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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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Merge branch 'master' of https://github.com/jewalky/GZDoom-Builder-Bugfix
This commit is contained in:
commit
6e0acdf789
9 changed files with 20 additions and 7 deletions
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@ -1,4 +1,6 @@
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// Version: 2017-02-13
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// Version: 2019-07-24
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// Flags and Railgun taken from zdaemon.wad.
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// Thanks to ZDaemon team for the sprites.
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redteam
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{
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@ -19,7 +21,7 @@ redteam
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5131
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{
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title = "Red Flag";
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sprite = "internal:ZandFlagRed";
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sprite = "internal:ZDFlagRed";
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height = 55;
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}
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}
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@ -43,7 +45,7 @@ blueteam
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5130
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{
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title = "Blue Flag";
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sprite = "internal:ZandFlagBlue";
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sprite = "internal:ZDFlagBlue";
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height = 55;
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}
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}
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@ -67,7 +69,7 @@ greenteam
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5133
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{
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title = "Green Flag";
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sprite = "internal:ZandFlagGreen";
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sprite = "internal:ZDFlagGreen";
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}
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}
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@ -90,7 +92,7 @@ whiteteam
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5134
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{
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title = "White Flag";
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sprite = "internal:ZandFlagWhite";
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sprite = "internal:ZDFlagWhite";
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}
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}
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@ -127,5 +129,6 @@ weapons
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5012
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{
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title = "Railgun";
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sprite = "internal:ZDRailgun";
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}
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}
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BIN
Build/Sprites/ZDFlagBlue.png
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BIN
Build/Sprites/ZDFlagBlue.png
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After Width: | Height: | Size: 1.3 KiB |
BIN
Build/Sprites/ZDFlagGreen.png
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BIN
Build/Sprites/ZDFlagGreen.png
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After Width: | Height: | Size: 1.3 KiB |
BIN
Build/Sprites/ZDFlagRed.png
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BIN
Build/Sprites/ZDFlagRed.png
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After Width: | Height: | Size: 1.3 KiB |
BIN
Build/Sprites/ZDFlagWhite.png
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BIN
Build/Sprites/ZDFlagWhite.png
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After Width: | Height: | Size: 1.3 KiB |
BIN
Build/Sprites/ZDRailgun.png
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BIN
Build/Sprites/ZDRailgun.png
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After Width: | Height: | Size: 1.6 KiB |
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@ -71,6 +71,7 @@ namespace CodeImp.DoomBuilder.Config
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private bool bright; //mxd
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private bool arrow;
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private float radius;
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private float renderradius;
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private float height;
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private int distancechecksq; //mxd. Contains squared value or int.MaxValue when not set
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private bool hangs;
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@ -120,6 +121,7 @@ namespace CodeImp.DoomBuilder.Config
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public bool Bright { get { return bright; } } //mxd
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public bool Arrow { get { return arrow; } }
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public float Radius { get { return radius; } }
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public float RenderRadius { get { return renderradius; } }
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public float Height { get { return height; } }
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public int DistanceCheckSq { get { return distancechecksq; } } //mxd
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public bool Hangs { get { return hangs; } }
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@ -177,6 +179,7 @@ namespace CodeImp.DoomBuilder.Config
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this.bright = false; //mxd
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this.arrow = true;
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this.radius = 10f;
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this.renderradius = 10f;
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this.height = 20f;
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this.distancechecksq = int.MaxValue; //mxd
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this.hangs = false;
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@ -552,6 +555,9 @@ namespace CodeImp.DoomBuilder.Config
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// Size
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if(actor.HasPropertyWithValue("radius")) radius = actor.GetPropertyValueInt("radius", 0);
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if(actor.HasPropertyWithValue("height")) height = actor.GetPropertyValueInt("height", 0);
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if (actor.HasPropertyWithValue("renderradius")) renderradius = actor.GetPropertyValueInt("renderradius", 0);
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if (renderradius == 0)
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renderradius = radius;
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//mxd. DistanceCheck. The value is CVAR. Also we'll need squared value
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if(actor.HasPropertyWithValue("distancecheck"))
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@ -80,6 +80,7 @@ namespace CodeImp.DoomBuilder.Map
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// Configuration
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private float size;
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private float rendersize;
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private float height; //mxd
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private PixelColor color;
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private bool fixedsize;
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@ -106,6 +107,7 @@ namespace CodeImp.DoomBuilder.Map
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public int Action { get { return action; } set { BeforePropsChange(); action = value; } }
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public int[] Args { get { return args; } }
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public float Size { get { return size; } }
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public float RenderSize { get { return rendersize; } }
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public float Height { get { return height; } } //mxd
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public PixelColor Color { get { return color; } }
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public bool FixedSize { get { return fixedsize; } }
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@ -242,6 +244,7 @@ namespace CodeImp.DoomBuilder.Map
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t.action = action;
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t.args = (int[])args.Clone();
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t.size = size;
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t.rendersize = rendersize;
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t.height = height; //mxd
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t.color = color;
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t.directional = directional;
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@ -532,6 +535,7 @@ namespace CodeImp.DoomBuilder.Map
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dynamiclighttype = ti.DynamicLightType;
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//General.ErrorLogger.Add(ErrorType.Warning, string.Format("thing dynamiclighttype is {0}; class is {1}", dynamiclighttype, ti.Actor.ClassName));
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size = ti.Radius;
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rendersize = ti.RenderRadius;
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height = ti.Height; //mxd
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fixedsize = ti.FixedSize;
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spritescale = ti.SpriteScale; //mxd
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@ -266,8 +266,8 @@ namespace CodeImp.DoomBuilder.VisualModes
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public void AddThing(Thing t)
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{
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//mxd
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Point p1 = GetBlockCoordinates(new Vector2D(t.Position.x - t.Size, t.Position.y - t.Size));
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Point p2 = GetBlockCoordinates(new Vector2D(t.Position.x + t.Size, t.Position.y + t.Size));
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Point p1 = GetBlockCoordinates(new Vector2D(t.Position.x - t.RenderSize, t.Position.y - t.RenderSize));
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Point p2 = GetBlockCoordinates(new Vector2D(t.Position.x + t.RenderSize, t.Position.y + t.RenderSize));
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for(int x = p1.X; x <= p2.X; x++)
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{
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for(int y = p1.Y; y <= p2.Y; y++)
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