qzdoom/wadsrc/static/zscript/level_compatibility.txt

1226 lines
38 KiB
Plaintext

class LevelCompatibility play
{
private static void Apply(Name checksum)
{
switch (checksum)
{
case '9527DD0809FDA39CCFC316A21D135783': // HACX.WAD map05
{
// 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);
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
{
// 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_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 '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 '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");
SetWallTexture(1027, Line.back, Side.top, "SP_HOT1");
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);
// 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 texture
SetWallTexture(102, Line.back, Side.bottom, "STONE3");
break;
}
case 'DA0C8281AC70EEC31127C228BCD7FE2C': // doom.wad e4m1
{
// missing texture
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);
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 '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
{
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);
}
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 '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
{
SetSectorSpecial(93, 0);
SetWallTexture(582, Line.back, Side.top, "ZIMMER3");
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");
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 '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 '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 '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, 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 Vanuguard 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 Vanuguard 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 Vanuguard 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;
}
}
}
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 SetThingXY(int thing, double x, double y);
private static native void SetThingZ(int thing, double z);
private static native void SetThingFlags(int thing, int flags);
private static native void SetVertex(uint vertex, double x, double y);
private static native void SetLineSectorRef(uint line, uint side, uint sector);
private static native Actor GetDefaultActor(Name actorclass);
private static void SetWallTexture(int line, int side, int texpart, String texture)
{
SetWallTextureID(line, side, texpart, TexMan.CheckForTexture(texture, TexMan.Type_Wall));
}
private static void SetWallTextureID(int line, int side, int texpart, TextureID texture)
{
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;
}
private static void SetSectorTextureID(int sectornum, int plane, TextureID texture)
{
level.sectors[sectornum].SetTexture(plane, texture);
}
private static void SetSectorTexture(int sectornum, int plane, String texture)
{
SetSectorTextureID(sectornum, plane, TexMan.CheckForTexture(texture, TexMan.Type_Flat));
}
private static void SetSectorLight(int sectornum, int newval)
{
level.sectors[sectornum].SetLightLevel(newval);
}
private static void SetWallYScale(int line, int side, int texpart, double scale)
{
level.lines[line].sidedef[side].SetTextureYScale(texpart, scale);
}
}