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- DOOM.WAD fixes
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parent
cfa35f548f
commit
b9e71d6db3
1 changed files with 40 additions and 2 deletions
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@ -358,6 +358,10 @@ class LevelCompatibility native play
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SetWallTexture(865, Line.back, Side.bottom, "STEP5");
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SetWallTexture(1062, Line.front, Side.top, "GSTVINE1");
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SetWallTexture(1071, Line.front, Side.top, "MARBLE1");
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// Door requiring yellow keycard can only be opened once,
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// change other side to one-shot Door_Open
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SetLineSpecial(165, Door_Open, 0, 16);
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SetLineFlags(165, 0, Line.ML_REPEAT_SPECIAL);
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break;
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}
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@ -367,6 +371,11 @@ class LevelCompatibility native play
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SetWallTexture(590, Line.back, Side.top, "GRAYBIG");
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SetWallTexture(590, Line.front, Side.bottom, "BROWN1");
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SetWallTexture(1027, Line.back, Side.top, "SP_HOT1");
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// Replace tag for eastern secret at level start to not
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// cause any action to the two-Baron trap
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AddSectorTag(127, 100);
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SetLineSpecial(382, Door_Open, 100, 16);
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SetLineSpecial(388, Door_Open, 100, 16);
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break;
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}
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@ -393,6 +402,13 @@ class LevelCompatibility native play
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break;
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}
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case 'BBDC4253AE277DA5FCE2F19561627496': // Doom E3M2
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{
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// Switch at index finger repeatable in case of being stuck
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SetLineFlags(368, Line.ML_REPEAT_SPECIAL);
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break;
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}
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case '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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@ -428,14 +444,29 @@ class LevelCompatibility native play
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case 'FE97DCB9E6235FB3C52AE7C143160D73': // Doom E3M9
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{
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// Missing texture
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// Missing textures
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SetWallTexture(102, Line.back, Side.bottom, "STONE3");
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SetWallTexture(445, Line.back, Side.bottom, "GRAY4");
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// First door cannot be opened from inside and can stop you
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// from finishing the level if somehow locked in.
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SetLineSpecial(24, Door_Open, 0, 16);
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SetLineActivation(24, SPAC_Use);
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SetLineFlags(24, Line.ML_REPEAT_SPECIAL);
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// Door that requires blue skull can only be opened once,
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// make it repeatable in case of being locked
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SetLineFlags(194, Line.ML_REPEAT_SPECIAL);
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break;
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}
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case 'DA0C8281AC70EEC31127C228BCD7FE2C': // doom.wad e4m1
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{
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// missing texture
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// missing textures
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TextureID support3 = TexMan.CheckForTexture("SUPPORT3", TexMan.Type_Wall);
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for(int i=0; i<4; i++)
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{
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SetWallTextureID(252+i, Line.back, Side.top, SUPPORT3);
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}
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SetWallTexture(322, Line.back, Side.bottom, "GSTONE1");
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SetWallTexture(470, Line.front, Side.top, "GSTONE1");
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break;
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}
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@ -471,6 +502,13 @@ class LevelCompatibility native play
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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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// Stuck Imp
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SetThingXY(69, -656, -1696);
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// One line special at the northern lifts is incorrect, change
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// to a repeatable line you can walk over to lower lift
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SetLineSpecial(46, Plat_DownWaitUpStayLip, 1, 32, 105, 0);
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SetLineActivation(46, SPAC_AnyCross);
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SetLineFlags(46, Line.ML_REPEAT_SPECIAL);
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break;
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}
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