From 786caf3b3467bc819dab92d4cc6246d2994ec8fe Mon Sep 17 00:00:00 2001 From: MaxED Date: Sat, 20 Sep 2014 22:05:23 +0000 Subject: [PATCH] ZDoom_ACS.cfg: added "DropInventory" function definition. Visual mode: vertex handle size is now updated after closing the Preferences form. --- Build/Scripting/ZDoom_ACS.cfg | 1 + Source/Core/General/MapManager.cs | 1 + Source/Core/VisualModes/VisualMode.cs | 3 +-- 3 files changed, 3 insertions(+), 2 deletions(-) diff --git a/Build/Scripting/ZDoom_ACS.cfg b/Build/Scripting/ZDoom_ACS.cfg index 1bb9103f..19b76f0b 100644 --- a/Build/Scripting/ZDoom_ACS.cfg +++ b/Build/Scripting/ZDoom_ACS.cfg @@ -127,6 +127,7 @@ keywords Door_LockedRaise = "Door_LockedRaise(tag, speed, delay, lock, lighttag)"; Door_Open = "Door_Open(tag, speed, lighttag)"; Door_Raise = "Door_Raise(tag, speed, delay, lighttag)"; + DropInventory = "void DropInventory(int tid, str itemtodrop)"; DropItem = "int DropItem(int tid, str item [, int dropamount = -1 [, int chance = 256]])\nCauses actors with the matching tid to drop the specified item.\nIf tid is 0, the activator of the script is considered to be the dropper of the item.\nThis works in a similar way to the DropItem actor property.\nThe return value of the function is the number of dropped items."; Elevator_LowerToNearest = "Elevator_LowerToNearest(tag, speed)"; Elevator_MoveToFloor = "Elevator_MoveToFloor(tag, speed)"; diff --git a/Source/Core/General/MapManager.cs b/Source/Core/General/MapManager.cs index 1a704f44..305b709a 100644 --- a/Source/Core/General/MapManager.cs +++ b/Source/Core/General/MapManager.cs @@ -1582,6 +1582,7 @@ namespace CodeImp.DoomBuilder { // Update settings renderer3d.CreateProjection(); + renderer3d.UpdateVertexHandle(); //mxd // Things filters General.MainWindow.UpdateThingsFilters(); diff --git a/Source/Core/VisualModes/VisualMode.cs b/Source/Core/VisualModes/VisualMode.cs index 0a9572a4..2b62106b 100644 --- a/Source/Core/VisualModes/VisualMode.cs +++ b/Source/Core/VisualModes/VisualMode.cs @@ -158,9 +158,8 @@ namespace CodeImp.DoomBuilder.VisualModes { base.OnEngage(); - // Update projection and vertex handles (mxd) + // Update projection (mxd) General.Map.CRenderer3D.CreateProjection(); - General.Map.CRenderer3D.UpdateVertexHandle(); // Update the used textures General.Map.Data.UpdateUsedTextures();