ref: 81c69106b287db38fe93a2855a66baef9f7ca9d7
parent: b3678129fd7bed6c3287ab682819b075e8bf495a
author: Mike Swanson <mikeonthecomputer@gmail.com>
date: Mon May 11 20:32:49 EDT 2015
doom: the sky changes in final2 map11->12 and map20->21 transitions. The id Anthology version of doom2.exe with Final Doom fixed the "Sky never changes in Doom II" bug. The original Doom source release included the repaired code, but it was re-bugged in an early Chocolate Doom version to emulate the behavior of the better-known versions of vanilla. Thanks to @fabiangreffrath for demonstrating how he (more-generically) fixed the bug in Crispy Doom. Closes #533
--- a/src/doom/g_game.c
+++ b/src/doom/g_game.c
@@ -612,6 +612,30 @@
skyflatnum = R_FlatNumForName(DEH_String(SKYFLATNAME));
+ // The "Sky never changes in Doom II" bug was fixed in
+ // the id Anthology version of doom2.exe for Final Doom.
+ if ((gamemode == commercial) && (gameversion == exe_final2))
+ {
+ char *skytexturename;
+
+ if (gamemap < 12)
+ {
+ skytexturename = "SKY1";
+ }
+ else if (gamemap < 21)
+ {
+ skytexturename = "SKY2";
+ }
+ else
+ {
+ skytexturename = "SKY3";
+ }
+
+ skytexturename = DEH_String(skytexturename);
+
+ skytexture = R_TextureNumForName(skytexturename);
+ }
+
levelstarttic = gametic; // for time calculation
if (wipegamestate == GS_LEVEL)