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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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Visual mode: (hopefully) fixed a crash during Ctrl- and Shift-selecting wall surfaces.
Visual mode: "Select adjacent walls with the same height" (Ctrl-Select) logic was not working properly in some cases.
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1 changed files with 57 additions and 24 deletions
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@ -395,8 +395,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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//mxd
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protected void selectNeighbours(string texture, bool select, bool withSameTexture, bool withSameHeight) {
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if(!withSameTexture && !withSameHeight)
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return;
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if(Sidedef.Sector == null || (!withSameTexture && !withSameHeight)) return;
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if(select && !selected) {
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selected = true;
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@ -410,15 +409,39 @@ namespace CodeImp.DoomBuilder.BuilderModes
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List<Linedef> connectedLines = new List<Linedef>();
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foreach(Linedef line in Sidedef.Line.Start.Linedefs) {
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if(line.Index == Sidedef.Line.Index)
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continue;
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if(line.Index == Sidedef.Line.Index) continue;
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connectedLines.Add(line);
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}
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foreach(Linedef line in Sidedef.Line.End.Linedefs) {
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if(line.Index == Sidedef.Line.Index)
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continue;
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if(!connectedLines.Contains(line))
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connectedLines.Add(line);
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if(line.Index == Sidedef.Line.Index) continue;
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if(!connectedLines.Contains(line)) connectedLines.Add(line);
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}
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int floorHeight = 0;
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int ceilingHeight = 0;
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if (withSameHeight) {
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bool haveBackSector = Sidedef.Other != null && Sidedef.Other.Sector != null;
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if(geoType == VisualGeometryType.WALL_LOWER) {
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floorHeight = Sidedef.Sector.FloorHeight;
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ceilingHeight = (haveBackSector ? Sidedef.Other.Sector.FloorHeight : Sidedef.Sector.CeilHeight);
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} else if(geoType == VisualGeometryType.WALL_UPPER) {
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floorHeight = (haveBackSector ? Sidedef.Other.Sector.CeilHeight : Sidedef.Sector.FloorHeight);
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ceilingHeight = Sidedef.Sector.CeilHeight;
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} else if(geoType == VisualGeometryType.WALL_MIDDLE) {
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floorHeight = Sidedef.Sector.FloorHeight;
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ceilingHeight = Sidedef.Sector.CeilHeight;
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} else { //should be WALL_MIDDLE_3D
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Linedef cl = GetControlLinedef();
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if(cl.Front != null && cl.Front.Sector != null) {
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floorHeight = cl.Front.Sector.FloorHeight;
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ceilingHeight = cl.Front.Sector.CeilHeight;
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} else {
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floorHeight = Sidedef.Sector.FloorHeight;
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ceilingHeight = Sidedef.Sector.CeilHeight;
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}
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}
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}
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foreach(Linedef line in connectedLines) {
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@ -454,24 +477,34 @@ namespace CodeImp.DoomBuilder.BuilderModes
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}
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if(withSameHeight) {
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if(line.Front != null && line.Front.Sector.FloorHeight == Sidedef.Sector.FloorHeight && line.Front.Sector.CeilHeight == Sidedef.Sector.CeilHeight) {
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addFrontTop = withSameTexture ? addFrontTop : true;
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addFrontMiddle = withSameTexture ? addFrontMiddle : true;
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addFrontBottom = withSameTexture ? addFrontBottom : true;
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} else {
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addFrontTop = false;
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addFrontMiddle = false;
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addFrontBottom = false;
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bool lineHasFrontSector = line.Front != null && line.Front.Sector != null;
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bool lineHasBackSector = line.Back != null && line.Back.Sector != null;
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//upper parts match?
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if((!withSameTexture || addFrontTop) && lineHasFrontSector && line.Front.HighRequired()) {
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addFrontTop = (line.Front.Sector.CeilHeight == ceilingHeight && line.Back.Sector.CeilHeight == floorHeight);
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}
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if(line.Back != null && line.Back.Sector.FloorHeight == Sidedef.Sector.FloorHeight && line.Back.Sector.CeilHeight == Sidedef.Sector.CeilHeight) {
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addBackTop = withSameTexture ? addBackTop : true;
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addBackMiddle = withSameTexture ? addBackMiddle : true;
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addBackBottom = withSameTexture ? addBackBottom : true;
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} else {
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addBackTop = false;
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addBackMiddle = false;
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addBackBottom = false;
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if((!withSameTexture || addBackTop) && lineHasBackSector && line.Back.HighRequired()) {
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addBackTop = (line.Back.Sector.CeilHeight == ceilingHeight && line.Front.Sector.CeilHeight == floorHeight);
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}
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//middle parts match?
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if((!withSameTexture || addFrontMiddle) && lineHasFrontSector && line.Front.MiddleRequired()) {
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addFrontMiddle = (line.Front.Sector.CeilHeight == ceilingHeight && line.Front.Sector.FloorHeight == floorHeight);
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}
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if((!withSameTexture || addBackMiddle) && lineHasBackSector && line.Back.MiddleRequired()) {
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addBackMiddle = (line.Back.Sector.CeilHeight == ceilingHeight && line.Back.Sector.FloorHeight == floorHeight);
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}
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//lower parts match?
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if((!withSameTexture || addFrontBottom) && lineHasFrontSector && line.Front.LowRequired()) {
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addFrontBottom = (line.Back.Sector.FloorHeight == ceilingHeight && line.Front.Sector.FloorHeight == floorHeight);
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}
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if((!withSameTexture || addBackBottom) && lineHasBackSector && line.Back.LowRequired()) {
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addBackBottom = (line.Front.Sector.FloorHeight == ceilingHeight && line.Back.Sector.FloorHeight == floorHeight);
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}
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}
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