// level compatibility scripts // sometimes shit breaks because of old and wrong scripting // usually stuff that uses CheckInventory to look for keys, instead of, y'know, // using ACS_LockedExecute Class SWWMLevelCompatibility : LevelPostProcessor { protected void Apply( Name checksum, String mapname ) { switch ( checksum ) { case 'none': return; // ZPack E1M2 case 'BA13454A41D931685B6A4B28E6946B6B': // script uses checkinventory for red key SetLineSpecial(225,ACS_LockedExecuteDoor,-Int('ZPACK_E1M2_SCRIPT6'),0,0,0,1); SetLineSpecial(228,ACS_LockedExecuteDoor,-Int('ZPACK_E1M2_SCRIPT6'),0,0,0,1); break; // ZPack E3M2 case '17BD38E0B2FB8E760885FE46325DFF3A': // script uses checkinventory for red skull SetLineSpecial(5913,ACS_LockedExecute,-Int('ZPACK_E3M2_SCRIPT9'),0,0,0,4); break; // ZPack E3M8 case '13C5952A04014122271F50134DB4521F': // script uses checkinventory for yellow skull SetLineSpecial(22610,ACS_LockedExecute,-Int('ZPACK_E3M8_SCRIPT15'),0,0,0,6); break; } } }