Just a couple of cosmetic fixes. Nothing interesting, really...

This commit is contained in:
MaxED 2014-03-06 11:45:20 +00:00
parent 6de11ea3b1
commit 4fb956cecd
3 changed files with 11 additions and 16 deletions

View file

@ -39,6 +39,9 @@ namespace CodeImp.DoomBuilder.Controls
// Fill autocomplete list
name.AutoCompleteCustomSource.AddRange(General.Map.Data.TextureNames.ToArray());
//mxd
if(required) Refresh();
}
// This finds the image we need for the given texture name

View file

@ -46,7 +46,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Interface
this.doortexture.Location = new System.Drawing.Point(12, 29);
this.doortexture.MultipleTextures = false;
this.doortexture.Name = "doortexture";
this.doortexture.Required = false;
this.doortexture.Required = true;
this.doortexture.Size = new System.Drawing.Size(83, 105);
this.doortexture.TabIndex = 0;
this.doortexture.TextureName = "";
@ -137,7 +137,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Interface
this.tracktexture.Location = new System.Drawing.Point(101, 29);
this.tracktexture.MultipleTextures = false;
this.tracktexture.Name = "tracktexture";
this.tracktexture.Required = false;
this.tracktexture.Required = true;
this.tracktexture.Size = new System.Drawing.Size(83, 105);
this.tracktexture.TabIndex = 6;
this.tracktexture.TextureName = "";

View file

@ -3140,17 +3140,13 @@ namespace CodeImp.DoomBuilder.BuilderModes
SidedefAlignJob j = todo.Pop();
if(j.forward) {
Vertex v;
int forwardoffset;
int backwardoffset;
// Apply alignment
if(alignx)
j.controlSide.OffsetX = (int)j.offsetx;
if(aligny)
j.sidedef.OffsetY = (int)Math.Round((first.controlSide.Sector.CeilHeight - j.controlSide.Sector.CeilHeight) / scaley) + ystartalign;
forwardoffset = (int)j.offsetx + (int)Math.Round(j.sidedef.Line.Length / scalex);
backwardoffset = (int)j.offsetx;
int forwardoffset = (int)j.offsetx + (int)Math.Round(j.sidedef.Line.Length / scalex);
int backwardoffset = (int)j.offsetx;
j.sidedef.Marked = true;
@ -3162,24 +3158,20 @@ namespace CodeImp.DoomBuilder.BuilderModes
}
// Add sidedefs forward (connected to the right vertex)
v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
Vertex v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
AddSidedefsForAlignment(todo, v, true, forwardoffset, 1.0f, texture.LongName, false);
// Add sidedefs backward (connected to the left vertex)
v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
AddSidedefsForAlignment(todo, v, false, backwardoffset, 1.0f, texture.LongName, false);
} else {
Vertex v;
int forwardoffset;
int backwardoffset;
// Apply alignment
if(alignx)
j.controlSide.OffsetX = (int)j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex);
if(aligny)
j.sidedef.OffsetY = (int)Math.Round((first.controlSide.Sector.CeilHeight - j.controlSide.Sector.CeilHeight) / scaley) + ystartalign;
forwardoffset = (int)j.offsetx;
backwardoffset = (int)j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex);
int forwardoffset = (int)j.offsetx;
int backwardoffset = (int)j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex);
j.sidedef.Marked = true;
@ -3191,7 +3183,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
}
// Add sidedefs backward (connected to the left vertex)
v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
Vertex v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
AddSidedefsForAlignment(todo, v, false, backwardoffset, 1.0f, texture.LongName, false);
// Add sidedefs forward (connected to the right vertex)