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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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Visual mode: fixed a couple of bugs in Visual vertex logic.
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2 changed files with 6 additions and 35 deletions
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@ -3,7 +3,6 @@ using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Windows;
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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@ -41,11 +40,10 @@ namespace CodeImp.DoomBuilder.BuilderModes
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if(!changed) return;
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float z = ceilingVertex ? vertex.ZCeiling : vertex.ZFloor;
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int height = getSectorHeight();
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if(!float.IsNaN(z)) {
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haveOffset = (z != height || !neighboursHaveSameHeight(height));
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haveOffset = true;
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} else {
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z = height;
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z = getSectorHeight();
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haveOffset = false;
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}
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@ -59,21 +57,6 @@ namespace CodeImp.DoomBuilder.BuilderModes
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changed = false;
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}
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private bool neighboursHaveSameHeight(int height) {
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if(ceilingVertex) {
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foreach(Linedef line in vertex.Linedefs) {
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if(line.Front != null && line.Front.Sector != null && line.Front.Sector.Sidedefs.Count == 3 && line.Front.Sector.CeilHeight != height) return false;
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if(line.Back != null && line.Back.Sector != null && line.Back.Sector.Sidedefs.Count == 3 && line.Back.Sector.CeilHeight != height) return false;
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}
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} else {
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foreach(Linedef line in vertex.Linedefs) {
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if(line.Front != null && line.Front.Sector != null && line.Front.Sector.Sidedefs.Count == 3 && line.Front.Sector.FloorHeight != height) return false;
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if(line.Back != null && line.Back.Sector != null && line.Back.Sector.Sidedefs.Count == 3 && line.Back.Sector.FloorHeight != height) return false;
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}
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}
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return true;
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}
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private void updateGeometry(Vertex v) {
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VertexData vd = mode.GetVertexData(v);
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foreach(KeyValuePair<Sector, bool> s in vd.UpdateAlso) {
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@ -86,7 +69,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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//get the most appropriate height from sectors
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private int getSectorHeight() {
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int height = 0;
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int height;
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VertexData vd = mode.GetVertexData(vertex);
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Sector[] sectors = new Sector[vd.UpdateAlso.Keys.Count];
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@ -334,22 +317,10 @@ namespace CodeImp.DoomBuilder.BuilderModes
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if(ceilingVertex) {
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vertex.ZCeiling = (float.IsNaN(vertex.ZCeiling) ? getSectorHeight() + amount : vertex.ZCeiling + amount);
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if(vertex.ZCeiling == getSectorHeight()) {
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vertex.ZCeiling = float.NaN;
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mode.SetActionResult("Cleared vertex height.");
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} else {
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mode.SetActionResult("Changed vertex height to " + vertex.ZCeiling + ".");
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}
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mode.SetActionResult("Changed vertex height to " + vertex.ZCeiling + ".");
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} else {
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vertex.ZFloor = (float.IsNaN(vertex.ZFloor) ? getSectorHeight() + amount : vertex.ZFloor + amount);
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if(vertex.ZFloor == getSectorHeight()) {
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vertex.ZFloor = float.NaN;
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mode.SetActionResult("Cleared vertex height.");
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} else {
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mode.SetActionResult("Changed vertex height to " + vertex.ZFloor + ".");
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}
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mode.SetActionResult("Changed vertex height to " + vertex.ZFloor + ".");
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}
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// Update what must be updated
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@ -50,7 +50,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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//mxd. UDMF vertex offset overrides this effect
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if(General.Map.UDMF) {
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if((slopefloor && v.Fields.ContainsKey("zfloor")) || v.Fields.ContainsKey("zceiling")) {
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if((slopefloor && !float.IsNaN(v.ZFloor)) || !float.IsNaN(v.ZCeiling)) {
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index++;
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continue;
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}
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