mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 13:01:47 +00:00
-ported a large part of compatibility.txt
This commit is contained in:
parent
65a219eecc
commit
0ecbf07769
3 changed files with 487 additions and 357 deletions
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@ -772,6 +772,78 @@ void SetCompatibilityParams(FName checksum)
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}
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}
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DEFINE_ACTION_FUNCTION(DLevelCompatibility, OffsetSectorPlane)
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{
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PARAM_PROLOGUE;
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PARAM_INT(sector);
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PARAM_INT(planeval);
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PARAM_FLOAT(delta);
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sector_t *sec = &level.sectors[sector];
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secplane_t& plane = sector_t::floor == planeval? sec->floorplane : sec->ceilingplane;
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plane.ChangeHeight(delta);
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sec->ChangePlaneTexZ(planeval, delta);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DLevelCompatibility, ClearSectorTags)
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{
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PARAM_PROLOGUE;
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PARAM_INT(sector);
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tagManager.RemoveSectorTags(sector);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DLevelCompatibility, AddSectorTag)
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{
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PARAM_PROLOGUE;
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PARAM_INT(sector);
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PARAM_INT(tag);
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tagManager.AddSectorTag(sector, tag);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetThingSkills)
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{
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PARAM_PROLOGUE;
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PARAM_INT(thing);
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PARAM_INT(skillmask);
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if ((unsigned)thing < MapThingsConverted.Size())
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{
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MapThingsConverted[thing].SkillFilter = skillmask;
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetThingZ)
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{
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PARAM_PROLOGUE;
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PARAM_INT(thing);
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PARAM_FLOAT(z);
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if ((unsigned)thing < MapThingsConverted.Size())
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{
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MapThingsConverted[thing].pos.Z = z;
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetThingFlags)
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{
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PARAM_PROLOGUE;
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PARAM_INT(thing);
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PARAM_INT(flags);
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if ((unsigned)thing < MapThingsConverted.Size())
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{
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MapThingsConverted[thing].flags = flags;
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}
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return 0;
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}
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//==========================================================================
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//
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// CCMD mapchecksum
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@ -245,366 +245,9 @@ DC96228097DD004C40CCB1DB14A91EAA // unloved.pk3:unlovedmaps.wad map05
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clipmidtex
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}
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E2B5D1400279335811C1C1C0B437D9C8 // Deathknights of the Dark Citadel, map54
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{
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// This map has two gear boxes which are flagged for player cross
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// activation instead of the proper player uses activation.
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setactivation 963 2
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setactivation 943 2
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}
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3F249EDD62A3A08F53A6C53CB4C7ABE5 // Artica 3 map01
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{
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clearlinespecial 66
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}
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// Community Chest 3
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F481922F4881F74760F3C0437FD5EDD0 // map03
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{
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// I have no idea how this conveyor belt setup manages to work under Boom.
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// Set the sector the voodoo doll ends up standing on when sectors tagged
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// 1 are raised so that the voodoo doll will be carried.
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setlinespecial 3559 Sector_CopyScroller 17 6 0 0 0
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}
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5B862477519B21B30059A466F2FF6460 // Khorus, map08
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{
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// This map uses a voodoo conveyor with slanted walls to shunt the
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// voodoo doll into side areas. For some reason, this voodoo doll
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// is unable to slide on them, because the slide calculation gets
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// them slightly inside the walls and thinks they are stuck. I could
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// not reproduce this with the real player, which is what has me
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// stumped. So, help them out be attaching some ThrustThing specials
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// to the walls.
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setlinespecial 443 ThrustThing 96 4 0 0 0
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setlineflags 443 0x200 // repeatable
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setactivation 443 16 // SPAC_Push
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setlinespecial 455 ThrustThing 96 4 0 0 0
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setlineflags 455 0x200 // repeatable
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setactivation 455 16 // SPAC_Push
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}
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3D1E36E50F5A8D289E15433941605224 // Master Levels, catwalk.wad
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{
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// make it impossible to open door to 1-way bridge before getting red key
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setsectortag 35 0 // existing tag must be cleared before new one can be set
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setsectortag 35 15
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setactivation 605 1 // SPAC_PCross
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setactivation 606 1
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setactivation 607 1
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setactivation 608 1
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setlinespecial 605 Door_Open 15 64 0 0 0 // fast, stay open
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setlinespecial 606 Door_Open 15 64 0 0 0
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setlinespecial 607 Door_Open 15 64 0 0 0
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setlinespecial 608 Door_Open 15 64 0 0 0
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}
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3B9CAA02952F405269353FAAD8F8EC33 // Master Levels, nessus.wad
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{
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// move secret sector from too-thin doorframe to BFG closet
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setsectorspecial 211 0
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setsectorspecial 212 1024
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// lower floor a bit so secret sector can be entered fully
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setsectoroffset 212 floor -16
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// make secret door stay open so you can't get locked in closet
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setlinespecial 1008 Door_Open 0 64 0 0 0
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}
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7ED9800213C00D6E7FB98652AB48B3DE // Ultimate Simplicity, map04
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{
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// Add missing map spots on easy and medium skills
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// Demons will teleport into starting room making 100% kills possible
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setthingskills 31 31
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setthingskills 32 31
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}
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1891E029994B023910CFE0B3209C3CDB // Ultimate Simplicity, map07
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{
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// It is possible to get stuck on skill 0 or 1 when no shots have been fired
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// after sector 17 became accessible and before entering famous mancubus room.
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// Monsters from the mentioned sector won't be alerted and so
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// they won't teleport into the battle. ACS will wait forever for their deaths.
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setlinespecial 397 NoiseAlert 0 0 0 0 0
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setlinespecial 411 NoiseAlert 0 0 0 0 0
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}
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F0E6F30F57B0425F17E43600AA813E80 // Ultimate Simplicity, map11
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{
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// If door (sector #309) is closed it cannot be open again
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// from one side potentially blocking level progression
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clearlinespecial 2445
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}
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952CC8D03572E17BA550B01B366EFBB9 // Cheogsh map01
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{
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// make the blue key spawn above the 3D floor
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setthingz 918 296
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}
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D62DCA9EC226DE49108D5DD9271F7631 // Cheogsh 2 map04
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{
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// Stuff in megasphere cage is positioned too low
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setthingz 1640 528
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setthingz 1641 528
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setthingz 1642 528
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setthingz 1643 528
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setthingz 1644 528
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setthingz 1645 528
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setthingz 1646 528
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setthingz 1647 528
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setthingz 1648 528
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setthingz 1649 528
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}
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DFC18B92BF3E8142B8684ECD8BD2EF06 // TNT: Evilution map15
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{
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// raise up sector with its counterpart so 100% kills becomes possible
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setsectortag 330 11
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}
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2C4A3356C5EB3526D2C72A4AA4B18A36 // TNT: Evilution map29
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{
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// remove mancubus who always gets stuck in teleport tunnel, preventing
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// 100% kills on HMP
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setthingflags 405 0
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}
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A53AE580A4AF2B5D0B0893F86914781E // TNT: Evilution map31
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{
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setthingflags 470 2016
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}
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D99AD22FF21A41B4EECDB3A7C803D75E // TNT: Evilution map32
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{
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// door can close permanently; make switch that opens it repeatable
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setlineflags 872 0x200
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// switch should only open way to red key, don't lower bars yet,
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// instead make line just before red key open bars
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setsectortag 197 0
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setsectortag 197 8
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setlinespecial 1279 Floor_LowerToLowest 8 32 0 0 0
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setactivation 1240 1 // SPAC_PCross
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setlinespecial 1240 Floor_LowerToLowest 38 32 0 0 0
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}
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279BB50468FE9F5B36C6D821E4902369 // Plutonia Experiment map30
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{
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// flag items in deathmatch-only area correctly so that 100% items
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// are possible in solo
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setthingflags 250 17
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setthingflags 251 17
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setthingflags 252 17
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setthingflags 253 17
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setthingflags 254 17
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setthingflags 206 17
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}
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4CB7AAC5C43CF32BDF05FD36481C1D9F // Plutonia: Revisited map27
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{
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setlinespecial 1214 Plat_DownWaitUpStayLip 20 64 150 0 0
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setlinespecial 1215 Plat_DownWaitUpStayLip 20 64 150 0 0
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setlinespecial 1216 Plat_DownWaitUpStayLip 20 64 150 0 0
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setlinespecial 1217 Plat_DownWaitUpStayLip 20 64 150 0 0
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setlinespecial 1227 Plat_DownWaitUpStayLip 20 64 150 0 0
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}
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5B26545FF21B051CA06D389CE535684C // doom.wad e1m4
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{
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// missing textures
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setwalltexture 693 back top BROWN1
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// fix HOM errors with sectors too low
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setsectoroffset 9 floor 8
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setsectoroffset 105 floor 8
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setsectoroffset 132 floor 8
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setsectoroffset 137 floor 8
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}
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A24FE135D5B6FD427FE27BEF89717A65 // doom.wad e2m2
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{
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// missing textures
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setwalltexture 947 back top BROWN1
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setwalltexture 1596 back top WOOD1
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}
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1BC04D646B32D3A3E411DAF3C1A38FF8 // doom.wad e2m4
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{
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// missing textures
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setwalltexture 551 back top PIPE4
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setwalltexture 865 back bot STEP5
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setwalltexture 1062 front top GSTVINE1
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setwalltexture 1071 front top MARBLE1
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}
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99C580AD8FABE923CAB485CB7F3C5E5D // doom.wad e2m5
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{
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// missing textures
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setwalltexture 590 back top GRAYBIG
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setwalltexture 590 front bot BROWN1
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}
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3838AB29292587A7EE3CA71E7040868D // doom.wad e2m6
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{
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// missing texture
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setwalltexture 1091 back top compspan
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}
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8590F489879870C098CD7029C3187159 // doom.wad e2m7
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{
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// missing texture
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setwalltexture 1286 front bot SHAWN2
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}
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8A6399FAAA2E68649D4E4B16642074BE // doom.wad e2m9
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{
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// missing textures
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setwalltexture 121 back top SW1LION
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setwalltexture 123 back top GSTONE1
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setwalltexture 140 back top GSTONE1
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}
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2B65CB046EA40D2E44576949381769CA // Commercial Doom e3m4
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{
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// This line is erroneously specified as Door_Raise that monsters
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// can operate. If they do, they block you off from half the map. Change
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// this into a one-shot Door_Open so that it won't close.
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setlinespecial 1069 Door_Open 0 16 0 0 0
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clearlineflags 1069 0x200
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}
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5AC51CA9F1B57D4538049422A5E37291 // doom.wad e3m7
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{
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// missing texture
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setwalltexture 971 back top SP_HOT1
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}
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DA0C8281AC70EEC31127C228BCD7FE2C // doom.wad e4m1
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{
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// missing texture
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setwalltexture 470 front top GSTONE1
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}
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F6EE16F770AD309D608EA0B1F1E249FC // Ultimate Doom, e4m3
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{
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// Remove unreachable secrets
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setsectorspecial 124 0
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setsectorspecial 125 0
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// clear staircase to secret area
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setsectorspecial 127 0
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setsectorspecial 128 0
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setsectorspecial 129 0
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setsectorspecial 130 0
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setsectorspecial 131 0
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setsectorspecial 132 0
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setsectorspecial 133 0
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setsectorspecial 134 0
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setsectorspecial 136 0
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setsectorspecial 137 0
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setsectorspecial 138 0
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setsectorspecial 147 0
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setsectorspecial 148 0
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setsectorspecial 149 0
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setsectorspecial 150 0
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setsectorspecial 151 0
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setsectorspecial 152 0
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setsectorspecial 155 0
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}
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AAECADD4D97970AFF702D86FAFAC7D17 // doom.wad e4m4
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{
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// missing textures
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setwalltexture 427 back top BROWNHUG
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setwalltexture 558 back top BROWNHUG
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setwalltexture 567 front top BROWNHUG
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setwalltexture 572 front top BROWNHUG
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}
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94D4C869A0C02EF4F7375022B36AAE45 // Ultimate Doom, e4m7
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{
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// Remove unreachable secrets
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setsectorspecial 263 0
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setsectorspecial 264 0
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}
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CEC791136A83EEC4B91D39718BDF9D82 // doom2.wad map04
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{
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// missing textures
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setwalltexture 456 back top SUPPORT3
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setwalltexture 108 front top STONE
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setwalltexture 109 front top STONE
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setwalltexture 110 front top STONE
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setwalltexture 111 front top STONE
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setwalltexture 127 front top STONE
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setwalltexture 128 front top STONE
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// remove erroneous blue keycard pickup ambush sector tags (nearby viewing windows, and the lights)
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setsectortag 19 0
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setsectortag 20 0
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setsectortag 23 0
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setsectortag 28 0
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setsectortag 33 0
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setsectortag 34 0
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setsectortag 83 0
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setsectortag 85 0
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}
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9E061AD7FBCD7FAD968C976CB4AA3B9D // doom2.wad map05
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{
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// fix bug with opening westmost door in door hallway - incorrect sector tagging - see doomwiki.org for more info
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setsectortag 4 0
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setsectortag 153 0
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}
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5BDA34DA60C0530794CC1EA2DA017976 // doom2.wad map14
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{
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// missing textures
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setwalltexture 1259 back top BSTONE2
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setwalltexture 1305 back top BSTONE2
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}
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1A540BA717BF9EC85F8522594C352F2A // Doom II, map15
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{
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setsectorspecial 147 0
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}
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0D491365C1B88B7D1B603890100DD03E // doom2.wad map18
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{
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// missing textures
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setwalltexture 451 front mid metal
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setwalltexture 459 front mid metal
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}
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B5506B1E8F2FC272AD0C77B9E0DF5491 // doom2.wad map19
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{
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// missing textures
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setwalltexture 355 back top STONE2
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setwalltexture 736 front top SLADWALL
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}
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EBDAC00E9D25D884B2C8F4B1F0390539 // doom2.wad map21
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{
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// push ceiling down in glitchy sectors above the stair switches
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setsectoroffset 50 ceil -56
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setsectoroffset 54 ceil -56
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}
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110F84DE041052B59307FAF0293E6BC0 // Doom II, map27
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{
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setsectorspecial 93 0
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setwalltexture 582 back top ZIMMER3
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}
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20251EDA21B2F2ECF6FF5B8BBC00B26C // Doom II, MAP29
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{
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// Missing textures on teleporters
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setwalltexture 405 back bot SUPPORT3
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setwalltexture 406 back bot SUPPORT3
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setwalltexture 407 back bot SUPPORT3
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setwalltexture 408 back bot SUPPORT3
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setwalltexture 516 back bot SUPPORT3
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setwalltexture 517 back bot SUPPORT3
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setwalltexture 518 back bot SUPPORT3
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setwalltexture 519 back bot SUPPORT3
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setwalltexture 524 back bot SUPPORT3
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setwalltexture 525 back bot SUPPORT3
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setwalltexture 526 back bot SUPPORT3
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setwalltexture 527 back bot SUPPORT3
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setwalltexture 1146 back bot SUPPORT3
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setwalltexture 1147 back bot SUPPORT3
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setwalltexture 1148 back bot SUPPORT3
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setwalltexture 1149 back bot SUPPORT3
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setwalltexture 1138 back bot SUPPORT3
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setwalltexture 1139 back bot SUPPORT3
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setwalltexture 1140 back bot SUPPORT3
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setwalltexture 1141 back bot SUPPORT3
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}
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ABC4EB5A1535ECCD0061AD14F3547908 // Plutonia Experiment, map26
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{
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setsectorspecial 156 0
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}
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FF635FB9A2F076566299910F8C78F707 // nerve.wad, level04
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{
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setsectorspecial 868 0
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}
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B68EB7CFB4CC481796E2919B9C16DFBD // Moc11.wad e1m6
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{
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|
|
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@ -23,9 +23,399 @@ class LevelCompatibility play
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SetWallTexture(101, Line.back, Side.top, "BRICK7");
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break;
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}
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case 'E2B5D1400279335811C1C1C0B437D9C8': // Deathknights of the Dark Citadel, map54
|
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{
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// This map has two gear boxes which are flagged for player cross
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// activation instead of the proper player uses activation.
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SetLineActivation(943, SPAC_Use);
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SetLineActivation(963, SPAC_Use);
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break;
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}
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case '3F249EDD62A3A08F53A6C53CB4C7ABE5': // Artica 3 map01
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{
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ClearLineSpecial(66);
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break;
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}
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case 'F481922F4881F74760F3C0437FD5EDD0': // // Community Chest 3 map03
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{
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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 void SetWallTexture(int line, int side, int texpart, String texture)
|
||||
{
|
||||
SetWallTextureID(line, side, texpart, TexMan.CheckForTexture(texture, TexMan.Type_Wall));
|
||||
|
@ -36,6 +426,31 @@ class LevelCompatibility play
|
|||
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;
|
||||
|
|
Loading…
Reference in a new issue