Internal: fixed a typo in VisualMiddle3D.

Updated ZDoom_ACS.cfg and ZDoom_DECORATE.cfg.
This commit is contained in:
MaxED 2015-05-27 15:25:20 +00:00
parent 1b9f94f3f7
commit bb8cd761d5
3 changed files with 7 additions and 2 deletions

View file

@ -670,6 +670,7 @@ constants
DAMAGE_SUBCLASSES_PROTECT; DAMAGE_SUBCLASSES_PROTECT;
FALSE; FALSE;
FHF_NORANDOMPUFFZ; FHF_NORANDOMPUFFZ;
FHF_NOIMPACTDECAL;
FOGP_DENSITY; FOGP_DENSITY;
FOGP_OUTSIDEDENSITY; FOGP_OUTSIDEDENSITY;
FOGP_SKYFOG; FOGP_SKYFOG;

View file

@ -59,7 +59,7 @@ keywords
A_Srcr2Decide = "A_Srcr2Decide"; A_Srcr2Decide = "A_Srcr2Decide";
A_SwapTeleFog = "A_SwapTeleFog"; A_SwapTeleFog = "A_SwapTeleFog";
A_TurretLook = "A_TurretLook"; A_TurretLook = "A_TurretLook";
A_Teleport = "A_Teleport[(str teleportstate = \"Teleport\"[, str targettype = \"BossSpot\"[, str fogtype = \"TeleportFog\"[, int flags = 0[, float mindist = 0.0[, float maxdist = 0.0]]]]])]"; A_Teleport = "A_Teleport[(str teleportstate = \"Teleport\"[, str targettype = \"BossSpot\"[, str fogtype = \"TeleportFog\"[, int flags = 0[, float mindist = 0.0[, float maxdist = 0.0[, int pointer = AAPTR_DEFAULT]]]]]])]";
A_VileChase = "A_VileChase"; A_VileChase = "A_VileChase";
A_Wander = "A_Wander"; A_Wander = "A_Wander";
//Generic monster attacks //Generic monster attacks
@ -870,6 +870,8 @@ constants
ALLOWPARTICLES; ALLOWPARTICLES;
ALWAYSPUFF; ALWAYSPUFF;
PUFFGETSOWNER; PUFFGETSOWNER;
FORCEDECAL;
NODECAL;
SYNCHRONIZED; SYNCHRONIZED;
ALWAYSFAST; ALWAYSFAST;
NEVERFAST; NEVERFAST;
@ -1093,8 +1095,10 @@ constants
TF_USESPOTZ; TF_USESPOTZ;
TF_NOSRCFOG; TF_NOSRCFOG;
TF_NODESTFOG; TF_NODESTFOG;
TF_NOFOG;
TF_USEACTORFOG; TF_USEACTORFOG;
TF_NOJUMP; TF_NOJUMP;
TF_OVERRIDE;
TIF_NOTAKEINFINITE; TIF_NOTAKEINFINITE;
VAF_DMGTYPEAPPLYTODIRECT; VAF_DMGTYPEAPPLYTODIRECT;
WARPF_ABSOLUTEANGLE; WARPF_ABSOLUTEANGLE;

View file

@ -227,7 +227,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
foreach(Effect3DFloor ef in sd.ExtraFloors) foreach(Effect3DFloor ef in sd.ExtraFloors)
{ {
//mxd. Walls of solid 3D floors shouldn't be clipped by translucent 3D floors //mxd. Walls of solid 3D floors shouldn't be clipped by translucent 3D floors
if(extrafloor.Alpha < 255 || (!extrafloor.RenderInside && !ef.RenderInside && extrafloor.Alpha == 255 & ef.Alpha == 255)) if(extrafloor.Alpha < 255 || (!extrafloor.RenderInside && !ef.RenderInside && extrafloor.Alpha == 255 && ef.Alpha == 255))
{ {
int num = polygons.Count; int num = polygons.Count;
for(int pi = 0; pi < num; pi++) for(int pi = 0; pi < num; pi++)