map, making 100% kills // impractical. SetThingFlags(70, 0); break; } case 'A7ACB57A2CAF17434D0DFE0FAC0E0480': // Hell to Pay MAP28 { // Three Lost Souls placed outside the map for some reason. for(int i=0; i<3; i++) { SetThingFlags(217+i, 0); } break; } case '2F1A18633C30E938B50B6D928C730CB6': // Hell to Pay MAP29 { // Three Lost Souls placed outside the map, again... for(int i=0; i<3; i++) { SetThingFlags(239+i, 0); } 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); SetWallTextureID(222, Line.front, Side.bottom, nukage); SetWallTextureID(223, Line.front, Side.bottom, nukage); SetWallTextureID(224, Line.front, Side.bottom, nukage); SetWallTextureID(225, Line.front, Side.bottom, nukage); SetWallTextureID(227, Line.front, Side.bottom, nukage); SetWallTextureID(231, Line.front, Side.bottom, nukage); SetWallTextureID(229, Line.front, Side.bottom, nukage); SetWallTextureID(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); SetWallTextureID(i+234, Line.back, Side.bottom, nukage); SetWallTextureID(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; } case '32FADD80710CAFCC2B09B4610C3340B3': // ksutra.wad map01 { // This rebuilds the ending pit with a 3D floor. for(int i = Line.front; i <= Line.back; i++) { SetLineSectorRef(509, i, 129); SetLineSectorRef(510, i, 129); SetLineSectorRef(522, i, 129); SetLineSectorRef(526, i, 129); SetLineSectorRef(527, i, 129); for(int j = 538; j <= 544; j++) { SetLineSectorRef(j, i, 129); } for(int j = 547; j <= 552; j++) { SetLineSectorRef(j, i, 129); } } AddSectorTag(129, 32000); SetSectorLight(129, 160); for(int i = 148; i <= 151; i++) { AddSectorTag(i, 32000); SetSectorLight(i, 160); } SetSectorTexture(126, Sector.Ceiling, "GRASS1"); OffsetSectorPlane(126, Sector.Floor, 72); OffsetSectorPlane(126, Sector.Ceiling, 128); SetLineSpecial(524, Sector_Set3DFloor, 32000, 1, 0, 255); SetWallTexture(524, Line.Front, Side.Mid, "ASHWALL3"); SetWallTexture(537, Line.Front, Side.Bottom, "ASHWALL3"); SetWallTexture(536, Line.Front, Side.Bottom, "ASHWALL3"); SetWallTexture(546, Line.Front, Side.Bottom, "ASHWALL3"); SetWallTexture(449, Line.Front, Side.Mid, "-"); break; } case '9C14350A111C3DC6A8AF04D950E6DDDB': // ma_val.pk3 map01 { // Missing wall textures with hardware renderer OffsetSectorPlane(7072, Sector.floor, -48); OffsetSectorPlane(7073, Sector.floor, -32); // Missing teleporting monsters SetThingFlags(376, 0x200); SetThingFlags(377, 0x300); for (int i = 437; i < 449; ++i) { SetThingFlags(i, 0x600); } // Stuck imp SetThingXY(8, 1200, -1072); break; } case '5B8689912D21E91D899C61BBBDD44D7C': // altar of evil.wad map01 { // Missing teleport destination on easy skill SetThingSkills(115, 31); break; } case 'CCF699953746087E46185B2A40D9F8AF': // satanx.wad map01 { // Restore monster cross flag for DeHackEd friendly marine GetDefaultActor('WolfensteinSS').bActivateMCross = true; break; } case 'D67CECE3F60083383DF992B8C824E4AC': // Icarus: Alien Vanguard MAP13 { // Moves sector special to platform with Berserk powerup. The // map's only secret can now be scored. SetSectorSpecial(119, 0); SetSectorSpecial(122, 1024); break; } case '61373587339A768854E2912CC99A4781': // Icarus: Alien Vanguard MAP15 { // Can press use on the lift to reveal the secret Shotgun, // making 100% secrets possible. SetLineSpecial(222, Plat_DownWaitUpStayLip, 11, 64, 105, 0); SetLineActivation(222, SPAC_Use); SetLineFlags(222, Line.ML_REPEAT_SPECIAL); break; } case '9F66B0797925A09D4DC0725540F8EEF7': // Icarus: Alien Vanguard MAP16 { // Can press use on the walls at the secret Rocket Launcher in // case of getting stuck. for(int i=0; i<7; i++) { SetLineSpecial(703+i, Plat_DownWaitUpStayLip, 14, 64, 105, 0); SetLineActivation(703+i, SPAC_Use); SetLineFlags(703+i, Line.ML_REPEAT_SPECIAL); } break; } case '09645D198010BF634EF0DE3EFCB0052C': // Flashback to Hell MAP12 { // Can press use behind bookshelf in case of getting stuck. SetLineSpecial(4884, Plat_DownWaitUpStayLip, 15, 32, 105, 0); SetLineActivation(4884, SPAC_UseBack); SetLineFlags(4884, Line.ML_REPEAT_SPECIAL); break; } case '7FB847B522DE80D0B2A217E1EF8D1A15': // av.wad map28 { // Fix the soulsphere in a secret area (sector 324) // so that it doesn't end up in an unreachable position. SetThingXY(516, -934, 48); break; } case '11EA5B8357DEB70A8F00900117831191': // kdizd_12.pk3 z1m3 { // Fix incorrectly tagged underwater sector which causes render glitches. AddSectorTag(7857, 82); break; } case '7B1EB6C1231CD03E90F4A1C0D51A8B6D': // ur_final.wad map17 { 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; } case '3B1F637295F5669E99BE63F1B1CA29DF': // titan426.wad map01 { // Missing teleport destinations on easy skill SetThingSkills(138, 31); // secret SetThingSkills(1127, 31); // return from exit room break; } case '5E9AF879343D6E44E429F91D57777D26': // cchest.wad map16 { // Fix misplaced vertex SetVertex(202, -2, -873); break; } case 'E9EB4D16CA7E491E98D61615E4613E70': // sigil.wad e5m2 { // Floating Skulls missing in lower difficulties SetThingSkills(113, 31); SetThingSkills(114, 31); break; } case 'C43B99F34E5211F9AF24459842852B0D': // sigil.wad e5m4 { // Fix missing texture on the Baron-invulnerability-secret platform SetWallTexture(1926, Line.back, Side.bottom, "MARBLE3"); break; } case 'A7C4FC8CAEB3E375B7214E35C6298B03': // Illusions of Home e1m6 { // Convert zero-tagged GR door into regular open-stay door to fix map SetLineActivation(37, SPAC_Use); SetLineSpecial(37, Door_Open, 0, 16); SetLineActivation(203, SPAC_Use); SetLineSpecial(203, Door_Open, 0, 16); break; } case '5084755C29FB0A1912113E36F37C958A': // Illusions of Home e3m4 { // Fix action of final switch SetLineSpecial(765, Door_Open, 6, 16); break; } case '0EF86635676FD512CE0E962040125553': // Illusions of Home e3m7 { // Fix red key and missing texture in red key area SetThingFlags(247, 2016); SetThingSkills(247, 31); SetWallTexture(608, Line.back, Side.bottom, "GRAY5"); break; } case '63BDD083A98A48C04B8CD58AA857F77D': // Scythe MAP22 { // Wall behind start creates HOM in software renderer due to weird sector OffsetSectorPlane(236, Sector.Floor, -40); break; } case '1C795660D2BA9FC93DA584C593FD1DA3': // Scythe 2 MAP17 { // Texture displays incorrectly in hardware renderer SetVertex(2687, -4540, -1083); //Fixes bug with minimal effect on geometry break; } case '7483D7BDB8375358F12D146E1D63A85C': // Scythe 2 MAP24 { // Missing texture TextureID adel_q62 = TexMan.CheckForTexture("ADEL_Q62", TexMan.Type_Wall); SetWallTextureID(7775, Line.front, Side.bottom, adel_q62); break; } case '16E621E46F87418F6F8DB71D68433AE0': // Hell Revealed MAP23 { // Arachnotrons near beginning sometimes don't spawn if imps block // their one-time teleport. Make these teleports repeatable to ensure // maxkills are always possible. SetLineFlags(2036, Line.ML_REPEAT_SPECIAL); SetLineFlags(2038, Line.ML_REPEAT_SPECIAL); SetLineFlags(2039, Line.ML_REPEAT_SPECIAL); SetLineFlags(2040, Line.ML_REPEAT_SPECIAL); break; } case '145C4DFCF843F2B92C73036BA0E1D98A': // Hell Revealed MAP26 { // The 4 archviles that produce the ghost monsters cannot be killed // Make them not count so they still produce ghosts while allowing 100% kills. SetThingFlags(320, GetThingFlags (320) | MTF_NOCOUNT); SetThingFlags(347, GetThingFlags (347) | MTF_NOCOUNT); SetThingFlags(495, GetThingFlags (495) | MTF_NOCOUNT); SetThingFlags(496, GetThingFlags (496) | MTF_NOCOUNT); break; } case '0E379EEBEB189F294ED122BC60D10A68': // Hellbound MAP29 { // Remove the cyberdemons stuck in the closet boxes that cannot teleport. SetThingFlags(2970,0); SetThingFlags(2969,0); SetThingFlags(2968,0); SetThingFlags(2169,0); SetThingFlags(2168,0); SetThingFlags(2167,0); break; } case '66B931B03618EDE5C022A1EC87189158': // Restoring Deimos MAP03 { // Missing teleport destination on easy skill SetThingSkills(62, 31); break; } case '6B9D31106CE290205A724FA61C165A80': // Restoring Deimos MAP07 { // Missing map spots on easy skill SetThingSkills(507, 31); SetThingSkills(509, 31); break; } case '17314071AB76F4789763428FA2E8DA4C': // Skulldash Expanded Edition MAP04 { // Missing teleport destination on easy skill SetThingSkills(164, 31); break; } case '1B27E04F707E7988800582F387F609CD': // One against hell (ONE1.wad) { //Turn map spots into teleport destinations so that teleports work SetThingEdNum(19, 14); SetThingEdNum(20, 14); SetThingEdNum(22, 14); SetThingEdNum(23, 14); SetThingEdNum(34, 14); SetThingEdNum(35, 14); SetThingEdNum(36, 14); SetThingEdNum(39, 14); SetThingEdNum(40, 14); SetThingEdNum(172, 14); SetThingEdNum(173, 14); SetThingEdNum(225, 14); SetThingEdNum(226, 14); SetThingEdNum(247, 14); break; } case '25E178C981BAC28BA586B3B0A2A0FD72': // swan fox doom v2.4.wad map13 { //Actors with no game mode will now appear SetThingFlags(0, MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH); for(int i = 2; i < 452; i++) SetThingFlags(i, MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH); //Awaken monsters with Thing_Hate, since NoiseAlert is unreliable SetThingID(465, 9); SetLineSpecial(1648, 177, 9); for(int i = 1650; i <= 1653; i++) SetLineSpecial(i, 177, 9); SetLineSpecial(1655, 177, 9); break; } case 'FDFB3D209CC0F3706AAF3E51646003D5': // swan fox doom v2.4.wad map23 { //Missing Teleport Destination on Easy/Normal difficulty SetThingSkills(650, SKILLS_ALL); //Fix the exit portal to allow walking into it instead of shooting it SetLineSpecial(1970, Exit_Normal, 0); SetLineActivation(1970, SPAC_Cross); ClearLineSpecial(2010); SetWallTexture(1966, Line.back, Side.mid, "TELR1"); OffsetSectorPlane(170, Sector.floor, -120); break; } case 'BC969ED0191CCD9B69B316864362B0D7': // swan fox doom v2.4.wad map24 { //Actors with no game mode will now appear for(int i = 1; i < 88; i++) SetThingFlags(i, MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH); break; } case 'ED740248422026326650F6A4BC1C0A5A': // swan fox doom v2.4.wad map25 { //Actors with no game mode will now appear for(int i = 0; i < 8; i++) SetThingFlags(i, MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH); for(int i = 9; i < 26; i++) SetThingFlags(i, MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH); break; } case '52F532F95E2D5862E56F7214FA5C5C59': // Toon Doom II (toon2b.wad) map10 { //This lift needs to be repeatable to prevent trapping the player SetLineSpecial(224, Plat_DownWaitUpStayLip, 5, 32, 105); SetLineActivation(224, SPAC_Use); SetLineFlags(224, Line.ML_REPEAT_SPECIAL); break; } case '3345D12AD97F20EDCA5E27BA4288F758': // Toon Doom II (toon2b.wad) map30 { //These doors need to be repeatable to prevent trapping the player SetLineSpecial(417, Door_Raise, 17, 16, 150); SetLineActivation(417, SPAC_Use); SetLineFlags(417, Line.ML_REPEAT_SPECIAL); SetLineSpecial(425, Door_Raise, 15, 16, 150); SetLineActivation(425, SPAC_Use); SetLineFlags(425, Line.ML_REPEAT_SPECIAL); SetLineSpecial(430, Door_Raise, 16, 16, 150); SetLineActivation(430, SPAC_Use); SetLineFlags(430, Line.ML_REPEAT_SPECIAL); break; } case 'BA1288DF7A7AD637948825EA87E18728': // Valletta's Doom Nightmare (vltnight.wad) map02 { //This door's backside had a backwards linedef so it wouldn't work FlipLineCompletely(306); //Set the exit to point to Position 0, since that's the only one on the next map SetLineSpecial(564, Exit_Normal, 0); break; } case '9B966DA88265AC8972B7E15C86928AFB': // Clavicula Nox: Revised Edition map01 { // All swimmable water in Clavicula Nox is Vavoom-style, and doesn't work. // Change it to ZDoom-style and extend the control sector heights to fill. // Lava also sometimes needs the damage effect added manually. SetLineSpecial(698, 160, 4, 2, 0, 128); OffsetSectorPlane(121, Sector.floor, -32); break; } case '9FD0C47C2E132F64B48CA5BFBDE47F1D': // clavnoxr map02 { SetLineSpecial(953, 160, 12, 2, 0, 128); OffsetSectorPlane(139, Sector.floor, -24); SetLineSpecial(989, 160, 13, 2, 0, 128); OffsetSectorPlane(143, Sector.floor, -24); SetLineSpecial(1601, 160, 19, 2, 0, 128); SetLineSpecial(1640, 160, 20, 2, 0, 128); SetLineSpecial(1641, 160, 21, 2, 0, 128); OffsetSectorPlane(236, Sector.floor, -96); break; } case '969B9691007490CF022B632B2729CA49': // clavnoxr map03 { SetLineSpecial(96, 160, 1, 2, 0, 128); OffsetSectorPlane(11, Sector.floor, -80); SetLineSpecial(955, 160, 13, 2, 0, 128); OffsetSectorPlane(173, Sector.floor, -16); SetLineSpecial(1082, 160, 14, 2, 0, 128); OffsetSectorPlane(195, Sector.floor, -16); SetLineSpecial(1111, 160, 15, 2, 0, 128); OffsetSectorPlane(203, Sector.floor, -16); SetLineSpecial(1115, 160, 16, 2, 0, 128); OffsetSectorPlane(204, Sector.floor, -16); SetLineSpecial(1163, 160, 17, 2, 0, 128); OffsetSectorPlane(216, Sector.floor, -56); SetLineSpecial(1169, 160, 18, 2, 0, 128); OffsetSectorPlane(217, Sector.floor, -16); break; } case '748EDAEB3990F13B22C13C593631B2E6': // clavnoxr map04 { SetLineSpecial(859, 160, 22, 2, 0, 128); SetLineSpecial(861, 160, 23, 2, 0, 128); OffsetSectorPlane(172, Sector.floor, -168); break; } case 'A066B0B432FAE8ED20B83383F9E03E12': // clavnoxr map05 { SetLineSpecial(1020, 160, 2, 2, 0, 128); SetSectorSpecial(190, 69); OffsetSectorPlane(190, Sector.floor, -24); break; } case '5F36D758ED26CAE907FA79902330877D': // clavnoxr map06 { SetLineSpecial(1086, 160, 1, 2, 0, 128); SetLineSpecial(60, 160, 4, 2, 0, 128); SetLineSpecial(561, 160, 2, 2, 0, 128); SetLineSpecial(280, 160, 3, 2, 0, 128); SetLineSpecial(692, 160, 5, 2, 0, 128); SetLineSpecial(1090, 160, 7, 2, 0, 128); SetLineSpecial(1091, 160, 8, 2, 0, 128); SetLineSpecial(1094, 160, 9, 2, 0, 128); SetLineSpecial(1139, 160, 12, 2, 0, 128); SetLineSpecial(1595, 160, 16, 2, 0, 128); SetLineSpecial(1681, 160, 17, 2, 0, 128); SetLineSpecial(1878, 160, 20, 2, 0, 128); SetLineSpecial(1882, 160, 22, 2, 0, 128); OffsetSectorPlane(8, Sector.floor, -64); OffsetSectorPlane(34, Sector.floor, -24); OffsetSectorPlane(64, Sector.floor, -16); OffsetSectorPlane(102, Sector.floor, -16); OffsetSectorPlane(170, Sector.floor, -64); OffsetSectorPlane(171, Sector.floor, -64); OffsetSectorPlane(178, Sector.floor, -16); OffsetSectorPlane(236, Sector.floor, -16); OffsetSectorPlane(250, Sector.floor, -16); OffsetSectorPlane(283, Sector.floor, -64); OffsetSectorPlane(284, Sector.floor, -56); break; } case 'B7E98C1EA1B38B707ADA8097C25CFA75': // clavnoxr map07 { SetLineSpecial(1307, 160, 22, 2, 0, 128); SetLineSpecial(1305, 160, 23, 2, 0, 128); OffsetSectorPlane(218, Sector.floor, -64); break; } case '7DAB2E8BB5759D742211505A3E5054D1': // clavnoxr map08 { SetLineSpecial(185, 160, 1, 2, 0, 128); SetLineSpecial(735, 160, 13, 2, 0, 128); OffsetSectorPlane(20, Sector.floor, -16); SetSectorSpecial(20, 69); OffsetSectorPlane(102, Sector.floor, -64); break; } case 'C17A9D1350399E251C70711EB22856AE': // clavnoxr map09 { SetLineSpecial(63, 160, 1, 2, 0, 128); SetLineSpecial(84, 160, 2, 2, 0, 128); SetLineSpecial(208, 160, 4, 2, 0, 128); SetLineSpecial(326, 160, 6, 2, 0, 128); SetLineSpecial(433, 160, 10, 2, 0, 128); OffsetSectorPlane(6, Sector.floor, -64); OffsetSectorPlane(9, Sector.floor, -64); OffsetSectorPlane(34, Sector.floor, -64); OffsetSectorPlane(59, Sector.floor, -64); SetSectorSpecial(75, 69); OffsetSectorPlane(75, Sector.floor, -64); break; } case 'B6BB8A1792FE51C773E6770CD91DB618': // clavnoxr map11 { SetLineSpecial(1235, 160, 23, 2, 0, 128); SetLineSpecial(1238, 160, 24, 2, 0, 128); OffsetSectorPlane(240, Sector.floor, -80); break; } case 'ADDF57B80E389F86D324571D43F3CAB7': // clavnoxr map12 { SetLineSpecial(1619, 160, 19, 2, 0, 128); SetLineSpecial(1658, 160, 20, 2, 0, 128); SetLineSpecial(1659, 160, 21, 2, 0, 128); OffsetSectorPlane(254, Sector.floor, -160); // Raising platforms in MAP12 didn't work, so this will redo them. SetLineSpecial(1469, 160, 6, 1, 0, 255); OffsetSectorPlane(65, Sector.floor, -8); OffsetSectorPlane(65, Sector.ceiling, 8); break; } case '75E2685CA8AB29108DBF1AC98C5450AC': // Ancient Beliefs (beliefs.wad) map01 { //Actors with no game mode will now appear SetThingFlags(0, MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH); for(int i = 2; i < 7; i++) SetThingFlags(i, MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH); break; } case 'C4850382A78BF637AC9FC58153E03C87': // sapphire.wad map01 { SetLineSpecial(11518, 9, 0, 0, 0, 0); break; } case 'BA530202AF0BA0C6CBAE6A0C7076FB72': // Requiem MAP04 { // Flag deathmatch berserk for 100% items in single-player SetThingFlags(284, 17); // Make Hell Knight trap switch repeatable to prevent softlock SetLineFlags(823, Line.ML_REPEAT_SPECIAL); break; } case '104415DDEBCAFB9783CA60807C46B57D': // Requiem MAP05 { // Raise spectre pit near soulsphere if player drops into it for(int i = 0; i < 4; i++) { SetLineSpecial(2130+i, Floor_LowerToHighest, 28, 8, 128); SetLineActivation(2130+i, SPAC_Cross); } break; } case '1B0AF5286D4E914C5E903BC505E6A844': // Requiem MAP06 { // Flag deathmatch berserks for 100% items in single-player SetThingFlags(103, 17); SetThingFlags(109, 17); // Shooting the cross before all Imps spawn in can make 100% // kills impossible, add line actions and change sector tag for(int i = 0; i < 7; i++) { SetLineSpecial(1788+i, Floor_RaiseToNearest, 100, 32); SetLineActivation(1788+i, SPAC_Cross); } SetLineSpecial(1796, Floor_RaiseToNearest, 100, 32); SetLineActivation(1796, SPAC_Cross); SetLineSpecial(1800, Floor_RaiseToNearest, 100, 32); SetLineActivation(1800, SPAC_Cross); SetLineSpecial(1802, Floor_RaiseToNearest, 100, 32); SetLineActivation(1802, SPAC_Cross); ClearSectorTags(412); AddSectorTag(412, 100); // Shootable cross at demon-faced floor changed to repeatable // action to prevent softlock if "spikes" are raised again SetLineFlags(2600, Line.ML_REPEAT_SPECIAL); break; } case '3C10B1B017E902BE7CDBF2436DF56973': // Requiem MAP08 { // Flag deathmatch soulsphere for 100% items in single-player SetThingFlags(48, 17); // Allow player to leave inescapable lift using the walls for(int i = 0; i < 3; i++) { SetLineSpecial(2485+i, Plat_DownWaitUpStayLip, 68, 64, 105, 0); SetLineActivation(2485+i, SPAC_Use); SetLineFlags(2485+i, Line.ML_REPEAT_SPECIAL); } SetLineSpecial(848, Plat_DownWaitUpStayLip, 68, 64, 105, 0); SetLineActivation(848, SPAC_UseBack); SetLineFlags(848, Line.ML_REPEAT_SPECIAL); SetLineSpecial(895, Plat_DownWaitUpStayLip, 68, 64, 105, 0); SetLineActivation(895, SPAC_UseBack); SetLineFlags(895, Line.ML_REPEAT_SPECIAL); break; } case '14FE46ED0458979118007E1906A0C9BC': // Requiem MAP09 { // Flag deathmatch items for 100% items in single-player for(int i = 0; i < 6; i++) SetThingFlags(371+i, 17); for(int i = 0; i < 19; i++) SetThingFlags(402+i, 17); SetThingFlags(359, 17); SetThingFlags(389, 17); SetThingFlags(390, 17); // Change sides of blue skull platform to be repeatable for(int i = 0; i < 4; i++) SetLineFlags(873+i, Line.ML_REPEAT_SPECIAL); // Make switch that raises bars near yellow skull repeatable SetLineFlags(2719, Line.ML_REPEAT_SPECIAL); break; } case '53A6369C3C8DA4E7AC443A8F8684E38E': // Requiem MAP12 { // Remove unreachable secrets SetSectorSpecial(352, 0); SetSectorSpecial(503, 0); // Change action of eastern switch at pool of water so that it // lowers the floor properly, making the secret accessible SetLineSpecial(4873, Floor_LowerToLowest, 62, 8); break; } case '2DAB6E4B19B4F2763695267D39CD0275': // Requiem MAP13 { // Fix missing nukage at starting bridge on hardware renderer for(int i = 0; i < 4; i++) SetLineSectorRef(2152+i, Line.back, 8); break; } case 'F55FB2A8DC68CFC75E4340EF4ED7A8BF': // Requiem MAP21 { // Fix self-referencing floor hack for(int i = 0; i < 4; i++) SetLineSectorRef(3+i, Line.back, 219); SetLineSpecial(8, Transfer_Heights, 80); // Fix south side of pit hack so textures don't bleed through // the fake floor on hardware renderer SetLineSectorRef(267, Line.back, 63); SetLineSectorRef(268, Line.back, 63); SetLineSectorRef(270, Line.back, 63); SetLineSectorRef(271, Line.back, 63); SetLineSectorRef(274, Line.back, 63); SetLineSectorRef(275, Line.back, 63); SetLineSectorRef(3989, Line.back, 63); SetLineSectorRef(3994, Line.back, 63); // Fix fake 3D bridge on hardware renderer SetLineSectorRef(506, Line.back, 841); SetLineSectorRef(507, Line.back, 841); SetLineSectorRef(536, Line.back, 841); SetLineSectorRef(537, Line.back, 841); SetLineSectorRef(541, Line.back, 841); SetLineSectorRef(547, Line.back, 841); AddSectorTag(90, 1000); AddSectorTag(91, 1000); SetSectorTexture(90, Sector.floor, "MFLR8_4"); SetSectorTexture(91, Sector.floor, "MFLR8_4"); SetLineSectorRef(553, Line.back, 841); SetLineSectorRef(554, Line.back, 841); SetLineSectorRef(559, Line.back, 841); SetLineSectorRef(560, Line.back, 841); SetLineSectorRef(562, Line.back, 841); SetLineSectorRef(568, Line.back, 841); AddSectorTag(96, 1000); AddSectorTag(97, 1000); SetSectorTexture(96, Sector.floor, "MFLR8_4"); SetSectorTexture(97, Sector.floor, "MFLR8_4"); SetLineSpecial(505, Transfer_Heights, 1000); // Fix randomly appearing ceiling at deep water SetLineSectorRef(1219, Line.front, 233); SetLineSectorRef(1222, Line.front, 233); SetLineSectorRef(1223, Line.front, 233); SetLineSectorRef(1228, Line.front, 233); // Make switch in sky room repeatable so player does not get // trapped at red cross if returning a second time SetLineFlags(3870, Line.ML_REPEAT_SPECIAL); // Move unreachable item bonuses SetThingXY(412, -112, 6768); SetThingXY(413, -112, 6928); SetThingXY(414, -96, 6928); SetThingXY(415, -96, 6768); // Remove unreachable secret at exit megasphere SetSectorSpecial(123, 0); break; } case '2499CF9A9351BE9BC4E9C66FC9F291A7': // Requiem MAP23 { // Have arch-vile who creates ghost monsters not count as a kill SetThingFlags(0, GetThingFlags(0) | MTF_NOCOUNT); // Remove secret at switch that can only be scored by crouching SetSectorSpecial(240, 0); break; } case '1497894956B3C8EBE8A240B7FDD99C6A': // Memento Mori 2 MAP25 { // an imp is used for the lift activation and cannot be killed SetThingFlags(51, GetThingFlags (51) | MTF_NOCOUNT); break; } case '51960F3E9D46449E98DBC7D97F49DB23': // Shotgun Symphony E1M1 { // harmless cyberdemon included for the 'story' sake SetThingFlags(158, GetThingFlags (158) | MTF_NOCOUNT); break; } case '60D362BAE16B4C10A1DCEE442C878CAE': // 50 Shades of Graytall MAP06 { // there are four invisibility spheres used for decoration SetThingFlags(144, GetThingFlags (144) | MTF_NOCOUNT); SetThingFlags(145, GetThingFlags (145) | MTF_NOCOUNT); SetThingFlags(194, GetThingFlags (194) | MTF_NOCOUNT); SetThingFlags(195, GetThingFlags (195) | MTF_NOCOUNT); break; } case 'C104E740CC3F70BCFD5D2EA8E833318D': // 50 Monsters MAP29 { // there are two invisibility spheres used for decoration SetThingFlags(111, GetThingFlags (111) | MTF_NOCOUNT); SetThingFlags(112, GetThingFlags (112) | MTF_NOCOUNT); break; } case '76393C84102480A4C75A4674C9C3217A': // Deadly Standards 2 E2M8 { // 923 lost souls are used as environmental hazard for (int i = 267; i < 275; i++) SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT); for (int i = 482; i < 491; i++) SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT); for (int i = 510; i < 522; i++) SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT); for (int i = 880; i < 1510; i++) SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT); for (int i = 1622; i < 1660; i++) SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT); for (int i = 1682; i < 1820; i++) SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT); for (int i = 1847; i < 1875; i++) SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT); for (int i = 2110; i < 2114; i++) SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT); for (int i = 2243; i < 2293; i++) SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT); SetThingFlags(493, GetThingFlags (493) | MTF_NOCOUNT); SetThingFlags(573, GetThingFlags (573) | MTF_NOCOUNT); SetThingFlags(613, GetThingFlags (613) | MTF_NOCOUNT); SetThingFlags(614, GetThingFlags (614) | MTF_NOCOUNT); SetThingFlags(1679, GetThingFlags (1679) | MTF_NOCOUNT); SetThingFlags(1680, GetThingFlags (1680) | MTF_NOCOUNT); break; } case '42B4D294A60BE4E3500AF150291CF6D4': // Hell Ground MAP05 { // 5 cyberdemons are located at the 'pain end' sector for (int i = 523; i < 528; i++) SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT); break; } case '0C0513A9821F26F3D7997E3B0359A318': // Mayhem 1500 MAP06 { // there's an archvile behind the bossbrain at the very end that can't be killed SetThingFlags(61, GetThingFlags (61) | MTF_NOCOUNT); break; } case '00641DA23DDE998F6725BC5896A0DBC2': // 20 Years of Doom E1M8 { // 32 lost souls are located at the 'pain end' sector for (int i = 1965; i < 1975; i++) SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT); for (int i = 2189; i < 2202; i++) SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT); for (int i = 2311; i < 2320; i++) SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT); break; } case 'EEBDD9CA280F6FF06C30AF2BEE85BF5F': // 2002ad10.wad E3M3 { // swarm of cacodemons at the end meant to be pseudo-endless and not killed for (int i = 467; i < 547; i++) SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT); break; } case '988DFF5BB7073B857DEE3957A91C8518': // Speed of Doom MAP14 { // you can get only one of the soulspheres, the other, depending on your choice, becomes unavailable SetThingFlags(1044, GetThingFlags (1044) | MTF_NOCOUNT); SetThingFlags(1045, GetThingFlags (1045) | MTF_NOCOUNT); break; } case '361734AC5D78E872A05335C83E4F6DB8': // inf-lutz.wad E3M8 { // there is a trap with 10 cyberdemons at the end of the map, you are not meant to kill them for (int i = 541; i < 546; i++) SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT); for (int i = 638; i < 643; i++) SetThingFlags (i, GetThingFlags (i) | MTF_NOCOUNT); break; } case '8F844B272E7235E82EA78AD2A2EB2D4A': // Serenity E3M7 { // two spheres can't be obtained and thus should not count towards 100% items SetThingFlags(443, GetThingFlags (443) | MTF_NOCOUNT); SetThingFlags(444, GetThingFlags (444) | MTF_NOCOUNT); // one secret is unobtainable SetSectorSpecial (97, 0); break; } case 'A50AC05CCE4F07413A0C4883C5E24215': // dbimpact.wad e1m7 { SetLineFlags(1461, Line.ML_REPEAT_SPECIAL); SetLineFlags(1468, Line.ML_REPEAT_SPECIAL); break; } case 'E0D747B9EE58A0CB74B9AD54423AC15C': // return01.wad e1m2 { // fix broken switch to raise the exit bridge SetLineSpecial(1248, Floor_RaiseByValue, 39, 8, 512); break; } case '1C35384B22BD805F51B3B2C9D17D62E4': // 007ltsd.wad E4M7 { // Fix impassable exit line SetLineFlags(6842, 0, Line.ML_BLOCKING); break; } } } }