Support WadSmoosh for GZDoom's 4.6.0 changes #13
Merged
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GZDoom 4.6.0 changed the AutoName for WadSmoosh:
doom.id.doom2.wadsmoosh
->doom.id.wadsmoosh
We support this by essentially copying the
doom.id.doom2
lump filter folder asdoom.id.wadsmoosh
. In order to avoid duplicating the supershotgun sprites, however, we move these todoom.id
. This is unfortunately complicated by the fact that using the IDKFA cheat will give the player the super shotgun if any of thesht2~
sprites exist. We do not want this behaviour in DOOM 1 IWADs. For this reason, instead of putting thesht2~
supershotgun sprites into thesprites
folder, we put them into a placeholder folder so that they are not automatically recognized and imported as sprites. We can then use a textures lump to re-import them as sprites only within thedoom.id.doom2
anddoom.id.wadsmoosh
lump filters.See @madame-rachelle for this method, as used in WidePix:
nashmuhandes/WidePix@89dac47
https://forum.zdoom.org/viewtopic.php?p=1190878#p1190878
This PR is designed to merge into master, but I also have a backport of this onto tag-v3.2.1 (3a8972d) if that is easier for a new release. See strangebit:wadsmoosh-gzdoom_4.6.0_onto_tag-3.2.1 (72b277f). It has the exact same set of changes as this, except for one thing: the new
filter/doom.id.wadsmoosh/zscript.zc
file does not includezscript/ZPerkMixin.zc
.