mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2025-02-16 17:11:28 +00:00
Restored "Texture offset" input in Linedef edit and Linedef info panels for UDMF format.
Added several UDMF properties to ZDoom configuration.
This commit is contained in:
parent
f81aad796d
commit
8b91176fb0
6 changed files with 1601 additions and 1202 deletions
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@ -38,6 +38,7 @@ linedefflags_udmf
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midtex3d = "Walkable middle texture";
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blockprojectiles = "Block projectiles";
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blockuse = "Block use actions";
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blocksight = "Block monster line of sight";
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}
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@ -62,17 +63,11 @@ thingflags
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thingflags_udmf
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{
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countsecret = "Count as secret";
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skill6 = "Skill 6";
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skill7 = "Skill 7";
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skill8 = "Skill 8";
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class1 = "Class 1";
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class2 = "Class 2";
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class3 = "Class 3";
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class4 = "Class 4";
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class5 = "Class 5";
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class6 = "Class 6";
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class7 = "Class 7";
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class8 = "Class 8";
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}
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@ -222,12 +217,19 @@ universalfields
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translucent = "Translucent";
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add = "Additive";
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}
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}
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locknumber
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{
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type = 0;
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default = 0;
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}
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arg0str
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{
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type = 2;
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default = "";
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}
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type = 2;
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default = "";
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}
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}
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sidedef
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@ -370,12 +372,211 @@ universalfields
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{
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type = 0;
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default = 0;
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}
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countsecret
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{
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type = 3;
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default = false;
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}
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skill1
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{
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type = 3;
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default = true;
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}
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skill2
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{
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type = 3;
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default = true;
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}
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skill3
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{
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type = 3;
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default = true;
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}
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skill4
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{
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type = 3;
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default = true;
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}
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skill5
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{
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type = 3;
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default = true;
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}
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skill6
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{
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type = 3;
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default = true;
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}
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skill7
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{
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type = 3;
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default = true;
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}
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skill8
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{
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type = 3;
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default = true;
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}
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skill9
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{
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type = 3;
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default = true;
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}
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skill10
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{
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type = 3;
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default = true;
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}
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skill11
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{
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type = 3;
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default = true;
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}
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skill12
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{
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type = 3;
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default = true;
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}
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skill13
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{
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type = 3;
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default = true;
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}
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skill14
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{
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type = 3;
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default = true;
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}
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skill15
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{
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type = 3;
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default = true;
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}
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skill16
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{
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type = 3;
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default = true;
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}
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class1
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{
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type = 3;
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default = true;
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}
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class2
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{
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type = 3;
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default = true;
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}
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class3
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{
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type = 3;
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default = true;
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}
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class4
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{
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type = 3;
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default = true;
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}
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class5
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{
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type = 3;
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default = true;
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}
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class6
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{
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type = 3;
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default = true;
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}
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class7
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{
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type = 3;
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default = true;
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}
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class8
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{
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type = 3;
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default = true;
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}
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class9
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{
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type = 3;
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default = true;
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}
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class10
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{
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type = 3;
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default = true;
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}
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class11
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{
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type = 3;
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default = true;
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}
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class12
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{
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type = 3;
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default = true;
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}
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class13
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{
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type = 3;
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default = true;
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}
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class14
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{
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type = 3;
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default = true;
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}
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class15
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{
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type = 3;
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default = true;
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}
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class16
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{
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type = 3;
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default = true;
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}
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arg0str
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{
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type = 2;
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default = "";
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}
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type = 2;
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default = "";
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}
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}
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sector
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@ -468,6 +669,40 @@ universalfields
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{
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type = 3;
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default = false;
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}
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alphafloor
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{
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type = 1;
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default = 1.0f;
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}
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alphaceiling
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{
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type = 1;
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default = 1.0f;
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}
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renderstylefloor
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{
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type = 16;
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default = "translucent";
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enum
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{
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translucent = "Translucent";
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add = "Additive";
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}
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}
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renderstyleceiling
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{
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type = 16;
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default = "translucent";
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enum
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{
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translucent = "Translucent";
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add = "Additive";
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}
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}
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gravity
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@ -530,6 +765,21 @@ universalfields
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default = false;
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}
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}
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vertex
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{
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zfloor
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{
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type = 1;
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default = 0.0f;
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}
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zceiling
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{
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type = 1;
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default = 0.0f;
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}
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}
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}
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@ -1,5 +1,5 @@
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===============================================================================
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Universal Doom Map Format ZDoom extensions v1.10 - 25.04.2010
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Universal Doom Map Format ZDoom extensions v1.15 - 14.12.2010
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Copyright (c) 2008 Christoph Oelckers.
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@ -39,7 +39,7 @@ between the TEXTMAP and ENDMAP lumps:
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BEHAVIOR = contains compiled ACS code
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DIALOGUE = contains compiled Strife conversation scripts.
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ZNODES = Nodes (must be stored as extended GL nodes. Compression is allowed
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but deprecated for portability reasons.)
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but deprecated for portability reasons.)
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BLOCKMAP = blockmap. It is recommended not to include this lump in UDMF maps.
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REJECT = reject table. Recommended use is for special effects only.
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@ -84,6 +84,12 @@ field to 'strifeally', even for the 'Doom' namespace.
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In addition to the standard fields, ZDoom defines the following:
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Note: All <bool> fields default to false unless mentioned otherwise.
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vertex
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{
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zfloor = <float>; // Floor height at this vertex. Only applies to triangular sectors
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zceiling = <float>; // Ceiling height at this vertex. Only applies to triangular sectors
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}
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linedef
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{
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alpha = <float>; // Translucency of this line, default is 1.0
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@ -105,10 +111,17 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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midtex3d = <bool>; // Actors can walk on mid texture.
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checkswitchrange = <bool>;// Switches can only be activated when vertically reachable.
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blockprojectiles = <bool>;// Line blocks all projectiles
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blockuse = <bool>; // Line blocks all use actions
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blockuse = <bool>; // Line blocks all use actions
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blocksight = <bool>; // Line blocks monster line of sight
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locknumber = <int>; // Line special is locked
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arg0str = <string>; // Alternate string-based version of arg0
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* Note about arg0str
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For lines with ACS specials (80-86 and 226), if arg0str is present and non-null, it
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will be used as the name of the script to execute, and arg0 will be ignored.
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}
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sidedef
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{
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scalex_top = <float>; // X scale for upper texture, Default = 1.0.
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@ -128,16 +141,19 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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light = <integer>; // This side's light level. Default is 0.
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lightabsolute = <bool>; // true = 'light' is an absolute value. Default is
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// relative to the owning sector's light level.
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nofakecontrast = <bool>; // Disables use of fake contrast on this sidedef.
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smoothlighting = <bool>; // Use smooth fake contrast.
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lightfog = <bool>; // true = This side's relative lighting is used even in
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// foggy sectors. Default is to disable relative
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// lighting in foggy sectors.
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nofakecontrast = <bool>; // Disables use of fake contrast on this sidedef.
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smoothlighting = <bool>; // Use smooth fake contrast.
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clipmidtex = <bool>; // Side's mid textures are clipped to floor and ceiling.
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wrapmidtex = <bool>; // Side's mid textures are wrapped.
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nodecals = <bool>; // Disables decals on the sidedef.
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nodecals = <bool>; // Disables decals on the sidedef.
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}
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sector
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{
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xpanningfloor = <float>; // X texture offset of floor texture, Default = 0.0.
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xpanningfloor = <float>; // X texture offset of floor texture, Default = 0.0.
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ypanningfloor = <float>; // Y texture offset of floor texture, Default = 0.0.
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xpanningceiling = <float>; // X texture offset of ceiling texture, Default = 0.0.
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ypanningceiling = <float>; // Y texture offset of ceiling texture, Default = 0.0.
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@ -153,39 +169,48 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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// relative to the owning sector's light level.
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lightceilingabsolute = <bool>; // true = 'lightceiling' is an absolute value. Default is
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// relative to the owning sector's light level.
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alphafloor = <float>; // translucency of floor plane (only has meaning with Sector_SetPortal) Default is 1.0.
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alphaceiling = <float>; // translucency of ceiling plane (only has meaning with Sector_SetPortal) Default is 1.0.
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renderstylefloor = <string>; // floor plane renderstyle (only has meaning with Sector_SetPortal); not implemented yet in software renderer
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// can be "translucent" or "add", default is "translucent".
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renderstyleceiling = <string>; // ceiling plane renderstyle (only has meaning with Sector_SetPortal); not implemented yet in software renderer
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// can be "translucent" or "add", default is "translucent".
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gravity = <float>; // Sector's gravity. Default is 1.0.
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lightcolor = <integer>; // Sector'S light color as RRGGBB value, default = 0xffffff.
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fadecolor = <integer>; // Sector'S fog color as RRGGBB value, default = 0x000000.
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lightcolor = <integer>; // Sector's light color as RRGGBB value, default = 0xffffff.
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fadecolor = <integer>; // Sector's fog color as RRGGBB value, default = 0x000000.
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desaturation = <float>; // Color desaturation factor. 0 = none, 1 = full, default = 0.
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silent = <bool>; // Actors in this sector make no sound,
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nofallingdamage = <bool>; // Falling damage is disabled in this sector
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dropactors = <bool>; // Actors drop with instantly moving floors (*)
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norespawn = <bool>; // Players can not respawn in this sector
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soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a
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// sound sequence thing in the sector will override this property.
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hidden = <bool>; // if true this sector will not be drawn on the textured automap.
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norespawn = <bool>; // Players can not respawn in this sector
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soundsequence = <string>; // The sound sequence to play when this sector moves. Placing a
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// sound sequence thing in the sector will override this property.
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hidden = <bool>; // if true this sector will not be drawn on the textured automap.
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* Note about dropactors
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The spec requires this to be false by default. Currently, however ZDoom assumes this to be true
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The spec requires this to be false by default. Currently, however, ZDoom assumes this to be true
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for Doom format maps so any map converter converting to the ZDoomTranslated namespace should
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set this flag for each tagged sector.
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}
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thing
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{
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skill# = <bool> // Unlike the base spec, # can range from 1-8.
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// 8 is the maximum amount of skills the skill
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// menu can display.
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class# = <bool> // Unlike the base spec, # can range from 1-8.
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// 8 is the maximum amount of classes the class
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// menu can display.
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conversation = <int> // Assigns a conversation dialogue to this thing.
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// Parameter is the conversation ID, 0 meaning none.
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skill# = <bool> // Unlike the base spec, # can range from 1-16.
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class# = <bool> // Unlike the base spec, # can range from 1-16.
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conversation = <int> // Assigns a conversation dialogue to this thing.
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// Parameter is the conversation ID, 0 meaning none.
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countsecret = <bool>; // Picking up this actor counts as a secret.
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arg0str = <string>; // Alternate string-based version of arg0
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* Note about arg0str
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For things with ACS specials (80-86 and 226), if arg0str is present and non-null, it
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will be used as the name of the script to execute, and arg0 will be ignored.
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}
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*** Special notes for map format conversions:
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@ -194,7 +219,7 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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Unless mentioned differently the arg being used to define the line ID
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should be set to 0.
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The following line specials are affected:
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121: Line_SetIdentification, arg 0
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208: TranslucentLine, arg0 (arg0 must be preserved)
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1: Polyobj_StartLine, arg3
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@ -202,16 +227,17 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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181: Plane_Align, arg2
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215: Teleport_Line, arg0
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222: Scroll_Texture_Model, arg0 (arg0 must be preserved)
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160: Sector_3DFloor, arg4 (both uses as high-byte of tag and line ID are not supported in UDMF and must be remapped)
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Some specials also allow setting the extended flags. These must also be
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converted to explicitly setting the flags through the defined map fields.
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This affects the following specials:
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121: Line_SetIdentification, arg1
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208: TranslucentLine, arg3
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These args are to be converted as follows to flags, bit by bit:
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Bit 0 (Value 1): zoneboundary
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Bit 1 (Value 2): jumpover
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Bit 2 (Value 4): blockfloaters
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@ -220,13 +246,13 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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Bit 5 (Value 32): midtex3d
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Bit 6 (Value 64): checkswitchrange
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Bit 7 (Value 128): firstsideonly
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When used in special 208 this arg should be cleared afterward.
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Special 121 is not being used by UDMF maps in ZDoom and should be completely
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deleted after conversion.
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=======================================
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Changelog
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=======================================
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@ -269,7 +295,7 @@ Changed node specifications to deprecate compression of node lump.
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Added 'playeruseback' line trigger flag.
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1.11 07.08.2010
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Added 'soundsequnce' sector property.
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Added 'soundsequence' sector property.
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1.12 22.08.2010
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Added 'conversation' thing property.
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@ -277,6 +303,31 @@ Added 'conversation' thing property.
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1.13 29.08.2010
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Added 'hidden' sector property.
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1.14 19.09.2010
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Added 'countsecret' actor property.
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1.15 14.12.2010
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Added vertex floor and ceiling height properties
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1.16 23.01.2011
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Added alphaceiling and alphafloor sector properties
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Added blocksight linedef flag
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Removed remarks of 8 being the maximum number of player classes/skill levels the menu can handle so the spec now properly lists 16 as limit.
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1.17 12.02.2011
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Added renderstyleceiling and renderstylefloor sector properties
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Added Sector_Set3DFloor to list of specials that need to be handled for line ID remapping
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1.18 17.02.2012
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Added arg0str linedef property.
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Standardized whitespace.
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|
||||
1.19 24.02.2012
|
||||
Added back locknumber property.
|
||||
|
||||
1.20 25.02.2012
|
||||
Added arg0str thing property.
|
||||
|
||||
===============================================================================
|
||||
EOF
|
||||
===============================================================================
|
||||
|
|
|
@ -162,7 +162,7 @@ namespace CodeImp.DoomBuilder.Controls
|
|||
// Show sidedef info
|
||||
frontpanel.Visible = true; //mxd
|
||||
|
||||
frontpanel.Text = " Front Sidedef " + l.Front.Index + " ";
|
||||
frontpanel.Text = " Front Sidedef " + l.Front.Index;
|
||||
frontsector.Text = " Sector " + l.Front.Sector.Index;
|
||||
frontsector.Visible = true;
|
||||
|
||||
|
@ -172,6 +172,9 @@ namespace CodeImp.DoomBuilder.Controls
|
|||
frontoffsetlabel.Text = "Front light:";
|
||||
setUDMFLight(l.Front, frontoffsetlabel, frontoffset);
|
||||
|
||||
//global offset
|
||||
frontpanel.Text += ". Offset: " + l.Front.OffsetX + ", " + l.Front.OffsetY;
|
||||
|
||||
bool hasTopFields = false;
|
||||
bool hasMiddleFields = false;
|
||||
bool hasBottomFields = false;
|
||||
|
@ -260,7 +263,7 @@ namespace CodeImp.DoomBuilder.Controls
|
|||
|
||||
// Show sidedef info
|
||||
backpanel.Visible = true; //mxd
|
||||
backpanel.Text = " Back Sidedef " + l.Back.Index + " ";
|
||||
backpanel.Text = " Back Sidedef " + l.Back.Index;
|
||||
backsector.Text = " Sector " + l.Back.Sector.Index;
|
||||
backsector.Visible = true;
|
||||
|
||||
|
@ -270,6 +273,9 @@ namespace CodeImp.DoomBuilder.Controls
|
|||
backoffsetlabel.Text = "Back light:";
|
||||
setUDMFLight(l.Back, backoffsetlabel, backoffset);
|
||||
|
||||
//global offset
|
||||
backpanel.Text += ". Offset: " + l.Back.OffsetX + ", " + l.Back.OffsetY;
|
||||
|
||||
bool hasTopFields = false;
|
||||
bool hasMiddleFields = false;
|
||||
bool hasBottomFields = false;
|
||||
|
|
2260
Source/Core/Windows/LinedefEditForm.Designer.cs
generated
2260
Source/Core/Windows/LinedefEditForm.Designer.cs
generated
File diff suppressed because it is too large
Load diff
|
@ -119,16 +119,11 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
}
|
||||
|
||||
//mxd. Setup texture offset controls
|
||||
if (General.Map.UDMF) {
|
||||
lTexOffsetFrontUpper.Text = "Upper Offset:";
|
||||
lTexOffsetBackUpper.Text = "Upper Offset:";
|
||||
} else {
|
||||
if (!General.Map.UDMF) {
|
||||
pFrontUDMFOffsets.Visible = false;
|
||||
pBackUDMFOffsets.Visible = false;
|
||||
customfrontbutton.Top = 126;
|
||||
custombackbutton.Top = 126;
|
||||
lTexOffsetFrontUpper.Text = "Texture Offset:";
|
||||
lTexOffsetBackUpper.Text = "Texture Offset:";
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -198,16 +193,16 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
|
||||
//mxd
|
||||
if (General.Map.UDMF) {
|
||||
frontoffsetx.Text = getUDMFTextureOffset(fl.Front.Fields, "offsetx_top").ToString();
|
||||
frontoffsety.Text = getUDMFTextureOffset(fl.Front.Fields, "offsety_top").ToString();
|
||||
frontOffsetMidX.Text = getUDMFTextureOffset(fl.Front.Fields, "offsetx_mid").ToString();
|
||||
frontOffsetMidY.Text = getUDMFTextureOffset(fl.Front.Fields, "offsety_mid").ToString();
|
||||
frontOffsetLowX.Text = getUDMFTextureOffset(fl.Front.Fields, "offsetx_bottom").ToString();
|
||||
frontOffsetLowY.Text = getUDMFTextureOffset(fl.Front.Fields, "offsety_bottom").ToString();
|
||||
} else {
|
||||
frontoffsetx.Text = fl.Front.OffsetX.ToString();
|
||||
frontoffsety.Text = fl.Front.OffsetY.ToString();
|
||||
frontOffsetTopX.Text = getUDMFTextureOffset(fl.Front.Fields, "offsetx_top").ToString();
|
||||
frontOffsetTopY.Text = getUDMFTextureOffset(fl.Front.Fields, "offsety_top").ToString();
|
||||
frontOffsetMidX.Text = getUDMFTextureOffset(fl.Front.Fields, "offsetx_mid").ToString();
|
||||
frontOffsetMidY.Text = getUDMFTextureOffset(fl.Front.Fields, "offsety_mid").ToString();
|
||||
frontOffsetLowX.Text = getUDMFTextureOffset(fl.Front.Fields, "offsetx_bottom").ToString();
|
||||
frontOffsetLowY.Text = getUDMFTextureOffset(fl.Front.Fields, "offsety_bottom").ToString();
|
||||
}
|
||||
|
||||
frontoffsetx.Text = fl.Front.OffsetX.ToString();
|
||||
frontoffsety.Text = fl.Front.OffsetY.ToString();
|
||||
}
|
||||
|
||||
// Back settings
|
||||
|
@ -223,16 +218,16 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
|
||||
//mxd
|
||||
if (General.Map.UDMF) {
|
||||
backoffsetx.Text = getUDMFTextureOffset(fl.Back.Fields, "offsetx_top").ToString();
|
||||
backoffsety.Text = getUDMFTextureOffset(fl.Back.Fields, "offsety_top").ToString();
|
||||
backOffsetMidX.Text = getUDMFTextureOffset(fl.Back.Fields, "offsetx_mid").ToString();
|
||||
backOffsetMidY.Text = getUDMFTextureOffset(fl.Back.Fields, "offsety_mid").ToString();
|
||||
backOffsetLowX.Text = getUDMFTextureOffset(fl.Back.Fields, "offsetx_bottom").ToString();
|
||||
backOffsetLowY.Text = getUDMFTextureOffset(fl.Back.Fields, "offsety_bottom").ToString();
|
||||
} else {
|
||||
backoffsetx.Text = fl.Back.OffsetX.ToString();
|
||||
backoffsety.Text = fl.Back.OffsetY.ToString();
|
||||
backOffsetTopX.Text = getUDMFTextureOffset(fl.Back.Fields, "offsetx_top").ToString();
|
||||
backOffsetTopY.Text = getUDMFTextureOffset(fl.Back.Fields, "offsety_top").ToString();
|
||||
backOffsetMidX.Text = getUDMFTextureOffset(fl.Back.Fields, "offsetx_mid").ToString();
|
||||
backOffsetMidY.Text = getUDMFTextureOffset(fl.Back.Fields, "offsety_mid").ToString();
|
||||
backOffsetLowX.Text = getUDMFTextureOffset(fl.Back.Fields, "offsetx_bottom").ToString();
|
||||
backOffsetLowY.Text = getUDMFTextureOffset(fl.Back.Fields, "offsety_bottom").ToString();
|
||||
}
|
||||
|
||||
backoffsetx.Text = fl.Back.OffsetX.ToString();
|
||||
backoffsety.Text = fl.Back.OffsetY.ToString();
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
|
@ -314,17 +309,18 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
if(frontlow.Required != l.Front.LowRequired()) frontlow.Required = false;
|
||||
if(frontsector.Text != l.Front.Sector.Index.ToString()) frontsector.Text = "";
|
||||
|
||||
//mxd
|
||||
if (General.Map.UDMF) {
|
||||
if (frontoffsetx.Text != getUDMFTextureOffset(l.Front.Fields, "offsetx_top").ToString()) frontoffsetx.Text = "";
|
||||
if (frontoffsety.Text != getUDMFTextureOffset(l.Front.Fields, "offsety_top").ToString()) frontoffsety.Text = "";
|
||||
if (frontOffsetMidX.Text != getUDMFTextureOffset(l.Front.Fields, "offsetx_mid").ToString()) frontOffsetMidX.Text = "";
|
||||
if (frontOffsetMidY.Text != getUDMFTextureOffset(l.Front.Fields, "offsety_mid").ToString()) frontOffsetMidY.Text = "";
|
||||
if (frontOffsetLowX.Text != getUDMFTextureOffset(l.Front.Fields, "offsetx_bottom ").ToString()) frontOffsetLowX.Text = "";
|
||||
if (frontOffsetLowY.Text != getUDMFTextureOffset(l.Front.Fields, "offsety_bottom ").ToString()) frontOffsetLowY.Text = "";
|
||||
} else {
|
||||
if (frontoffsetx.Text != l.Front.OffsetX.ToString()) frontoffsetx.Text = "";
|
||||
if (frontoffsety.Text != l.Front.OffsetY.ToString()) frontoffsety.Text = "";
|
||||
if(frontOffsetTopX.Text != getUDMFTextureOffset(l.Front.Fields, "offsetx_top").ToString()) frontOffsetTopX.Text = "";
|
||||
if(frontOffsetTopY.Text != getUDMFTextureOffset(l.Front.Fields, "offsety_top").ToString()) frontOffsetTopY.Text = "";
|
||||
if(frontOffsetMidX.Text != getUDMFTextureOffset(l.Front.Fields, "offsetx_mid").ToString()) frontOffsetMidX.Text = "";
|
||||
if(frontOffsetMidY.Text != getUDMFTextureOffset(l.Front.Fields, "offsety_mid").ToString()) frontOffsetMidY.Text = "";
|
||||
if(frontOffsetLowX.Text != getUDMFTextureOffset(l.Front.Fields, "offsetx_bottom ").ToString()) frontOffsetLowX.Text = "";
|
||||
if(frontOffsetLowY.Text != getUDMFTextureOffset(l.Front.Fields, "offsety_bottom ").ToString()) frontOffsetLowY.Text = "";
|
||||
}
|
||||
|
||||
if (frontoffsetx.Text != l.Front.OffsetX.ToString()) frontoffsetx.Text = "";
|
||||
if (frontoffsety.Text != l.Front.OffsetY.ToString()) frontoffsety.Text = "";
|
||||
}
|
||||
|
||||
// Back settings
|
||||
|
@ -340,16 +336,16 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
|
||||
//mxd
|
||||
if (General.Map.UDMF) {
|
||||
if (backoffsetx.Text != getUDMFTextureOffset(l.Back.Fields, "offsetx_top").ToString()) backoffsetx.Text = "";
|
||||
if (backoffsety.Text != getUDMFTextureOffset(l.Back.Fields, "offsety_top").ToString()) backoffsety.Text = "";
|
||||
if (backOffsetMidX.Text != getUDMFTextureOffset(l.Back.Fields, "offsetx_mid").ToString()) backOffsetMidX.Text = "";
|
||||
if (backOffsetMidY.Text != getUDMFTextureOffset(l.Back.Fields, "offsety_mid").ToString()) backOffsetMidY.Text = "";
|
||||
if (backOffsetLowX.Text != getUDMFTextureOffset(l.Back.Fields, "offsetx_bottom ").ToString()) backOffsetLowX.Text = "";
|
||||
if (backOffsetLowY.Text != getUDMFTextureOffset(l.Back.Fields, "offsety_bottom ").ToString()) backOffsetLowY.Text = "";
|
||||
} else {
|
||||
if (backoffsetx.Text != l.Back.OffsetX.ToString()) backoffsetx.Text = "";
|
||||
if (backoffsety.Text != l.Back.OffsetY.ToString()) backoffsety.Text = "";
|
||||
if(backOffsetTopX.Text != getUDMFTextureOffset(l.Back.Fields, "offsetx_top").ToString()) backOffsetTopX.Text = "";
|
||||
if(backOffsetTopY.Text != getUDMFTextureOffset(l.Back.Fields, "offsety_top").ToString()) backOffsetTopY.Text = "";
|
||||
if(backOffsetMidX.Text != getUDMFTextureOffset(l.Back.Fields, "offsetx_mid").ToString()) backOffsetMidX.Text = "";
|
||||
if(backOffsetMidY.Text != getUDMFTextureOffset(l.Back.Fields, "offsety_mid").ToString()) backOffsetMidY.Text = "";
|
||||
if(backOffsetLowX.Text != getUDMFTextureOffset(l.Back.Fields, "offsetx_bottom ").ToString()) backOffsetLowX.Text = "";
|
||||
if(backOffsetLowY.Text != getUDMFTextureOffset(l.Back.Fields, "offsety_bottom ").ToString()) backOffsetLowY.Text = "";
|
||||
}
|
||||
|
||||
if (backoffsetx.Text != l.Back.OffsetX.ToString()) backoffsetx.Text = "";
|
||||
if (backoffsety.Text != l.Back.OffsetY.ToString()) backoffsety.Text = "";
|
||||
|
||||
if(General.Map.FormatInterface.HasCustomFields) custombackbutton.Visible = true;
|
||||
}
|
||||
|
@ -553,19 +549,18 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
int min = General.Map.FormatInterface.MinTextureOffset;
|
||||
int max = General.Map.FormatInterface.MaxTextureOffset;
|
||||
if (General.Map.UDMF) {
|
||||
if (frontoffsetx.Text != "") setUDMFTextureOffset(l.Front.Fields, "offsetx_top", General.Clamp(frontoffsetx.GetResult((int)getUDMFTextureOffset(l.Front.Fields, "offsetx_top")), min, max));
|
||||
if (frontoffsety.Text != "") setUDMFTextureOffset(l.Front.Fields, "offsety_top", General.Clamp(frontoffsety.GetResult((int)getUDMFTextureOffset(l.Front.Fields, "offsety_top")), min, max));
|
||||
if(frontOffsetTopX.Text != "") setUDMFTextureOffset(l.Front.Fields, "offsetx_top", General.Clamp(frontOffsetTopX.GetResult((int)getUDMFTextureOffset(l.Front.Fields, "offsetx_top")), min, max));
|
||||
if(frontOffsetTopY.Text != "") setUDMFTextureOffset(l.Front.Fields, "offsety_top", General.Clamp(frontOffsetTopY.GetResult((int)getUDMFTextureOffset(l.Front.Fields, "offsety_top")), min, max));
|
||||
|
||||
if (frontOffsetMidX.Text != "") setUDMFTextureOffset(l.Front.Fields, "offsetx_mid", General.Clamp(frontOffsetMidX.GetResult((int)getUDMFTextureOffset(l.Front.Fields, "offsetx_mid")), min, max));
|
||||
if (frontOffsetMidY.Text != "") setUDMFTextureOffset(l.Front.Fields, "offsety_mid", General.Clamp(frontOffsetMidY.GetResult((int)getUDMFTextureOffset(l.Front.Fields, "offsety_mid")), min, max));
|
||||
if(frontOffsetMidX.Text != "") setUDMFTextureOffset(l.Front.Fields, "offsetx_mid", General.Clamp(frontOffsetMidX.GetResult((int)getUDMFTextureOffset(l.Front.Fields, "offsetx_mid")), min, max));
|
||||
if(frontOffsetMidY.Text != "") setUDMFTextureOffset(l.Front.Fields, "offsety_mid", General.Clamp(frontOffsetMidY.GetResult((int)getUDMFTextureOffset(l.Front.Fields, "offsety_mid")), min, max));
|
||||
|
||||
if (frontOffsetLowX.Text != "") setUDMFTextureOffset(l.Front.Fields, "offsetx_bottom", General.Clamp(frontOffsetLowX.GetResult((int)getUDMFTextureOffset(l.Front.Fields, "offsetx_bottom")), min, max));
|
||||
if (frontOffsetLowY.Text != "") setUDMFTextureOffset(l.Front.Fields, "offsety_bottom", General.Clamp(frontOffsetLowY.GetResult((int)getUDMFTextureOffset(l.Front.Fields, "offsety_bottom")), min, max));
|
||||
|
||||
} else {
|
||||
l.Front.OffsetX = General.Clamp(frontoffsetx.GetResult(l.Front.OffsetX), General.Map.FormatInterface.MinTextureOffset, General.Map.FormatInterface.MaxTextureOffset);
|
||||
l.Front.OffsetY = General.Clamp(frontoffsety.GetResult(l.Front.OffsetY), General.Map.FormatInterface.MinTextureOffset, General.Map.FormatInterface.MaxTextureOffset);
|
||||
if(frontOffsetLowX.Text != "") setUDMFTextureOffset(l.Front.Fields, "offsetx_bottom", General.Clamp(frontOffsetLowX.GetResult((int)getUDMFTextureOffset(l.Front.Fields, "offsetx_bottom")), min, max));
|
||||
if(frontOffsetLowY.Text != "") setUDMFTextureOffset(l.Front.Fields, "offsety_bottom", General.Clamp(frontOffsetLowY.GetResult((int)getUDMFTextureOffset(l.Front.Fields, "offsety_bottom")), min, max));
|
||||
}
|
||||
|
||||
l.Front.OffsetX = General.Clamp(frontoffsetx.GetResult(l.Front.OffsetX), min, max);
|
||||
l.Front.OffsetY = General.Clamp(frontoffsety.GetResult(l.Front.OffsetY), min, max);
|
||||
|
||||
l.Front.SetTextureHigh(fronthigh.GetResult(l.Front.HighTexture));
|
||||
l.Front.SetTextureMid(frontmid.GetResult(l.Front.MiddleTexture));
|
||||
|
@ -604,20 +599,19 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
int min = General.Map.FormatInterface.MinTextureOffset;
|
||||
int max = General.Map.FormatInterface.MaxTextureOffset;
|
||||
if (General.Map.UDMF) {
|
||||
if (backoffsetx.Text != "") setUDMFTextureOffset(l.Back.Fields, "offsetx_top", General.Clamp(backoffsetx.GetResult((int)getUDMFTextureOffset(l.Back.Fields, "offsetx_top")), min, max));
|
||||
if (backoffsety.Text != "") setUDMFTextureOffset(l.Back.Fields, "offsety_top", General.Clamp(backoffsety.GetResult((int)getUDMFTextureOffset(l.Back.Fields, "offsety_top")), min, max));
|
||||
if(backOffsetTopX.Text != "") setUDMFTextureOffset(l.Back.Fields, "offsetx_top", General.Clamp(backOffsetTopX.GetResult((int)getUDMFTextureOffset(l.Back.Fields, "offsetx_top")), min, max));
|
||||
if(backOffsetTopY.Text != "") setUDMFTextureOffset(l.Back.Fields, "offsety_top", General.Clamp(backOffsetTopY.GetResult((int)getUDMFTextureOffset(l.Back.Fields, "offsety_top")), min, max));
|
||||
|
||||
if (backOffsetMidX.Text != "") setUDMFTextureOffset(l.Back.Fields, "offsetx_mid", General.Clamp(backOffsetMidX.GetResult((int)getUDMFTextureOffset(l.Back.Fields, "offsetx_mid")), min, max));
|
||||
if (backOffsetMidY.Text != "") setUDMFTextureOffset(l.Back.Fields, "offsety_mid", General.Clamp(backOffsetMidY.GetResult((int)getUDMFTextureOffset(l.Back.Fields, "offsety_mid")), min, max));
|
||||
if(backOffsetMidX.Text != "") setUDMFTextureOffset(l.Back.Fields, "offsetx_mid", General.Clamp(backOffsetMidX.GetResult((int)getUDMFTextureOffset(l.Back.Fields, "offsetx_mid")), min, max));
|
||||
if(backOffsetMidY.Text != "") setUDMFTextureOffset(l.Back.Fields, "offsety_mid", General.Clamp(backOffsetMidY.GetResult((int)getUDMFTextureOffset(l.Back.Fields, "offsety_mid")), min, max));
|
||||
|
||||
if (backOffsetLowX.Text != "") setUDMFTextureOffset(l.Back.Fields, "offsetx_bottom", General.Clamp(backOffsetLowX.GetResult((int)getUDMFTextureOffset(l.Back.Fields, "offsetx_bottom")), min, max));
|
||||
if (backOffsetLowY.Text != "") setUDMFTextureOffset(l.Back.Fields, "offsety_bottom", General.Clamp(backOffsetLowY.GetResult((int)getUDMFTextureOffset(l.Back.Fields, "offsety_bottom")), min, max));
|
||||
|
||||
} else {
|
||||
l.Back.OffsetX = General.Clamp(backoffsetx.GetResult(l.Back.OffsetX), General.Map.FormatInterface.MinTextureOffset, General.Map.FormatInterface.MaxTextureOffset);
|
||||
l.Back.OffsetY = General.Clamp(backoffsety.GetResult(l.Back.OffsetY), General.Map.FormatInterface.MinTextureOffset, General.Map.FormatInterface.MaxTextureOffset);
|
||||
if(backOffsetLowX.Text != "") setUDMFTextureOffset(l.Back.Fields, "offsetx_bottom", General.Clamp(backOffsetLowX.GetResult((int)getUDMFTextureOffset(l.Back.Fields, "offsetx_bottom")), min, max));
|
||||
if(backOffsetLowY.Text != "") setUDMFTextureOffset(l.Back.Fields, "offsety_bottom", General.Clamp(backOffsetLowY.GetResult((int)getUDMFTextureOffset(l.Back.Fields, "offsety_bottom")), min, max));
|
||||
}
|
||||
|
||||
l.Back.OffsetX = General.Clamp(backoffsetx.GetResult(l.Back.OffsetX), min, max);
|
||||
l.Back.OffsetY = General.Clamp(backoffsety.GetResult(l.Back.OffsetY), min, max);
|
||||
|
||||
l.Back.SetTextureHigh(backhigh.GetResult(l.Back.HighTexture));
|
||||
l.Back.SetTextureMid(backmid.GetResult(l.Back.MiddleTexture));
|
||||
l.Back.SetTextureLow(backlow.GetResult(l.Back.LowTexture));
|
||||
|
|
|
@ -195,6 +195,12 @@
|
|||
<metadata name="label6.GenerateMember" type="System.Boolean, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
|
||||
<value>False</value>
|
||||
</metadata>
|
||||
<metadata name="label668.GenerateMember" type="System.Boolean, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
|
||||
<value>False</value>
|
||||
</metadata>
|
||||
<metadata name="label667.GenerateMember" type="System.Boolean, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
|
||||
<value>False</value>
|
||||
</metadata>
|
||||
<metadata name="cancel.Locked" type="System.Boolean, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
|
||||
<value>True</value>
|
||||
</metadata>
|
||||
|
@ -246,6 +252,9 @@
|
|||
<metadata name="frontgroup.Locked" type="System.Boolean, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
|
||||
<value>True</value>
|
||||
</metadata>
|
||||
<metadata name="label7.GenerateMember" type="System.Boolean, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
|
||||
<value>False</value>
|
||||
</metadata>
|
||||
<metadata name="frontsector.Locked" type="System.Boolean, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
|
||||
<value>True</value>
|
||||
</metadata>
|
||||
|
@ -264,6 +273,9 @@
|
|||
<metadata name="backgroup.Locked" type="System.Boolean, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
|
||||
<value>True</value>
|
||||
</metadata>
|
||||
<metadata name="label13.GenerateMember" type="System.Boolean, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
|
||||
<value>False</value>
|
||||
</metadata>
|
||||
<metadata name="backsector.Locked" type="System.Boolean, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
|
||||
<value>True</value>
|
||||
</metadata>
|
||||
|
|
Loading…
Reference in a new issue