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/*
 VERY IMPORTANT!
 This file is designed to convert any user maps you have made to combatibility with NW+
 This will move the numbers of certain sounds and change the tile numbers of certain sprites.
 
 It has already been run on the maps included with NW+ (Nuclear Winter, Demo, Zoo).
 
 Before use, follow the instructions about uncommenting code below.
 
 To use, open the console in Mapster32 and type:
 include nwfix
 enableevent all
 
 Then change to 3D mode and back to 2D mode.  Wait for about five seconds for the script to run through all the sprites and sectors.
 Save your map.  Open your next map, switch to 3D mode, etc.  Repeat.  You do not have to type the commands again.
 
 Then follow the instructions abuot uncommenting code and repeat the procedure for your maps.
 
 Notes about replacing the actors: (see "Fixing actors.")
 You must only uncomment one step at a time (the same step in both allsprites and the RESPAWN cases).
 You must run Step 1 before Step 2 and Step 2 after Step 1.
 Do not run Step 1 ever again after running Step 2.
 
 Not following these directions will fuck up your maps.
 
 ALWAYS MAKE BACKUPS OF YOUR MAPS!
*/

include DEFS.CON
include NWDefs.con

gamevar i 0 0
gamevar k 0 0
gamevar l 0 0

onevent EVENT_DRAW2DSCREEN
// Fixing sounds.
        for i allsprites, ifactor MUSICANDSFX
        {
// fixing ambient sounds
        switch .lotag

                case 91
                case 308
                        set .lotag 426
                        break

                case 244
                        set .lotag 438
                        break
        endswitch
        }


// fixing one-time sector sounds
        for k allsectors
        {
        switch sector[k].lotag

                case 10091
                case 10308
                        set sector[k].lotag 10426
                        break

                case 10244
                        set sector[k].lotag 10438
                        break

        endswitch

/*
        ifvarg sector[k].lotag 9999
                ifvarl sector[k].lotag 20000
                {
                        al k
                        al sector[k].lotag
                }
*/

        // texture replacements:
        switch sector[k].floorpicnum
        
                case 198
                        ifvare sector[k].floorpal 1
                        {
                                al k
                                set sector[k].floorpicnum 3670
                                set sector[k].floorpal 0
                        }
                        break

        endswitch
        switch sector[k].ceilingpicnum
        
                case 198
                        ifvare sector[k].ceilingpal 1
                        {
                                al k
                                set sector[k].ceilingpicnum 3670
                                set sector[k].ceilingpal 0
                        }
                        break

        endswitch
        }

        for k allwalls
        {
                ifvare wall[k].pal 1
                {
                        switch wall[k].picnum
        
                                case 198
                                        al k
                                        set wall[k].picnum 3670
                                        set wall[k].pal 0
                                        break
        
                        endswitch
                        switch wall[k].overpicnum
                
                                case 198
                                        al k
                                        set wall[k].overpicnum 3670
                                        set wall[k].pal 0
                                        break
        
                        endswitch
                }
        }

// Fixing actors.

// fixing actors already in the map
        for i allsprites
        {
        switch .picnum
/*
// Step 1: Santa
                case 2000 set .picnum 3900 break
                case 2045 set .picnum 3905 break
*/
/*
// Step 2: Pig Cops
                case 2002 set .picnum 2000 break
                case 2003 set .picnum 2001 break
                case 2047 set .picnum 2045 break
*/
        endswitch
        }
// fixing actors which spawn on triggers
        for i allsprites, ifactor RESPAWN
        {
        switch .hitag
/*
// Step 1: Santa
                case 2000 set .hitag 3900 addlogvar .x addlogvar .y break
                case 2045 set .hitag 3905 addlogvar .x addlogvar .y break
*/
/*
// Step 2: Pig Cops
                case 2002 set .hitag 2000 addlogvar .x addlogvar .y break
                case 2003 set .hitag 2001 addlogvar .x addlogvar .y break
                case 2047 set .hitag 2045 addlogvar .x addlogvar .y break
*/
        endswitch
        }
endevent