/* 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