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Merged Visual mode and GZDoom Visual mode into GZDB Visual mode. GZDoomEditing.dll is no longer required.
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#region === Copyright (c) 2010 Pascal van der Heiden ===
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal class EffectThingVertexSlope : SectorEffect
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{
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// Thing used to create this effect
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// The thing is in the sector that must receive the slope and the
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// Thing's arg 0 indicates the linedef to start the slope at.
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private List<Thing> things;
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// Floor or ceiling?
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private bool slopefloor;
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// Constructor
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public EffectThingVertexSlope(SectorData data, List<Thing> sourcethings, bool floor) : base(data)
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{
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things = sourcethings;
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slopefloor = floor;
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// New effect added: This sector needs an update!
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if(data.Mode.VisualSectorExists(data.Sector))
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{
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BaseVisualSector vs = (BaseVisualSector)data.Mode.GetVisualSector(data.Sector);
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vs.UpdateSectorGeometry(true);
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}
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}
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// This makes sure we are updated with the source linedef information
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public override void Update()
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{
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// Create vertices in clockwise order
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Vector3D[] verts = new Vector3D[3];
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int index = 0;
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foreach(Sidedef sd in data.Sector.Sidedefs)
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{
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Vertex v = sd.IsFront ? sd.Line.End : sd.Line.Start;
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// Presume not sloped
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if(slopefloor)
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verts[index] = new Vector3D(v.Position.x, v.Position.y, data.Floor.plane.GetZ(v.Position));
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else
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verts[index] = new Vector3D(v.Position.x, v.Position.y, data.Ceiling.plane.GetZ(v.Position));
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// Find the thing at this position
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foreach(Thing t in things)
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{
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if((Vector2D)t.Position == v.Position)
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{
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ThingData td = data.Mode.GetThingData(t);
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td.AddUpdateSector(data.Sector, true);
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verts[index] = t.Position;
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}
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}
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index++;
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}
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// Make new plane
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if(slopefloor)
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data.Floor.plane = new Plane(verts[0], verts[1], verts[2], true);
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else
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data.Ceiling.plane = new Plane(verts[0], verts[2], verts[1], false);
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}
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}
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}
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