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-rw-r--r--src/doom/d_main.c8
-rw-r--r--src/doom/p_telept.c17
2 files changed, 13 insertions, 12 deletions
diff --git a/src/doom/d_main.c b/src/doom/d_main.c
index ddc0c7f7..ba542727 100644
--- a/src/doom/d_main.c
+++ b/src/doom/d_main.c
@@ -918,10 +918,12 @@ static void InitGameVersion(void)
else
{
// Final Doom: tnt or plutonia
- // Default to the "alt" version of the executable that
- // fixes the demo loop behavior.
+ // Defaults to emulating the first Final Doom executable,
+ // which has the crash in the demo loop; however, having
+ // this as the default should mean that it plays back
+ // most demos correctly.
- gameversion = exe_final2;
+ gameversion = exe_final;
}
}
}
diff --git a/src/doom/p_telept.c b/src/doom/p_telept.c
index abd307c5..73c3e9b5 100644
--- a/src/doom/p_telept.c
+++ b/src/doom/p_telept.c
@@ -104,19 +104,18 @@ EV_Teleport
if (!P_TeleportMove (thing, m->x, m->y))
return 0;
-
- // fraggle: this was changed in final doom,
- // problem between normal doom2 1.9 and final doom
- //
- // Note that although chex.exe is based on Final Doom,
- // it does not have this quirk.
- if (gameversion < exe_final || gameversion == exe_chex)
+ // The first Final Doom executable does not set thing->z
+ // when teleporting. This quirk is unique to this
+ // particular version; the later version included in
+ // some versions of the Id Anthology fixed this.
+
+ if (gameversion != exe_final)
thing->z = thing->floorz;
-
+
if (thing->player)
thing->player->viewz = thing->z+thing->player->viewheight;
-
+
// spawn teleport fog at source and destination
fog = P_SpawnMobj (oldx, oldy, oldz, MT_TFOG);
S_StartSound (fog, sfx_telept);