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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-26 05:41:45 +00:00
Disable Visual Mode features that don't apply to SRB2
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1 changed files with 121 additions and 108 deletions
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@ -1108,23 +1108,32 @@ namespace CodeImp.DoomBuilder.BuilderModes
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case "srb2_fofwater":
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case "srb2_fofsolidopaque":
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case "srb2_fofcrumbling":
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case "srb2_foflight":
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case "srb2_foffog":
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case "srb2_fofintangible":
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case "srb2_fofintangibleinvisible":
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case "srb2_fofbustable":
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case "srb2_foflaser":
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case "srb2_fofcustom":
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if (l.Front != null)
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if (l.Front != null && sectortags.ContainsKey(l.Args[0]))
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{
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if (sectortags.ContainsKey(l.Args[0]))
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List<Sector> sectors = sectortags[l.Args[0]];
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foreach (Sector s in sectors)
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{
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List<Sector> sectors = sectortags[l.Args[0]];
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foreach (Sector s in sectors)
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{
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SectorData sd = GetSectorData(s);
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sd.AddEffect3DFloor(l);
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}
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SectorData sd = GetSectorData(s);
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sd.AddEffect3DFloor(l);
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}
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}
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break;
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case "srb2_foflight":
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case "srb2_foffog":
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case "srb2_fofintangibleinvisible":
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if (l.Front != null && sectortags.ContainsKey(l.Args[0]))
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{
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List<Sector> sectors = sectortags[l.Args[0]];
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foreach (Sector s in sectors)
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{
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SectorData sd = GetSectorData(s);
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//sd.AddEffectBrightnessLevel(l);
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sd.AddEffect3DFloor(l);
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}
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}
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break;
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@ -1220,121 +1229,125 @@ namespace CodeImp.DoomBuilder.BuilderModes
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}
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}
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// Find interesting things (such as sector slopes)
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// Pass one of slope things, and determine which one are for pass two
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//TODO: rewrite using classnames instead of numbers
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foreach (Thing t in General.Map.Map.Things)
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// Disable loops that are not relevant to SRB2
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if (false)
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{
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switch (t.Type)
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// Find interesting things (such as sector slopes)
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// Pass one of slope things, and determine which one are for pass two
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//TODO: rewrite using classnames instead of numbers
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foreach (Thing t in General.Map.Map.Things)
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{
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// ========== Copy slope ==========
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case 9511:
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case 9510:
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slopethingpass[1].Add(t);
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break;
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switch (t.Type)
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{
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// ========== Copy slope ==========
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case 9511:
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case 9510:
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slopethingpass[1].Add(t);
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break;
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// ========== Thing line slope ==========
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case 9501:
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case 9500:
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if(linetags.ContainsKey(t.Args[0]))
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{
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// Only slope each sector once, even when multiple lines of the same sector are tagged. See https://github.com/jewalky/UltimateDoomBuilder/issues/491
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List<Sector> slopedsectors = new List<Sector>();
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foreach(Linedef ld in linetags[t.Args[0]])
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// ========== Thing line slope ==========
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case 9501:
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case 9500:
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if (linetags.ContainsKey(t.Args[0]))
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{
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if (ld.Line.GetSideOfLine(t.Position) < 0.0f)
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// Only slope each sector once, even when multiple lines of the same sector are tagged. See https://github.com/jewalky/UltimateDoomBuilder/issues/491
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List<Sector> slopedsectors = new List<Sector>();
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foreach (Linedef ld in linetags[t.Args[0]])
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{
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if (ld.Front != null && !slopedsectors.Contains(ld.Front.Sector))
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if (ld.Line.GetSideOfLine(t.Position) < 0.0f)
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{
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GetSectorData(ld.Front.Sector).AddEffectThingLineSlope(t, ld.Front);
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slopedsectors.Add(ld.Front.Sector);
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if (ld.Front != null && !slopedsectors.Contains(ld.Front.Sector))
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{
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GetSectorData(ld.Front.Sector).AddEffectThingLineSlope(t, ld.Front);
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slopedsectors.Add(ld.Front.Sector);
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}
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}
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else if (ld.Back != null && !slopedsectors.Contains(ld.Back.Sector))
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{
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GetSectorData(ld.Back.Sector).AddEffectThingLineSlope(t, ld.Back);
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slopedsectors.Add(ld.Back.Sector);
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}
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}
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else if (ld.Back != null && !slopedsectors.Contains(ld.Back.Sector))
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}
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break;
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// ========== Thing slope ==========
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case 9503:
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case 9502:
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t.DetermineSector(blockmap);
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if (t.Sector != null)
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{
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SectorData sd = GetSectorData(t.Sector);
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sd.AddEffectThingSlope(t);
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}
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break;
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}
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}
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// Pass two of slope things
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//TODO: rewrite using classnames instead of numbers
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foreach (Thing t in slopethingpass[1])
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{
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switch (t.Type)
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{
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// ========== Copy slope ==========
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case 9511:
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case 9510:
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t.DetermineSector(blockmap);
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if (t.Sector != null)
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{
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SectorData sd = GetSectorData(t.Sector);
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sd.AddEffectCopySlope(t);
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}
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break;
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}
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}
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// Find sectors with 3 vertices, because they can be sloped
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foreach (Sector s in General.Map.Map.Sectors)
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{
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// ========== Thing vertex slope, vertices with UDMF vertex offsets ==========
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if (s.Sidedefs.Count == 3)
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{
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if (General.Map.UDMF) GetSectorData(s).AddEffectVertexOffset(); //mxd
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List<Thing> slopeceilingthings = new List<Thing>(3);
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List<Thing> slopefloorthings = new List<Thing>(3);
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foreach (Sidedef sd in s.Sidedefs)
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{
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Vertex v = sd.IsFront ? sd.Line.End : sd.Line.Start;
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// Check if a thing is at this vertex
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foreach (VisualBlockEntry block in blockmap.GetBlocks(v.Position))
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{
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foreach (Thing t in block.Things)
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{
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GetSectorData(ld.Back.Sector).AddEffectThingLineSlope(t, ld.Back);
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slopedsectors.Add(ld.Back.Sector);
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if ((Vector2D)t.Position == v.Position)
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{
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switch (t.Type)
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{
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case 1504: slopefloorthings.Add(t); break;
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case 1505: slopeceilingthings.Add(t); break;
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}
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}
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}
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}
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}
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break;
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// ========== Thing slope ==========
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case 9503:
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case 9502:
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t.DetermineSector(blockmap);
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if (t.Sector != null)
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// Slope any floor vertices?
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if (slopefloorthings.Count > 0)
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{
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SectorData sd = GetSectorData(t.Sector);
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sd.AddEffectThingSlope(t);
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SectorData sd = GetSectorData(s);
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sd.AddEffectThingVertexSlope(slopefloorthings, true);
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}
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break;
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}
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}
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// Pass two of slope things
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//TODO: rewrite using classnames instead of numbers
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foreach (Thing t in slopethingpass[1])
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{
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switch (t.Type)
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{
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// ========== Copy slope ==========
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case 9511:
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case 9510:
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t.DetermineSector(blockmap);
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if (t.Sector != null)
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// Slope any ceiling vertices?
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if (slopeceilingthings.Count > 0)
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{
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SectorData sd = GetSectorData(t.Sector);
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sd.AddEffectCopySlope(t);
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SectorData sd = GetSectorData(s);
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sd.AddEffectThingVertexSlope(slopeceilingthings, false);
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}
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break;
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}
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}
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// Find sectors with 3 vertices, because they can be sloped
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foreach (Sector s in General.Map.Map.Sectors)
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{
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// ========== Thing vertex slope, vertices with UDMF vertex offsets ==========
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if (s.Sidedefs.Count == 3)
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{
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if (General.Map.UDMF) GetSectorData(s).AddEffectVertexOffset(); //mxd
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List<Thing> slopeceilingthings = new List<Thing>(3);
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List<Thing> slopefloorthings = new List<Thing>(3);
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foreach (Sidedef sd in s.Sidedefs)
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{
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Vertex v = sd.IsFront ? sd.Line.End : sd.Line.Start;
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// Check if a thing is at this vertex
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foreach (VisualBlockEntry block in blockmap.GetBlocks(v.Position))
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{
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foreach (Thing t in block.Things)
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{
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if ((Vector2D)t.Position == v.Position)
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{
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switch (t.Type)
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{
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case 1504: slopefloorthings.Add(t); break;
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case 1505: slopeceilingthings.Add(t); break;
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}
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}
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}
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}
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}
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// Slope any floor vertices?
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if (slopefloorthings.Count > 0)
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{
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SectorData sd = GetSectorData(s);
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sd.AddEffectThingVertexSlope(slopefloorthings, true);
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}
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// Slope any ceiling vertices?
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if (slopeceilingthings.Count > 0)
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{
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SectorData sd = GetSectorData(s);
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sd.AddEffectThingVertexSlope(slopeceilingthings, false);
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}
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}
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}
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