doom: apply "specal treatment" to Nerve_demo.wad #1022
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If you obtain NRFTL (No Rest for the Living) by extracting the wad from the Xbox Live Arcade release of Doom II for the Xbox 360 (which was the original release of NRFTL), you end up with a file called
Nerve_demo.wad
. Most other users seem to be using a file originally extracted from Doom 3: BFG Edition, which is calledNERVE.WAD
. Only the names differ; the file contents themselves are identical. (This is all explained on the Doom Wiki if you don't believe me.)Because the developers of the XBLA release of Doom II did some things in a non-standard way, this WAD requires some quirks/fixups to play properly, particularly w/ regard to the music and title screen. Crispy applies these fixes whenever a WAD called
NERVE.WAD
has been loaded. This patch also applies the fixes if the WAD is calledNerve_demo.wad
.I adapted some code from
D_LoadSigilWad
to do this, and in general I thinkd_pwad.c
could use some refactoring, especially now that I've added some more duplicated code. I'm happy to do that to get this change accepted. This here patch just takes the path of least resistance.