Reduce the 10 overlapping backpacks in Doom 2 MAP07 to one.

This commit is contained in:
Mari the Deer 2021-02-17 09:37:08 +01:00
commit d18f3249b4
2 changed files with 14 additions and 3 deletions

View file

@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r281 \cu(Tue 16 Feb 22:59:42 CET 2021)\c-";
SWWM_SHORTVER="\cw0.9.11b-pre r281 \cu(2021-02-16 22:59:42)\c-";
SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r282 \cu(Wed 17 Feb 09:37:08 CET 2021)\c-";
SWWM_SHORTVER="\cw0.9.11b-pre r282 \cu(2021-02-17 09:37:08)\c-";

View file

@ -21,6 +21,8 @@ Class SWWMLevelCompatibility : LevelPostProcessor
protected void Apply( Name checksum, String mapname )
{
int numcol = 6;
int ncellsa = 0, ncellsb = 0;
int nbackpack = 0;
switch ( checksum )
{
case 'none':
@ -65,7 +67,6 @@ Class SWWMLevelCompatibility : LevelPostProcessor
case 'E45AA3BE411845AA0DEE7CA5DAAB65FE':
// reduce OBSCENELY EXCESSIVE number of cell packs in voodoo doll conveyors (400), which will cause immense lag when replaced with mod ammo
// unsurprisingly, this actually makes the map go from completely unplayable to having perfectly smooth performance (gee, I wonder why)
int ncellsa = 0, ncellsb = 0;
for ( int i=0; i<GetThingCount(); i++ )
{
if ( GetThingEdNum(i) != 17 ) continue;
@ -113,6 +114,16 @@ Class SWWMLevelCompatibility : LevelPostProcessor
// unfortunately the line special wrangling has to be done one tic after map load
// because fuck absolutely everything about how ACS works
break;
// Doom 2 MAP07
case '291F24417FB3DD411339AE82EF9B3597':
// remove excess backpacks (there's 10 of them for fuck's sake)
for ( int i=0; i<GetThingCount(); i++ )
{
if ( GetThingID(i) != 8 ) continue;
if ( nbackpack ) SetThingID(i,0);
nbackpack++;
}
break;
// Kinsie's Test Map (HERETIC)
case '0EADB2F82732A968B8513E4DC6138439':
numcol = 7;