Add compatibility fixes for ZPack. (This is the beginning of a new feature, basically. Sometimes you gotta make lil' patches for maps that break)
Added a couple more tips. Added some spooktober compatibility text replacements, just for lil' consistency. (can't replace the SECRET01 hudmessages, unfortunately)
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10 changed files with 85 additions and 2 deletions
32
zscript/swwm_compat.zsc
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32
zscript/swwm_compat.zsc
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@ -0,0 +1,32 @@
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// level compatibility scripts
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// sometimes shit breaks because of old and wrong scripting
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// usually stuff that uses CheckInventory to look for keys, instead of, y'know,
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// using ACS_LockedExecute
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Class SWWMLevelCompatibility : LevelPostProcessor
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{
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protected void Apply( Name checksum, String mapname )
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{
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switch ( checksum )
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{
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case 'none':
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return;
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// ZPack E1M2
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case 'BA13454A41D931685B6A4B28E6946B6B':
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// script uses checkinventory for red key
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SetLineSpecial(225,ACS_LockedExecuteDoor,-Int('ZPACK_E1M2_SCRIPT6'),0,0,0,1);
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SetLineSpecial(228,ACS_LockedExecuteDoor,-Int('ZPACK_E1M2_SCRIPT6'),0,0,0,1);
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break;
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// ZPack E3M2
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case '17BD38E0B2FB8E760885FE46325DFF3A':
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// script uses checkinventory for red skull
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SetLineSpecial(5913,ACS_LockedExecute,-Int('ZPACK_E3M2_SCRIPT9'),0,0,0,4);
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break;
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// ZPack E3M8
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case '13C5952A04014122271F50134DB4521F':
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// script uses checkinventory for yellow skull
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SetLineSpecial(22610,ACS_LockedExecute,-Int('ZPACK_E3M8_SCRIPT15'),0,0,0,6);
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break;
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}
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}
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}
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@ -863,6 +863,9 @@ Class SWWMUtility
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static clearscope bool IdentifyingDog( Actor a )
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{
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if ( a is 'MBFHelperDog' ) return true;
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// reminder that mark is a terrible person
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if ( a.GetClassName() == 'GermanDog' ) return true;
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if ( a.GetClassName() == '64HellHound' ) return true;
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// more dogs will be added as found
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// because all dogs must be pet
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return false;
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