The crimes™.
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parent
343539aac0
commit
6fac78c94f
4 changed files with 150 additions and 4 deletions
BIN
acs/swwmcomp.o
BIN
acs/swwmcomp.o
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\chSWWM \czGZ\c- \cw1.2pre r32 \cu(Sat 16 Oct 12:47:27 CEST 2021)\c-";
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SWWM_SHORTVER="\cw1.2pre r32 \cu(2021-10-16 12:47:27)\c-";
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SWWM_MODVER="\chSWWM \czGZ\c- \cw1.2pre r32 \cu(Sat 16 Oct 14:48:42 CEST 2021)\c-";
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SWWM_SHORTVER="\cw1.2pre r32 \cu(2021-10-16 14:48:42)\c-";
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12
swwmcomp.acs
12
swwmcomp.acs
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@ -16,6 +16,14 @@ SCRIPT "NERVE_EXITOPEN" ( void )
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Ceiling_RaiseByValue(24,8,80);
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}
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SCRIPT "DIMPLE_EXITOPEN" ( void )
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{
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while ( GetLevelInfo(LEVELINFO_KILLED_MONSTERS) < GetLevelInfo(LEVELINFO_TOTAL_MONSTERS) )
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Delay(35);
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Delay(35);
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Floor_RaiseByValue(669,8,72);
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}
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SCRIPT "EQUINOX_BRAINCRUSH" ( int tag )
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{
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ScriptCall("SWWMUtility","SpawnVanillaBossBrain",666);
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@ -25,8 +33,8 @@ SCRIPT "EQUINOX_BRAINCRUSH" ( int tag )
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SCRIPT "DVACATION_UNFUCK" ( void )
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{
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Delay(1);
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SetLineSpecial(2,226,StrArg("DVACATION_EXIT"));
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SetLineSpecial(3,226,StrArg("DVACATION_BED"));
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SetLineSpecial(2,ACS_ExecuteAlways,StrArg("DVACATION_EXIT"));
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SetLineSpecial(3,ACS_ExecuteAlways,StrArg("DVACATION_BED"));
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}
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bool gotexit = false;
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@ -56,6 +56,9 @@ Class SWWMLevelCompatibility : LevelPostProcessor
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level.nextmap = "E2M1";
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// no damage in exit sector
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SetSectorSpecial(13,0);
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// paint it black
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for ( int i=1; i<4; i++ )
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level.Sectors[13].SetSpecialColor(i,"Black");
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// teleport sequence
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for ( int i=299; i<=306; i++ )
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SetLineSpecial(i,ACS_Execute,-Int('E1M8_KNOCKOUT'));
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@ -71,6 +74,9 @@ Class SWWMLevelCompatibility : LevelPostProcessor
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level.nextmap = "E2M1";
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// no damage in exit sector
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SetSectorSpecial(66,0);
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// paint it black
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for ( int i=1; i<4; i++ )
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level.Sectors[66].SetSpecialColor(i,"Black");
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// teleport sequence
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for ( int i=299; i<=306; i++ )
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SetLineSpecial(i,ACS_Execute,-Int('E1M8_KNOCKOUT'));
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@ -200,6 +206,138 @@ Class SWWMLevelCompatibility : LevelPostProcessor
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if ( nbackpack ) SetThingEdNum(i,0);
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nbackpack++;
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}
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// no cheesing of the exit
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AddSectorTag(3,669);
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OffsetSectorPlane(3,0,-72.);
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for ( int i=149; i<=153; i++ )
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{
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SetLineFlags(i,Line.ML_CHECKSWITCHRANGE);
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SetWallTexture(i,1,2,"BRICK4");
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}
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level.ExecuteSpecial(ACS_Execute,null,null,false,-Int('DIMPLE_EXITOPEN'));
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// mark the DM-exclusive bfg room as a secret
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SetSectorSpecial(1,0);
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SetSectorSpecial(23,1024);
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SetWallTexture(168,1,2,"BRICK4"); // fix gap
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// remove the deathmatch exit
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ClearLineSpecial(174);
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SetWallTexture(174,0,1,"BRONZE3");
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level.Lines[174].sidedef[0].SetTextureYOffset(1,0);
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//
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// ABANDON ALL HOPE YE WHO ENTER HERE
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//
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// we're going to recycle the exit sign linedefs to
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// commit some serious crimes here, this will be fun
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// (in ccw order from bottom left)
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// vertexes of exit sign: 151, 152, 153, 154
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// linedefs of exit sign: 184, 185, 186, 187
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// vertexes of northeast pillar: 23, 0, 24, 8
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// linedefs of northeast pillar: 22, 23, 24, 21
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// displace vertices of exit sign inside pillar
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SetVertex(151,-112,-48);
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SetVertex(152,-80,-48);
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SetVertex(153,-80,-16);
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SetVertex(154,-112,-16);
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// move pillar references
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SetLineVertexes(22,151,152);
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SetLineVertexes(23,152,153);
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SetLineVertexes(24,153,154);
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SetLineVertexes(21,154,151);
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// move exit sign references
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SetLineVertexes(184,23,0);
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SetLineVertexes(185,0,24);
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SetLineVertexes(186,24,8);
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SetLineVertexes(187,8,23);
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// set pillar sector refs
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SetLineSectorRef(22,0,24);
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SetLineSectorRef(23,0,24);
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SetLineSectorRef(24,0,24);
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SetLineSectorRef(21,0,24);
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// set exit sign sector refs
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SetLineSectorRef(184,0,0);
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SetLineSectorRef(185,0,10);
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SetLineSectorRef(186,0,10);
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SetLineSectorRef(187,0,0);
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// change the textures
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SetWallTexture(184,0,0,"BROWN1");
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SetWallTexture(185,0,0,"BROWN1");
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SetWallTexture(186,0,0,"BROWN1");
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SetWallTexture(187,0,0,"BROWN1");
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SetWallTexture(184,0,2,"BROWN1");
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SetWallTexture(185,0,2,"BROWN1");
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SetWallTexture(186,0,2,"BROWN1");
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SetWallTexture(187,0,2,"BROWN1");
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level.Lines[184].sidedef[0].SetTextureXScale(0,8.);
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level.Lines[185].sidedef[0].SetTextureXScale(0,2.);
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level.Lines[186].sidedef[0].SetTextureXScale(0,8.);
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level.Lines[187].sidedef[0].SetTextureXScale(0,2.);
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level.Lines[184].sidedef[0].SetTextureXScale(2,8.);
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level.Lines[185].sidedef[0].SetTextureXScale(2,2.);
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level.Lines[186].sidedef[0].SetTextureXScale(2,8.);
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level.Lines[187].sidedef[0].SetTextureXScale(2,2.);
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level.Lines[184].sidedef[0].SetTextureXOffset(0,0);
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level.Lines[185].sidedef[0].SetTextureXOffset(0,0);
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level.Lines[186].sidedef[0].SetTextureXOffset(0,0);
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level.Lines[187].sidedef[0].SetTextureXOffset(0,0);
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level.Lines[184].sidedef[0].SetTextureYOffset(0,24);
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level.Lines[185].sidedef[0].SetTextureYOffset(0,24);
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level.Lines[186].sidedef[0].SetTextureYOffset(0,24);
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level.Lines[187].sidedef[0].SetTextureYOffset(0,24);
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level.Lines[184].sidedef[0].SetTextureXOffset(2,0);
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level.Lines[185].sidedef[0].SetTextureXOffset(2,0);
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level.Lines[186].sidedef[0].SetTextureXOffset(2,0);
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level.Lines[187].sidedef[0].SetTextureXOffset(2,0);
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level.Lines[184].sidedef[0].SetTextureYOffset(2,24);
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level.Lines[185].sidedef[0].SetTextureYOffset(2,24);
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level.Lines[186].sidedef[0].SetTextureYOffset(2,24);
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level.Lines[187].sidedef[0].SetTextureYOffset(2,24);
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SetWallTexture(22,0,1,"BROWN144");
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SetWallTexture(23,0,1,"SW1DIRT");
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SetWallTexture(24,0,1,"BROWN144");
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SetWallTexture(21,0,1,"BROWN144");
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level.Lines[22].sidedef[0].SetTextureXScale(1,.5);
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level.Lines[23].sidedef[0].SetTextureXScale(1,.5);
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level.Lines[24].sidedef[0].SetTextureXScale(1,.5);
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level.Lines[21].sidedef[0].SetTextureXScale(1,.5);
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level.Lines[22].sidedef[0].SetTextureXOffset(1,96);
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level.Lines[23].sidedef[0].SetTextureXOffset(1,16);
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level.Lines[24].sidedef[0].SetTextureXOffset(1,32);
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level.Lines[21].sidedef[0].SetTextureXOffset(1,64);
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level.Lines[22].sidedef[0].SetTextureYOffset(1,4);
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level.Lines[23].sidedef[0].SetTextureYOffset(1,4);
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level.Lines[24].sidedef[0].SetTextureYOffset(1,4);
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level.Lines[21].sidedef[0].SetTextureYOffset(1,4);
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// make the pillar openable with use
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OffsetSectorPlane(24,0,24+64);
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OffsetSectorPlane(24,1,8);
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SetLineSpecial(184,Floor_MoveToValue,0,8,40,0);
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SetLineSpecial(185,Floor_MoveToValue,0,8,40,0);
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SetLineSpecial(186,Floor_MoveToValue,0,8,40,0);
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SetLineSpecial(187,Floor_MoveToValue,0,8,40,0);
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SetLineActivation(184,SPAC_Use);
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SetLineActivation(185,SPAC_Use);
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SetLineActivation(186,SPAC_Use);
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SetLineActivation(187,SPAC_Use);
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SetLineFlags(184,Line.ML_SECRET);
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SetLineFlags(185,Line.ML_SECRET);
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SetLineFlags(186,Line.ML_SECRET);
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SetLineFlags(187,Line.ML_SECRET);
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SetLineFlags(22,Line.ML_DONTDRAW);
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SetLineFlags(23,Line.ML_DONTDRAW);
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SetLineFlags(24,Line.ML_DONTDRAW);
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SetLineFlags(21,Line.ML_DONTDRAW);
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SetLineActivation(23,SPAC_Use);
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SetLineSpecial(23,Door_Open,668,16);
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AddSectorTag(25,668);
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// hide the secret sector lines
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for ( int i=164; i<=175; i++ )
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{
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if ( i == 168 ) continue;
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SetLineFlags(i,Line.ML_DONTDRAW);
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}
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//
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// OK, THE CRIME TIME IS OVER
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//
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break;
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// Doom 2 MAP31
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case '0BB515B79E0A6C42C4846C4E6F5F1D73':
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