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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2025-02-17 01:22:18 +00:00
Just a couple of cosmetic fixes. Nothing interesting, really...
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6de11ea3b1
commit
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3 changed files with 11 additions and 16 deletions
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@ -39,6 +39,9 @@ namespace CodeImp.DoomBuilder.Controls
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// Fill autocomplete list
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name.AutoCompleteCustomSource.AddRange(General.Map.Data.TextureNames.ToArray());
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//mxd
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if(required) Refresh();
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}
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// This finds the image we need for the given texture name
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@ -46,7 +46,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Interface
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this.doortexture.Location = new System.Drawing.Point(12, 29);
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this.doortexture.MultipleTextures = false;
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this.doortexture.Name = "doortexture";
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this.doortexture.Required = false;
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this.doortexture.Required = true;
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this.doortexture.Size = new System.Drawing.Size(83, 105);
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this.doortexture.TabIndex = 0;
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this.doortexture.TextureName = "";
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@ -137,7 +137,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Interface
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this.tracktexture.Location = new System.Drawing.Point(101, 29);
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this.tracktexture.MultipleTextures = false;
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this.tracktexture.Name = "tracktexture";
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this.tracktexture.Required = false;
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this.tracktexture.Required = true;
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this.tracktexture.Size = new System.Drawing.Size(83, 105);
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this.tracktexture.TabIndex = 6;
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this.tracktexture.TextureName = "";
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@ -3140,17 +3140,13 @@ namespace CodeImp.DoomBuilder.BuilderModes
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SidedefAlignJob j = todo.Pop();
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if(j.forward) {
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Vertex v;
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int forwardoffset;
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int backwardoffset;
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// Apply alignment
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if(alignx)
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j.controlSide.OffsetX = (int)j.offsetx;
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if(aligny)
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j.sidedef.OffsetY = (int)Math.Round((first.controlSide.Sector.CeilHeight - j.controlSide.Sector.CeilHeight) / scaley) + ystartalign;
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forwardoffset = (int)j.offsetx + (int)Math.Round(j.sidedef.Line.Length / scalex);
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backwardoffset = (int)j.offsetx;
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int forwardoffset = (int)j.offsetx + (int)Math.Round(j.sidedef.Line.Length / scalex);
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int backwardoffset = (int)j.offsetx;
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j.sidedef.Marked = true;
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@ -3162,24 +3158,20 @@ namespace CodeImp.DoomBuilder.BuilderModes
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}
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// Add sidedefs forward (connected to the right vertex)
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v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
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Vertex v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
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AddSidedefsForAlignment(todo, v, true, forwardoffset, 1.0f, texture.LongName, false);
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// Add sidedefs backward (connected to the left vertex)
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v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
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AddSidedefsForAlignment(todo, v, false, backwardoffset, 1.0f, texture.LongName, false);
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} else {
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Vertex v;
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int forwardoffset;
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int backwardoffset;
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// Apply alignment
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if(alignx)
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j.controlSide.OffsetX = (int)j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex);
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if(aligny)
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j.sidedef.OffsetY = (int)Math.Round((first.controlSide.Sector.CeilHeight - j.controlSide.Sector.CeilHeight) / scaley) + ystartalign;
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forwardoffset = (int)j.offsetx;
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backwardoffset = (int)j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex);
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int forwardoffset = (int)j.offsetx;
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int backwardoffset = (int)j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex);
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j.sidedef.Marked = true;
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@ -3191,7 +3183,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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}
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// Add sidedefs backward (connected to the left vertex)
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v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
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Vertex v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
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AddSidedefsForAlignment(todo, v, false, backwardoffset, 1.0f, texture.LongName, false);
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// Add sidedefs forward (connected to the right vertex)
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