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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 04:12:12 +00:00
Fixed, Vertex Edit form: relative X/Y position values were applied incorrectly.
Updated ZDoom ACC. Updated ZDoom_ACS.cfg. Updated ZDoom_DECORATE.cfg.
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a1c290d49c
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864053c008
5 changed files with 42 additions and 38 deletions
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@ -958,6 +958,12 @@
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#define SECF_NOFALLINGDAMAGE 2
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#define SECF_FLOORDROP 4
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#define SECF_NORESPAWN 8
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#define SECF_FRICTION 16
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#define SECF_PUSH 32
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#define SECF_SILENTMOVE 64
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#define SECF_DMGTERRAINFX 128
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#define SECF_DMGENDGODMODE 256
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#define SECF_DMGENDLEVEL 512
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#define BLOCKF_CREATURES 1
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#define BLOCKF_MONSTERS 2
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@ -337,7 +337,9 @@ special
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-91:QuakeEx(8,12),
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-92:Warp(6,11),
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-93:GetMaxInventory(2),
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-94:SetSectorDamage(2,6),
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-94:SetSectorDamage(2,5),
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-95:SetSectorTerrain(3),
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-96:SpawnParticle(1,15),
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// Zandronum's
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-100:ResetMap(0),
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@ -409,6 +409,7 @@ keywords
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Spawn = "int Spawn(str classname, fixed x, fixed y, fixed z[, int tid[, int angle]])\nSpawns an actor at the given X, Y and Z coordinates.\nOptionally a TID and a byte angle can be specified.";
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SpawnForced = "int SpawnForced(str classname, fixed x, fixed y, fixed z[, int tid[, int angle]])\nForces the actor to spawn, even in conditions where the spawning would normally fail.\nThe return value is the number of things spawned.";
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SpawnDecal = "int SpawnDecal(int tid, str decalname, int flags[, fixed angle = 0.0[, fixed zoffset = 0.0[, fixed distance = 64.0]]])\nCreates a decal on a wall by tracing a line from the actor with the\nspecified tid until hitting said wall, on which the decal is then created.\nIf tid is 0, the tracing is done from the activator of the script.\ndecalname: The name of the decal to create, as defined in DECALDEF.\nflags: use SDF_ flags\nThe return value of the function is the number of decals spawned.";
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SpawnParticle = "void SpawnParticle(float offx, float offy, float offz, float velx, float vely, float velz, color color1, int lifetime[, bool fullbright = false[, float startalpha = 1.0[, int size = 1[, float fadestep = -1[, float accelx = 0[, float accely = 0[, float accelz = 0]]]]]]])";
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SpawnProjectile = "void SpawnProjectile(int tid, str type, int angle, int speed, int vspeed, int gravity, int newtid)";
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SpawnSpot = "int SpawnSpot(str classname, int spottid[, int tid[, int angle]])\nRequires a MapSpot at the location where you want the Actor to spawn.\nThe return value is the number of things spawned.";
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SpawnSpotFacing = "int SpawnSpotFacing(str classname, int spottid[, int tid])\nRequires a MapSpot at the location where you want the Actor to spawn.\nThe thing will assume the angle of the mapspot it is spawned to.\nThe return value is the number of things spawned.";
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@ -954,10 +955,16 @@ constants
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SCROLL_AND_CARRY;
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SDF_ABSANGLE;
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SDF_PERMANENT;
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SECF_DMGENDGODMODE;
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SECF_DMGENDLEVEL;
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SECF_DMGTERRAINFX;
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SECF_FLOORDROP;
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SECF_FRICTION;
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SECF_NOFALLINGDAMAGE;
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SECF_NORESPAWN;
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SECF_PUSH;
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SECF_SILENT;
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SECF_SILENTMOVE;
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SECSEQ_CEILING;
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SECSEQ_FLOOR;
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SECSEQ_FULLHEIGHT;
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@ -120,6 +120,7 @@ keywords
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A_SpawnDebris = "A_SpawnDebris(str type[, bool translation = false[, float horizontal_vel = 1.0[, float vertical_vel = 1.0]]])";
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A_SpawnItem = "A_SpawnItem(str type, int distance, float zpos, bool useammo, bool translation)";
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A_SpawnItemEx = "A_SpawnItemEx(str type[, float xoffset = 0.0[, float yoffset = 0.0[, float zoffset = 0.0[, float xvelocity = 0.0[, float yvelocity = 0.0[, float zvelocity = 0.0[, float angle = 0.0[, int flags = 0[, int skipchance = 0[, int tid = 0]]]]]]]]]])";
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A_SpawnParticle = "A_SpawnParticle(float offx, float offy, float offz, float velx, float vely, float velz, color color1, int lifetime[, bool fullbright = false[, float startalpha = 1.0[, int size = 1[, float fadestep = -1[, float accelx = 0[, float accely = 0[, float accelz = 0]]]]]]])";
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//State jumps
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A_CheckBlock = "A_CheckBlock(str block[, int flags = 0[, int pointer = AAPTR_TARGET]])";
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A_CheckCeiling = "A_CheckCeiling(int offset OR str state)";
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@ -211,32 +211,26 @@ namespace CodeImp.DoomBuilder.Windows
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{
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if(preventchanges) return;
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MakeUndo();
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int i = 0;
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//restore values
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// Restore values
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if(string.IsNullOrEmpty(positionx.Text))
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{
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// Apply position
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int i = 0;
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foreach(Vertex v in vertices) v.Move(new Vector2D(vertexprops[i++].X, v.Position.y));
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}
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else //update values
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// Update values
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else
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{
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// Verify the coordinates
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float px = positionx.GetResultFloat(vertexprops[i].X);
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if(px < General.Map.FormatInterface.MinCoordinate)
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int i = 0;
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foreach(Vertex v in vertices)
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{
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positionx.Text = General.Map.FormatInterface.MinCoordinate.ToString();
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return;
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}
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// Verify the coordinates
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float px = positionx.GetResultFloat(vertexprops[i++].X);
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if(px > General.Map.FormatInterface.MaxCoordinate)
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{
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positionx.Text = General.Map.FormatInterface.MaxCoordinate.ToString();
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return;
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// Apply new position
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v.Move(new Vector2D(Math.Max(General.Map.FormatInterface.MinCoordinate, Math.Min(General.Map.FormatInterface.MaxCoordinate, px)), v.Position.y));
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}
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// Apply position
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foreach(Vertex v in vertices) v.Move(new Vector2D(px, v.Position.y));
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}
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General.Map.IsChanged = true;
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@ -247,32 +241,26 @@ namespace CodeImp.DoomBuilder.Windows
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{
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if(preventchanges) return;
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MakeUndo();
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int i = 0;
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//restore values
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// Restore values
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if(string.IsNullOrEmpty(positiony.Text))
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{
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// Apply position
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int i = 0;
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foreach(Vertex v in vertices) v.Move(new Vector2D(v.Position.x, vertexprops[i++].Y));
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}
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else //update values
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// Update values
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else
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{
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// Verify the coordinates
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float py = positiony.GetResultFloat(vertexprops[i].Y);
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if(py < General.Map.FormatInterface.MinCoordinate)
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int i = 0;
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foreach(Vertex v in vertices)
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{
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positiony.Text = General.Map.FormatInterface.MinCoordinate.ToString();
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return;
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}
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// Verify the coordinates
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float py = positiony.GetResultFloat(vertexprops[i++].Y);
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if(py > General.Map.FormatInterface.MaxCoordinate)
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{
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positiony.Text = General.Map.FormatInterface.MaxCoordinate.ToString();
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return;
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// Apply new position
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v.Move(new Vector2D(v.Position.x, Math.Max(General.Map.FormatInterface.MinCoordinate, Math.Min(General.Map.FormatInterface.MaxCoordinate, py))));
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}
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// Apply position
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foreach(Vertex v in vertices) v.Move(new Vector2D(v.Position.x, py));
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}
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General.Map.IsChanged = true;
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