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https://github.com/ZDoom/qzdoom.git
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- merged all useful parts from https://github.com/coelckers/gzdoom/pull/725
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1 changed files with 44 additions and 0 deletions
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@ -628,6 +628,24 @@ class LevelCompatibility native play
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break;
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break;
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}
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}
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case '6C620F43705BEC0ABBABBF46AC3E62D2': // Doom II MAP10
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{
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// Allow player to leave exit room
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SetLineSpecial(786, Door_Raise, 0, 16, 150, 0);
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SetLineActivation(786, SPAC_Use);
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SetLineFlags(786, Line.ML_REPEAT_SPECIAL);
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break;
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}
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case '1AF4DEC2627360A55B3EB397BC15C39D': // Doom II MAP12
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{
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// Missing texture
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SetWallTexture(648, Line.back, Side.bottom, "PIPES");
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// Remove erroneous tag for teleporter at the south building
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ClearSectorTags(149);
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break;
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}
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case 'FBA6547B9FD44E95671A923A066E516F': // Doom II MAP13
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case 'FBA6547B9FD44E95671A923A066E516F': // Doom II MAP13
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{
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{
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// Missing texture
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// Missing texture
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@ -671,6 +689,7 @@ class LevelCompatibility native play
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case '1A540BA717BF9EC85F8522594C352F2A': // Doom II, map15
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case '1A540BA717BF9EC85F8522594C352F2A': // Doom II, map15
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{
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{
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// Remove unreachable secret
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SetSectorSpecial(147, 0);
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SetSectorSpecial(147, 0);
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// Missing textures
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// Missing textures
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SetWallTexture(94, Line.back, Side.top, "METAL");
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SetWallTexture(94, Line.back, Side.top, "METAL");
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@ -716,6 +735,9 @@ class LevelCompatibility native play
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{
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{
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SetWallTextureID(286+i, Line.back, Side.bottom, STEP4);
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SetWallTextureID(286+i, Line.back, Side.bottom, STEP4);
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}
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}
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// Southwest teleporter in the teleporter room now works on
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// easier difficulties
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SetThingSkills(112, 31);
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break;
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break;
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}
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}
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@ -727,6 +749,13 @@ class LevelCompatibility native play
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break;
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break;
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}
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}
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case '4AA9B3CE449FB614497756E96509F096': // Doom II MAP22
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{
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// Only use switch once to raise sector to rocket launcher
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SetLineFlags(120, 0, Line.ML_REPEAT_SPECIAL);
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break;
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}
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case '94893A0DC429A22ADC4B3A73DA537E16': // Doom II MAP25
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case '94893A0DC429A22ADC4B3A73DA537E16': // Doom II MAP25
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{
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{
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// Missing texture at bloodfall near level start
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// Missing texture at bloodfall near level start
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@ -743,8 +772,17 @@ class LevelCompatibility native play
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case '110F84DE041052B59307FAF0293E6BC0': // Doom II, map27
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case '110F84DE041052B59307FAF0293E6BC0': // Doom II, map27
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{
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{
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// Remove unreachable secret
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SetSectorSpecial(93, 0);
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SetSectorSpecial(93, 0);
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// Missing texture
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SetWallTexture(582, Line.back, Side.top, "ZIMMER3");
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SetWallTexture(582, Line.back, Side.top, "ZIMMER3");
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// Make line near switch to level exit passable
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SetLineFlags(342, 0, Line.ML_BLOCKING);
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// Can leave Pain Elemental room if stuck
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SetLineSpecial(580, Door_Open, 0, 16);
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SetLineActivation(580, SPAC_Use);
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SetLineSpecial(581, Door_Open, 0, 16);
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SetLineActivation(581, SPAC_Use);
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break;
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break;
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}
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}
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@ -761,6 +799,12 @@ class LevelCompatibility native play
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SetWallTexture(531, Line.back, Side.top, "WOOD8");
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SetWallTexture(531, Line.back, Side.top, "WOOD8");
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SetWallTexture(547, Line.back, Side.top, "WOOD8");
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SetWallTexture(547, Line.back, Side.top, "WOOD8");
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SetWallTexture(548, Line.back, Side.top, "WOOD8");
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SetWallTexture(548, Line.back, Side.top, "WOOD8");
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// Raise holes near level exit when walking over them
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for(int i=0; i<12; i++)
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{
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SetLineSpecial(584+i, Floor_RaiseToNearest, 5, 8);
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SetLineActivation(584+i, SPAC_Cross);
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}
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break;
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break;
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}
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}
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