swwmgz_m/zscript/swwm_compat.zsc

152 lines
5.3 KiB
Text

// 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<GetThingCount(); i++ )
{
if ( GetThingEdNum(i) != 88 ) continue;
SetThingEdNum(i,9001);
SetThingID(i,666);
}
// change the crusher line
SetLineSpecial(lineno,ACS_Execute,-Int('EQUINOX_BRAINCRUSH'),0,sectortag);
}
protected void Apply( Name checksum, String mapname )
{
int numcol = 6;
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;
// okuplok
case 'F7F353146676920238935A8D0D1B6E8E':
// add 7 more backpacks on top of existing one, for a full embiggening
// (players will need it)
for ( int i=0; i<7; i++ ) AddThing(8,(11808,-2016,384));
break;
// holy hell revealed
case '83569A062B5261C6BB4A034BA8245D24':
// remove boss brain and re-spawn it when end is reached, prevents cheesing the map with the ynykron
SetThingEdNum(50183,9001);
SetThingID(50183,666);
SetLineSpecial(21964,ACS_Execute,-Int('HHR_BRAINWALL'));
break;
// NRFTL MAP08
case '7EB864A03948C3F918F9223B2D1F8911':
// prevent easy cheesing of the exit teleporter
AddSectorTag(155,24);
OffsetSectorPlane(155,1,-80.);
SetLineSpecial(652,ACS_Execute,-Int('NERVE_EXITOPEN'));
break;
// Micro Slaughter Community Project MAP13
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;
Vector3 pos = GetThingPos(i);
if ( pos.y != 480. ) continue;
if ( pos.x == -5472. )
{
ncellsa++;
if ( ncellsa > 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<numcol; i++ )
AddThing(4206900+i,(1472+64*i,640,0));
break;
}
switch ( checksum )
{
// ALL of Equinox
case '9705315427A2F951A538B23C39199236':
case '54E9953A3C1A88641E00AA353BAF46E9':
case 'DD3986E184829DAB73160F4C122155F9':
case 'B3E6CAE9983EA1DC4D9544DA26118569':
case '3E4DFC55EAE85A7FE02DD21ED33AABCA':
case 'ECCB69F1BBF91D8F67D8583EA2546863':
case 'E66BCCFAD7AC40EFB21E2A19131E1522':
case 'A0B6B83DC8BD50FC84170572840DE585':
case '9BA1ACB72D878AFA3CB22B810D6CCD9A':
case 'A26749D9B9CD70ECED5C7B6BAB6D859E':
case '3805A661D5C4523AFF7BF86991071043':
case 'F91E3FE225F10EECBE21486E1BB14834':
case '838BA30EB0B003C070414093BFDFA72A':
// replace certain animated flats with duplicates
// this avoids unintended TERRAIN defs from applying to them
level.ReplaceTextures("SLIME01","EQNXSL01",0);
level.ReplaceTextures("SLIME02","EQNXSL02",0);
level.ReplaceTextures("SLIME03","EQNXSL03",0);
level.ReplaceTextures("SLIME04","EQNXSL04",0);
level.ReplaceTextures("SLIME09","EQNXSL09",0);
level.ReplaceTextures("SLIME10","EQNXSL10",0);
level.ReplaceTextures("SLIME11","EQNXSL11",0);
level.ReplaceTextures("SLIME12","EQNXSL12",0);
level.ReplaceTextures("BLOOD1","EQNXBLD1",0);
level.ReplaceTextures("BLOOD2","EQNXBLD2",0);
level.ReplaceTextures("BLOOD3","EQNXBLD3",0);
level.ReplaceTextures("RROCK05","EQNXRR05",0);
level.ReplaceTextures("RROCK06","EQNXRR06",0);
level.ReplaceTextures("RROCK07","EQNXRR07",0);
level.ReplaceTextures("RROCK08","EQNXRR08",0);
break;
}
}
}