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- workaround to allow playing SW's Last Warrior mod in one go.
This disables the boss's death in L4 ending the game and just advances to the next level. This seems to be the intent with this mod as the second episode starting at L5 is not defined and the first episode's subtitle advertises the full game.
This commit is contained in:
parent
1a5a2aba2b
commit
1fde9f2173
7 changed files with 19 additions and 4 deletions
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@ -645,6 +645,7 @@ MapFlagHandlers[] =
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{ "sw_bossmeter_sumo", MITYPE_SETFLAGG,LEVEL_SW_BOSSMETER_SUMO, 0, GAMEFLAG_SW },
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{ "sw_bossmeter_sumo", MITYPE_SETFLAGG,LEVEL_SW_BOSSMETER_SUMO, 0, GAMEFLAG_SW },
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{ "sw_bossmeter_zilla", MITYPE_SETFLAGG,LEVEL_SW_BOSSMETER_ZILLA, 0, GAMEFLAG_SW },
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{ "sw_bossmeter_zilla", MITYPE_SETFLAGG,LEVEL_SW_BOSSMETER_ZILLA, 0, GAMEFLAG_SW },
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{ "sw_deathexit_serpent", MITYPE_SETFLAGG,LEVEL_SW_DEATHEXIT_SERPENT, 0, GAMEFLAG_SW },
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{ "sw_deathexit_serpent", MITYPE_SETFLAGG,LEVEL_SW_DEATHEXIT_SERPENT, 0, GAMEFLAG_SW },
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{ "sw_deathexit_serpent_next", MITYPE_SETFLAGG,LEVEL_SW_DEATHEXIT_SERPENT | LEVEL_SW_DEATHEXIT_SERPENT_NEXT, 0, GAMEFLAG_SW },
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{ "sw_deathexit_sumo", MITYPE_SETFLAGG,LEVEL_SW_DEATHEXIT_SUMO, 0, GAMEFLAG_SW },
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{ "sw_deathexit_sumo", MITYPE_SETFLAGG,LEVEL_SW_DEATHEXIT_SUMO, 0, GAMEFLAG_SW },
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{ "sw_deathexit_zilla", MITYPE_SETFLAGG,LEVEL_SW_DEATHEXIT_ZILLA, 0, GAMEFLAG_SW },
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{ "sw_deathexit_zilla", MITYPE_SETFLAGG,LEVEL_SW_DEATHEXIT_ZILLA, 0, GAMEFLAG_SW },
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{ "sw_spawnmines", MITYPE_SETFLAGG,LEVEL_SW_SPAWNMINES, 0, GAMEFLAG_SW },
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{ "sw_spawnmines", MITYPE_SETFLAGG,LEVEL_SW_SPAWNMINES, 0, GAMEFLAG_SW },
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@ -38,6 +38,7 @@
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#include "c_dispatch.h"
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#include "c_dispatch.h"
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#include "md4.h"
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#include "md4.h"
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#include "hw_sections.h"
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#include "hw_sections.h"
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#include "mapinfo.h"
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static TArray<usermaphack_t> usermaphacks;
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static TArray<usermaphack_t> usermaphacks;
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TArray<int> blockingpairs[MAXWALLS];
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TArray<int> blockingpairs[MAXWALLS];
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@ -249,6 +250,10 @@ static int32_t LoadMapHack(const char *filename)
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}
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}
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}
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}
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}
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}
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else if (sc.Compare("sw_serp_continue")) // This is a hack for SW's Last Warrior mod to continue from L4 to L5.
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{
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currentLevel->gameflags |= LEVEL_SW_DEATHEXIT_SERPENT_NEXT;
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}
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else if (sc.Compare("angleoff") || sc.Compare("angoff"))
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else if (sc.Compare("angleoff") || sc.Compare("angoff"))
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{
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{
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@ -71,6 +71,7 @@ CCMD(listmaps)
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MapRecord *FindMapByName(const char *nm)
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MapRecord *FindMapByName(const char *nm)
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{
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{
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if (!nm || !*nm) return nullptr;
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for (auto& map : mapList)
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for (auto& map : mapList)
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{
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{
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if (map->labelName.CompareNoCase(nm) == 0)
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if (map->labelName.CompareNoCase(nm) == 0)
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@ -51,8 +51,9 @@ enum EMapGameFlags
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LEVEL_SW_DEATHEXIT_SERPENT = 1024,
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LEVEL_SW_DEATHEXIT_SERPENT = 1024,
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LEVEL_SW_DEATHEXIT_SUMO = 2048,
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LEVEL_SW_DEATHEXIT_SUMO = 2048,
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LEVEL_SW_DEATHEXIT_ZILLA = 4096,
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LEVEL_SW_DEATHEXIT_ZILLA = 4096,
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LEVEL_SW_DEATHEXIT_SERPENT_NEXT = 8192,
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LEVEL_WT_BOSSSPAWN = 8192,
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LEVEL_WT_BOSSSPAWN = 16384,
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};
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};
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@ -7202,7 +7202,7 @@ domovethings(void)
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{
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{
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FinishTimer = 0;
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FinishTimer = 0;
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MapRecord *map = nullptr;
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MapRecord *map = nullptr;
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if (FinishAnim == ANIM_SUMO)
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if (FinishAnim == ANIM_SUMO || FinishAnim == ANIM_SERP)
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{
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{
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map = FindNextMap(currentLevel);
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map = FindNextMap(currentLevel);
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}
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}
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@ -5327,8 +5327,13 @@ ActorHealth(short SpriteNum, short amt)
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if (u->Health < u->MaxHealth/2)
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if (u->Health < u->MaxHealth/2)
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{
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{
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FinishAnim = ANIM_SERP;
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FinishAnim = ANIM_SERP;
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ChangeLevel(nullptr, g_nextskill);
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// Hack for Last Warrior which apparently needs to continue with the next level here.
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return true;
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if (!(currentLevel->gameflags & LEVEL_SW_DEATHEXIT_SERPENT_NEXT))
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{
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ChangeLevel(nullptr, g_nextskill);
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return true;
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}
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else FinishTimer = 1;
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}
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}
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}
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}
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@ -0,0 +1,2 @@
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// SW's Last Warrior level 4. Do not make the serpent's death end the game. The menu has no second episode so this needs to continue.
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sw_serp_continue
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