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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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Make Door action: door texture can now be defined in a game configuration.
Make Door action: door and track textures are now stored while the editor is running. Edit Selection Mode: pasted geometry was not merged with the rest of the map if the selection was not modified before applying the mode.
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f7f8c1e894
commit
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7 changed files with 16 additions and 3 deletions
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@ -13,6 +13,7 @@
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// Door making
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// Door making
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makedoortrack = "DOORTRAK";
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makedoortrack = "DOORTRAK";
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makedoordoor = "BIGDOOR2";
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// Default thing filters
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// Default thing filters
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// (these are not required, just useful for new users)
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// (these are not required, just useful for new users)
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@ -14,6 +14,7 @@
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// Door making
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// Door making
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makedoortrack = "D_END2";
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makedoortrack = "D_END2";
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makedoordoor = "D_WD07";
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// Default thing filters
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// Default thing filters
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// (these are not required, just useful for new users)
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// (these are not required, just useful for new users)
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@ -64,6 +64,7 @@ namespace CodeImp.DoomBuilder.Config
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private string testparameters;
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private string testparameters;
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private bool testshortpaths;
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private bool testshortpaths;
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private string makedoortrack;
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private string makedoortrack;
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private string makedoordoor; //mxd
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private int makedooraction;
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private int makedooraction;
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private int makedooractivate;
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private int makedooractivate;
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private int[] makedoorargs;
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private int[] makedoorargs;
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@ -165,6 +166,7 @@ namespace CodeImp.DoomBuilder.Config
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public string TestParameters { get { return testparameters; } }
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public string TestParameters { get { return testparameters; } }
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public bool TestShortPaths { get { return testshortpaths; } }
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public bool TestShortPaths { get { return testshortpaths; } }
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public string MakeDoorTrack { get { return makedoortrack; } }
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public string MakeDoorTrack { get { return makedoortrack; } }
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public string MakeDoorDoor { get { return makedoordoor; } } //mxd
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public int MakeDoorAction { get { return makedooraction; } }
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public int MakeDoorAction { get { return makedooraction; } }
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public int MakeDoorActivate { get { return makedooractivate; } }
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public int MakeDoorActivate { get { return makedooractivate; } }
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public Dictionary<string, bool> MakeDoorFlags { get { return makedoorflags; } }
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public Dictionary<string, bool> MakeDoorFlags { get { return makedoorflags; } }
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@ -296,6 +298,7 @@ namespace CodeImp.DoomBuilder.Config
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testparameters = cfg.ReadSetting("testparameters", "");
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testparameters = cfg.ReadSetting("testparameters", "");
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testshortpaths = cfg.ReadSetting("testshortpaths", false);
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testshortpaths = cfg.ReadSetting("testshortpaths", false);
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makedoortrack = cfg.ReadSetting("makedoortrack", "-");
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makedoortrack = cfg.ReadSetting("makedoortrack", "-");
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makedoordoor = cfg.ReadSetting("makedoordoor", "-"); //mxd
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makedooraction = cfg.ReadSetting("makedooraction", 0);
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makedooraction = cfg.ReadSetting("makedooraction", 0);
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makedooractivate = cfg.ReadSetting("makedooractivate", 0);
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makedooractivate = cfg.ReadSetting("makedooractivate", 0);
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linetagindicatesectors = cfg.ReadSetting("linetagindicatesectors", false);
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linetagindicatesectors = cfg.ReadSetting("linetagindicatesectors", false);
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@ -17,6 +17,7 @@
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#region ================== Namespaces
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#region ================== Namespaces
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using System;
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using System;
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using System.ComponentModel;
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using System.Drawing;
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using System.Drawing;
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using System.Windows.Forms;
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using System.Windows.Forms;
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using SlimDX;
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using SlimDX;
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@ -45,6 +46,8 @@ namespace CodeImp.DoomBuilder.Controls
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#region ================== Properties
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#region ================== Properties
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public string TextureName { get { return name.Text; } set { name.Text = value; } }
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public string TextureName { get { return name.Text; } set { name.Text = value; } }
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[Browsable(false)]
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public bool MultipleTextures { get { return multipletextures; } set { multipletextures = value; } }
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public bool MultipleTextures { get { return multipletextures; } set { multipletextures = value; } }
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#endregion
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#endregion
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@ -881,6 +881,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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base.OnEngage();
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base.OnEngage();
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bool autodrag = (pasting && mouseinside && BuilderPlug.Me.AutoDragOnPaste);
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bool autodrag = (pasting && mouseinside && BuilderPlug.Me.AutoDragOnPaste);
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snaptonearest = General.Interface.AutoMerge; //mxd
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// Add toolbar buttons
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// Add toolbar buttons
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General.Interface.AddButton(BuilderPlug.Me.MenusForm.FlipSelectionH);
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General.Interface.AddButton(BuilderPlug.Me.MenusForm.FlipSelectionH);
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@ -69,6 +69,10 @@ namespace CodeImp.DoomBuilder.BuilderModes
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private Dictionary<Sector, string[]> selectedEffectLabels;
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private Dictionary<Sector, string[]> selectedEffectLabels;
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private Dictionary<Sector, string[]> unselectedEffectLabels;
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private Dictionary<Sector, string[]> unselectedEffectLabels;
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//mxd. "Make Door" textures
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private static string doortex = "-";
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private static string tracktex = "-";
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#endregion
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#endregion
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#region ================== Properties
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#region ================== Properties
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@ -1303,8 +1307,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
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ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
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ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
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if(orderedselection.Count > 0)
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if(orderedselection.Count > 0)
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{
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{
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string doortex = "";
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if(doortex == "-") doortex = General.Map.Config.MakeDoorDoor; //mxd
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string tracktex = General.Map.Config.MakeDoorTrack;
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if(tracktex == "-") tracktex = General.Map.Config.MakeDoorTrack; //mxd
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string floortex = null;
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string floortex = null;
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string ceiltex = null;
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string ceiltex = null;
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bool resetoffsets = true;
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bool resetoffsets = true;
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@ -72,7 +72,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Interface
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// No door texture selected?
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// No door texture selected?
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if(doortexture.TextureName.Length == 0)
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if(doortexture.TextureName.Length == 0)
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{
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{
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MessageBox.Show(this, "You have to select at least a texture for the door!", "Make Door", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
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MessageBox.Show(this, "Please select a door texture!", "Make Door", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
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doortexture.Focus();
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doortexture.Focus();
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}
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}
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else
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else
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