// 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 { private void EquinoxBossBrainHandle( uint lineno, int sectortag ) { // don't spawn boss brains until it's time to crush them for ( int i=0; i 20 ) SetThingEdNum(i,0); } else if ( pos.x == -5344. ) { ncellsb++; if ( ncellsb > 20 ) SetThingEdNum(i,0); } } break; // Equinox MAP04 case 'E66BCCFAD7AC40EFB21E2A19131E1522': EquinoxBossBrainHandle(2406,27); // raise floor by 10 units so its untextured lower lines don't glitch out at eye level OffsetSectorPlane(248,0,10.); break; // Equinox MAP07 case 'A0B6B83DC8BD50FC84170572840DE585': EquinoxBossBrainHandle(3423,31); break; // Equinox MAP10 case 'F91E3FE225F10EECBE21486E1BB14834': EquinoxBossBrainHandle(2813,29); break; // Equinox MAP13 case '3805A661D5C4523AFF7BF86991071043': EquinoxBossBrainHandle(4106,60); break; // Kinsie's Test Map (HERETIC) case '0EADB2F82732A968B8513E4DC6138439': numcol = 7; // Kinsie's Test Map (HEXEN) case 'D70250F93C6B6072DA39D9672B37F236': numcol = 11; // Kinsie's Test Map (DOOM) case '959A613006CC3AA912C4A22908B7566A': for ( int i=0; i