- DOOM.WAD fixes

This commit is contained in:
Erick Tenorio 2018-12-27 14:03:51 -06:00 committed by Christoph Oelckers
parent cfa35f548f
commit b9e71d6db3
1 changed files with 40 additions and 2 deletions

View File

@ -358,6 +358,10 @@ class LevelCompatibility native play
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;
}
@ -367,6 +371,11 @@ class LevelCompatibility native play
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
AddSectorTag(127, 100);
SetLineSpecial(382, Door_Open, 100, 16);
SetLineSpecial(388, Door_Open, 100, 16);
break;
}
@ -393,6 +402,13 @@ class LevelCompatibility native play
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
@ -428,14 +444,29 @@ class LevelCompatibility native play
case 'FE97DCB9E6235FB3C52AE7C143160D73': // Doom E3M9
{
// Missing texture
// 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 texture
// 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;
}
@ -471,6 +502,13 @@ class LevelCompatibility native play
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;
}