Doom II Nightdive MAP20 Exit Portal Temp Fix

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salahmander2
Posts: 140
Joined: Wed Nov 19, 2014 7:20 pm

Doom II Nightdive MAP20 Exit Portal Temp Fix

Post by salahmander2 »

Hiya, not sure if GZDoom will be able to read SKYDEFs soon, but if not, I do have a temporary workaround for it to work properly with the exit sky of MAP20.
The checksum is specifically for the Nightdive version of the map only.

Code: Select all

//version "4.14.1"

class Doom2MAP20PostProcessor : LevelPostProcessor
{
    protected void Apply(Name checksum, String mapname)
    { 
	switch (checksum)
		{			
			case 'none':
				return;

			//Doom II Nightdive MAP20
			case 'F42DBBA1898907ACCF63215D2BA5630D': 
			{
			AddSectorTag(179, 224);
			SetWallTexture(909, Line.Front, Side.top, "SKY3");
			SetLineSpecial(909, Static_Init, 224, 255);
			SetSectorTexture(179, 0, "F_SKY1");
			break;
			}
			}
					}
					}
	

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