mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-22 20:02:48 +00:00
- Textures will now wrap correctly in visual mode when the flag of the Line_SetIdentification special is set in Hexen format. Fixes #271
This commit is contained in:
parent
57054c132f
commit
a2567e4df5
1 changed files with 9 additions and 2 deletions
|
@ -201,8 +201,15 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
CropPoly(ref poly, osd.Ceiling.plane, true);
|
||||
CropPoly(ref poly, osd.Floor.plane, true);
|
||||
|
||||
// Determine if we should repeat the middle texture
|
||||
repeatmidtex = Sidedef.IsFlagSet("wrapmidtex") || Sidedef.Line.IsFlagSet("wrapmidtex"); //mxd
|
||||
// Determine if we should repeat the middle texture. In UDMF this is done with a flag, in Hexen with
|
||||
// a argument to the 121:Line_SetIdentification. See https://www.zdoom.org/w/index.php?title=Line_SetIdentification
|
||||
if (General.Map.UDMF)
|
||||
repeatmidtex = Sidedef.IsFlagSet("wrapmidtex") || Sidedef.Line.IsFlagSet("wrapmidtex"); //mxd
|
||||
else if (General.Map.HEXEN)
|
||||
repeatmidtex = Sidedef.Line.Action == 121 && (Sidedef.Line.Args[1] & 16) == 16;
|
||||
else
|
||||
repeatmidtex = false;
|
||||
|
||||
if(!repeatmidtex)
|
||||
{
|
||||
// First determine the visible portion of the texture
|
||||
|
|
Loading…
Reference in a new issue