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Plutonia 2 Compatibility Fixes (#1026)
* Plutonia 2 MAP20 fix

* Plutonia 2 MAP27 fix

* Plutonia 2 MAP05 fix

* Plutonia 2 MAP23 fix

* Plutonia 2 MAP24 fix
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3saster authored and coelckers committed Jan 22, 2020
1 parent 3b8ddb6 commit 729ff8f
Showing 1 changed file with 65 additions and 0 deletions.
65 changes: 65 additions & 0 deletions wadsrc/static/zscript/level_compatibility.zs
Expand Up @@ -319,6 +319,70 @@ class LevelCompatibility : LevelPostProcessor
break;
}

case '3B68019EE3154C284B90F0CAEDBD8D8A': // Plutonia 2 MAP05
{
// Missing texture
TextureID step1 = TexMan.CheckForTexture("STEP1", TexMan.Type_Wall);
SetWallTextureID(1525, Line.front, Side.bottom, step1);
break;
}

case 'FB613B36589FFB09AA2C03633A7D13F4': // Plutonia 2 MAP20
{
// Remove the pain elementals stuck in the closet boxes that cannot teleport.
SetThingFlags(758,0);
SetThingFlags(759,0);
SetThingFlags(764,0);
SetThingFlags(765,0);
break;
}

case 'A3165C53F9BF0B7D80CDB14665A349EB': // Plutonia 2 MAP23
{
// Arch-vile in outdoor secret area sometimes don't spawn if revenants
// block its one-time teleport. Make this teleport repeatable to ensure
// maxkills are always possible.
SetLineFlags(756, Line.ML_REPEAT_SPECIAL);
break;
}

case '9191658A6705B131AB005948E2FDFCE1': // Plutonia 2 MAP24
{
// Fix improperly pegged blue door
for(int i = 957; i <= 958; i++)
{
SetLineFlags(i, 0, Line.ML_DONTPEGTOP);
level.lines[i].sidedef[0].SetTextureYOffset(Side.top,-24);
}
break;
}

case 'EF251B8F36DE709901B0D32A97F341D7': // Plutonia 2 MAP27
{
// Remove the monsters stuck in the closet boxes that cannot teleport.

// Top row, 2nd from left
SetThingFlags(156,0);
SetThingFlags(210,0);
SetThingFlags(211,0);

// 2nd row, 2nd-5th from left
for(int i = 242; i <= 249; i++)
SetThingFlags(i,0);

// 3rd row, rightmost box
SetThingFlags(260,0);
SetThingFlags(261,0);
SetThingFlags(266,0);
SetThingFlags(271,0);
SetThingFlags(272,0);
SetThingFlags(277,0);
SetThingFlags(278,0);
SetThingFlags(283,0);

break;
}

case '4CB7AAC5C43CF32BDF05FD36481C1D9F': // Plutonia: Revisited map27
{
SetLineSpecial(1214, Plat_DownWaitUpStayLip, 20, 64, 150);
Expand Down Expand Up @@ -1396,6 +1460,7 @@ class LevelCompatibility : LevelPostProcessor
{
// Wall behind start creates HOM in software renderer due to weird sector
OffsetSectorPlane(236, Sector.Floor, -40);
break;
}

case '1C795660D2BA9FC93DA584C593FD1DA3': // Scythe 2 MAP17
Expand Down

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