Low floor friction fix and other things.
- Unbreak inventory resets in Eviternity. - Hotfix for Eviternity II MAP33, lava sections should be beatable now.
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3 changed files with 21 additions and 6 deletions
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@ -50,6 +50,8 @@ extend Class SWWMHandler
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{
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bool maphaskeys;
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bool nogroundanchor;
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// weird optimization
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Array<SectorBounds> sbounds;
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@ -132,6 +134,10 @@ extend Class SWWMHandler
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if ( !playeringame[i] || !players[i].mo ) continue;
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let demo = Demolitionist(players[i].mo);
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if ( !demo ) continue;
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// Death exit counter breaks Eviternity's episode transitions
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// so we need this little patch-up work here
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if ( (players[i].playerstate == PST_DEAD) && nextlv && (nextlv.flags2&LEVEL2_RESETINVENTORY) )
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demo.invwipe |= Demolitionist.WIPE_EPISODE;
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if ( level.nextsecretmap.Left(6) == "enDSeQ" ) demo.invwipe |= Demolitionist.WIPE_EPISODE;
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if ( nextlv && (level.cluster!=nextlv.cluster) ) demo.invwipe |= (Demolitionist.WIPE_CLUSTER|Demolitionist.WIPE_MAP);
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if ( !(level.clusterflags&LevelLocals.CLUSTER_HUB) ) demo.invwipe |= Demolitionist.WIPE_MAP;
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@ -405,6 +411,12 @@ extend Class SWWMHandler
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}
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break;
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}
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// Eviternity II MAP33 fix. Player movement physics need to
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// have ground anchoring disabled, as it will make some
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// segments impossible due to the player's feet immediately
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// touching the instant-kill lava
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if ( level.GetChecksum() ~== "043FE06534270E95882CA128AF7B0402" )
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nogroundanchor = true;
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// for skipping over merged exit lines (sharing vertices)
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Array<Line> skipme;
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skipme.Clear();
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