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further improvements to Boom 2.02 demo compatibility
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@ -2375,6 +2375,10 @@ byte *G_ReadOptions(byte *demo_p)
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for (i=0; i < COMP_TOTAL; i++)
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comp[i] = compatibility;
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// [FG] In Boom, monsters did not stay on a lift
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comp[comp_staylift] = 1;
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// [FG] Boom did not prevent zombies from exiting levels
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comp[comp_zombie] = 1;
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// [FG] Boom never had the 3-key door bug
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comp[comp_3keydoor] = 1;
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@ -816,12 +816,20 @@ int EV_BuildStairs
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if (tsec->floorpic != texture)
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continue;
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if (demo_compatibility || demo_version >= 203)
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{
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height += stairsize; // killough 10/98: intentionally left this way
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}
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// if sector's floor already moving, look for another
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if (P_SectorActive(floor_special,tsec)) //jff 2/22/98
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continue;
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if (!demo_compatibility && demo_version < 203)
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{
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height += stairsize;
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}
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sec = tsec;
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secnum = newsecnum;
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@ -849,7 +857,7 @@ int EV_BuildStairs
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// [FG] Compatibility bug in EV_BuildStairs
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// http://prboom.sourceforge.net/mbf-bugs.html
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if (!comp[comp_stairs] && !demo_compatibility) // killough 10/98: compatibility option
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if ((!comp[comp_stairs] || demo_version < 203) && !demo_compatibility) // killough 10/98: compatibility option
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secnum = osecnum; //jff 3/4/98 restore loop index
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}
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return rtn;
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@ -250,7 +250,7 @@ boolean P_CheckSight(mobj_t *t1, mobj_t *t2)
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// killough 11/98: shortcut for melee situations
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// [FG] Compatibility bug in P_CheckSight
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// http://prboom.sourceforge.net/mbf-bugs.html
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if (t1->subsector == t2->subsector && !demo_compatibility) // same subsector? obviously visible
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if (t1->subsector == t2->subsector && demo_version >= 203) // same subsector? obviously visible
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return true;
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// An unobstructed LOS is possible.
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