Replaced massive amount of spaces with (massive amount of tabs / 4)

This commit is contained in:
MaxED 2013-09-11 09:47:53 +00:00
parent ead2521451
commit fc57c3e331
322 changed files with 25397 additions and 25400 deletions

View file

@ -42,7 +42,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
ButtonImage = "VisualModeGZ.png", // Image resource name for the button
ButtonOrder = 1, // Position of the button (lower is more to the left)
ButtonGroup = "001_visual",
UseByDefault = true)]
UseByDefault = true)]
public class BaseVisualMode : VisualMode
{
@ -91,11 +91,11 @@ namespace CodeImp.DoomBuilder.BuilderModes
// List of selected objects when an action is performed
private List<IVisualEventReceiver> selectedobjects;
//mxd. Used in Cut/PasteSelection actions
private List<ThingCopyData> copyBuffer;
//mxd. Used in Cut/PasteSelection actions
private List<ThingCopyData> copyBuffer;
public static bool GZDoomRenderingEffects { get { return gzdoomRenderingEffects; } } //mxd
private static bool gzdoomRenderingEffects = true; //mxd
private static bool gzdoomRenderingEffects = true; //mxd
//mxd. Moved here from Tools
private struct SidedefAlignJob
@ -164,8 +164,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
// Initialize
this.gravity = new Vector3D(0.0f, 0.0f, 0.0f);
this.selectedobjects = new List<IVisualEventReceiver>();
//mxd
this.copyBuffer = new List<ThingCopyData>();
//mxd
this.copyBuffer = new List<ThingCopyData>();
// We have no destructor
GC.SuppressFinalize(this);
@ -194,10 +194,10 @@ namespace CodeImp.DoomBuilder.BuilderModes
return renderer.CalculateBrightness(level);
}
//mxd. This calculates brightness level with doom-style shading
internal int CalculateBrightness(int level, Sidedef sd) {
return renderer.CalculateBrightness(level, sd);
}
//mxd. This calculates brightness level with doom-style shading
internal int CalculateBrightness(int level, Sidedef sd) {
return renderer.CalculateBrightness(level, sd);
}
// This adds a selected object
internal void AddSelectedObject(IVisualEventReceiver obj)
@ -473,7 +473,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
}
// This updates the VisualSectors and VisualThings that have their Changed property set
private void UpdateChangedObjects()
private void UpdateChangedObjects()
{
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
{
@ -500,81 +500,81 @@ namespace CodeImp.DoomBuilder.BuilderModes
}
}
//mxd
protected override void moveSelectedThings(Vector2D direction, bool absolutePosition) {
List<VisualThing> visualThings = GetSelectedVisualThings(true);
if (visualThings.Count == 0) return;
//mxd
protected override void moveSelectedThings(Vector2D direction, bool absolutePosition) {
List<VisualThing> visualThings = GetSelectedVisualThings(true);
if (visualThings.Count == 0) return;
PreAction(UndoGroup.ThingMove);
PreAction(UndoGroup.ThingMove);
Vector3D[] coords = new Vector3D[visualThings.Count];
for (int i = 0; i < visualThings.Count; i++)
coords[i] = visualThings[i].Thing.Position;
Vector3D[] coords = new Vector3D[visualThings.Count];
for (int i = 0; i < visualThings.Count; i++)
coords[i] = visualThings[i].Thing.Position;
//move things...
Vector3D[] translatedCoords = translateCoordinates(coords, direction, absolutePosition);
for (int i = 0; i < visualThings.Count; i++) {
BaseVisualThing t = visualThings[i] as BaseVisualThing;
t.OnMove(translatedCoords[i]);
}
//move things...
Vector3D[] translatedCoords = translateCoordinates(coords, direction, absolutePosition);
for (int i = 0; i < visualThings.Count; i++) {
BaseVisualThing t = visualThings[i] as BaseVisualThing;
t.OnMove(translatedCoords[i]);
}
PostAction();
}
PostAction();
}
//mxd
private Vector3D[] translateCoordinates(Vector3D[] coordinates, Vector2D direction, bool absolutePosition) {
if (coordinates.Length == 0) return null;
//mxd
private Vector3D[] translateCoordinates(Vector3D[] coordinates, Vector2D direction, bool absolutePosition) {
if (coordinates.Length == 0) return null;
direction.x = (float)Math.Round(direction.x);
direction.y = (float)Math.Round(direction.y);
direction.x = (float)Math.Round(direction.x);
direction.y = (float)Math.Round(direction.y);
Vector3D[] translatedCoords = new Vector3D[coordinates.Length];
Vector3D[] translatedCoords = new Vector3D[coordinates.Length];
//move things...
if (!absolutePosition) { //...relatively (that's easy)
int camAngle = (int)Math.Round(Angle2D.RadToDeg(General.Map.VisualCamera.AngleXY));// * 180 / Math.PI);
int sector = General.ClampAngle(camAngle - 45) / 90;
direction = direction.GetRotated(sector * Angle2D.PIHALF);
//move things...
if (!absolutePosition) { //...relatively (that's easy)
int camAngle = (int)Math.Round(Angle2D.RadToDeg(General.Map.VisualCamera.AngleXY));// * 180 / Math.PI);
int sector = General.ClampAngle(camAngle - 45) / 90;
direction = direction.GetRotated(sector * Angle2D.PIHALF);
for (int i = 0; i < coordinates.Length; i++)
translatedCoords[i] = coordinates[i] + new Vector3D(direction);
for (int i = 0; i < coordinates.Length; i++)
translatedCoords[i] = coordinates[i] + new Vector3D(direction);
return translatedCoords;
}
return translatedCoords;
}
//...to specified location preserving relative positioning (that's harder)
if (coordinates.Length == 1) {//just move it there
translatedCoords[0] = new Vector3D(direction.x, direction.y, coordinates[0].z);
return translatedCoords;
}
//...to specified location preserving relative positioning (that's harder)
if (coordinates.Length == 1) {//just move it there
translatedCoords[0] = new Vector3D(direction.x, direction.y, coordinates[0].z);
return translatedCoords;
}
//we need some reference
float minX = coordinates[0].x;
float maxX = minX;
float minY = coordinates[0].y;
float maxY = minY;
//we need some reference
float minX = coordinates[0].x;
float maxX = minX;
float minY = coordinates[0].y;
float maxY = minY;
//get bounding coordinates for selected things
for (int i = 1; i < coordinates.Length; i++) {
if (coordinates[i].x < minX)
minX = coordinates[i].x;
else if (coordinates[i].x > maxX)
maxX = coordinates[i].x;
//get bounding coordinates for selected things
for (int i = 1; i < coordinates.Length; i++) {
if (coordinates[i].x < minX)
minX = coordinates[i].x;
else if (coordinates[i].x > maxX)
maxX = coordinates[i].x;
if (coordinates[i].y < minY)
minY = coordinates[i].y;
else if (coordinates[i].y > maxY)
maxY = coordinates[i].y;
}
if (coordinates[i].y < minY)
minY = coordinates[i].y;
else if (coordinates[i].y > maxY)
maxY = coordinates[i].y;
}
Vector2D selectionCenter = new Vector2D(minX + (maxX - minX) / 2, minY + (maxY - minY) / 2);
Vector2D selectionCenter = new Vector2D(minX + (maxX - minX) / 2, minY + (maxY - minY) / 2);
//move them
for (int i = 0; i < coordinates.Length; i++)
translatedCoords[i] = new Vector3D((float)Math.Round(direction.x - (selectionCenter.x - coordinates[i].x)), (float)Math.Round(direction.y - (selectionCenter.y - coordinates[i].y)), (float)Math.Round(coordinates[i].z));
//move them
for (int i = 0; i < coordinates.Length; i++)
translatedCoords[i] = new Vector3D((float)Math.Round(direction.x - (selectionCenter.x - coordinates[i].x)), (float)Math.Round(direction.y - (selectionCenter.y - coordinates[i].y)), (float)Math.Round(coordinates[i].z));
return translatedCoords;
}
return translatedCoords;
}
//mxd
internal void SelectSideParts(Sidedef side, bool toggleTop, bool toggleMid, bool toggleBottom, bool select, bool withSameTexture, bool withSameHeight) {
@ -701,7 +701,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
//mxd
Sector[] sectorsWithEffects = null;
if (!gzdoomRenderingEffects) {
if (!gzdoomRenderingEffects) {
//store all sectors with effects
if(sectordata != null && sectordata.Count > 0) {
@ -715,11 +715,11 @@ namespace CodeImp.DoomBuilder.BuilderModes
if(i is BaseVisualVertex) RemoveSelectedObject(i);
}
}
}
}
Dictionary<int, List<Sector>> sectortags = new Dictionary<int, List<Sector>>();
sectordata = new Dictionary<Sector, SectorData>(General.Map.Map.Sectors.Count);
thingdata = new Dictionary<Thing, ThingData>(General.Map.Map.Things.Count);
Dictionary<int, List<Sector>> sectortags = new Dictionary<int, List<Sector>>();
sectordata = new Dictionary<Sector, SectorData>(General.Map.Map.Sectors.Count);
thingdata = new Dictionary<Thing, ThingData>(General.Map.Map.Things.Count);
//mxd. rebuild all sectors with effects
if(sectorsWithEffects != null) {
@ -737,7 +737,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
vertices.Clear();
}
if (!gzdoomRenderingEffects) return; //mxd
if (!gzdoomRenderingEffects) return; //mxd
// Find all sector who's tag is not 0 and hash them so that we can find them quicly
foreach(Sector s in General.Map.Map.Sectors)
@ -978,7 +978,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
v.Selected = true;
}
copyBuffer.Clear(); //mxd
copyBuffer.Clear(); //mxd
General.Map.Map.Update();
}
@ -1081,7 +1081,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
renderer.SetFogMode(true);
// Set target for highlighting
renderer.ShowSelection = General.Settings.GZOldHighlightMode || BuilderPlug.Me.UseHighlight; //mxd
renderer.ShowSelection = General.Settings.GZOldHighlightMode || BuilderPlug.Me.UseHighlight; //mxd
if(BuilderPlug.Me.UseHighlight)
renderer.SetHighlightedObject(target.picked);
@ -1246,17 +1246,17 @@ namespace CodeImp.DoomBuilder.BuilderModes
// Undo performed
public override void OnUndoEnd()
{
base.OnUndoEnd();
base.OnUndoEnd();
//mxd. Effects may've become invalid
//mxd. Effects may've become invalid
if(gzdoomRenderingEffects && sectordata != null && sectordata.Count > 0)
RebuildElementData();
//mxd. As well as geometry...
foreach(KeyValuePair<Sector, VisualSector> group in visiblesectors){
if (group.Value is BaseVisualSector)
((BaseVisualSector)group.Value).Rebuild();
}
foreach(KeyValuePair<Sector, VisualSector> group in visiblesectors){
if (group.Value is BaseVisualSector)
((BaseVisualSector)group.Value).Rebuild();
}
RebuildSelectedObjectsList();
@ -1277,10 +1277,10 @@ namespace CodeImp.DoomBuilder.BuilderModes
RebuildElementData();
//mxd. As well as geometry...
foreach (KeyValuePair<Sector, VisualSector> group in visiblesectors) {
if (group.Value is BaseVisualSector)
((BaseVisualSector)group.Value).Rebuild();
}
foreach (KeyValuePair<Sector, VisualSector> group in visiblesectors) {
if (group.Value is BaseVisualSector)
((BaseVisualSector)group.Value).Rebuild();
}
RebuildSelectedObjectsList();
@ -1598,38 +1598,38 @@ namespace CodeImp.DoomBuilder.BuilderModes
}
}
//mxd. Copied from BuilderModes.ThingsMode
// This creates a new thing
private Thing CreateThing(Vector2D pos) {
if (pos.x < General.Map.Config.LeftBoundary || pos.x > General.Map.Config.RightBoundary ||
pos.y > General.Map.Config.TopBoundary || pos.y < General.Map.Config.BottomBoundary) {
General.Interface.DisplayStatus(StatusType.Warning, "Failed to insert thing: outside of map boundaries.");
return null;
}
//mxd. Copied from BuilderModes.ThingsMode
// This creates a new thing
private Thing CreateThing(Vector2D pos) {
if (pos.x < General.Map.Config.LeftBoundary || pos.x > General.Map.Config.RightBoundary ||
pos.y > General.Map.Config.TopBoundary || pos.y < General.Map.Config.BottomBoundary) {
General.Interface.DisplayStatus(StatusType.Warning, "Failed to insert thing: outside of map boundaries.");
return null;
}
// Create thing
Thing t = General.Map.Map.CreateThing();
if (t != null) {
General.Settings.ApplyDefaultThingSettings(t);
t.Move(pos);
t.UpdateConfiguration();
General.Map.IsChanged = true;
// Update things filter so that it includes this thing
General.Map.ThingsFilter.Update();
// Create thing
Thing t = General.Map.Map.CreateThing();
if (t != null) {
General.Settings.ApplyDefaultThingSettings(t);
t.Move(pos);
t.UpdateConfiguration();
General.Map.IsChanged = true;
// Update things filter so that it includes this thing
General.Map.ThingsFilter.Update();
// Snap to grid enabled?
if (General.Interface.SnapToGrid) {
// Snap to grid
t.SnapToGrid();
} else {
// Snap to map format accuracy
t.SnapToAccuracy();
}
}
// Snap to grid enabled?
if (General.Interface.SnapToGrid) {
// Snap to grid
t.SnapToGrid();
} else {
// Snap to map format accuracy
t.SnapToAccuracy();
}
}
return t;
}
return t;
}
#endregion
@ -2128,73 +2128,73 @@ namespace CodeImp.DoomBuilder.BuilderModes
[BeginAction("movetextureleft")]
public void MoveTextureLeft1()
{
PreAction(UndoGroup.TextureOffsetChange);
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(-1, 0, true);
PostAction();
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(-1, 0, true);
PostAction();
}
[BeginAction("movetextureright")]
public void MoveTextureRight1()
{
PreAction(UndoGroup.TextureOffsetChange);
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(1, 0, true);
PostAction();
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(1, 0, true);
PostAction();
}
[BeginAction("movetextureup")]
public void MoveTextureUp1()
{
PreAction(UndoGroup.TextureOffsetChange);
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, -1, true);
PostAction();
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, -1, true);
PostAction();
}
[BeginAction("movetexturedown")]
public void MoveTextureDown1()
{
PreAction(UndoGroup.TextureOffsetChange);
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, 1, true);
PostAction();
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, 1, true);
PostAction();
}
[BeginAction("movetextureleft8")]
public void MoveTextureLeft8()
{
PreAction(UndoGroup.TextureOffsetChange);
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(-8, 0, true);
PostAction();
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(-8, 0, true);
PostAction();
}
[BeginAction("movetextureright8")]
public void MoveTextureRight8()
{
PreAction(UndoGroup.TextureOffsetChange);
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(8, 0, true);
PostAction();
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(8, 0, true);
PostAction();
}
[BeginAction("movetextureup8")]
public void MoveTextureUp8()
{
PreAction(UndoGroup.TextureOffsetChange);
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, -8, true);
PostAction();
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, -8, true);
PostAction();
}
[BeginAction("movetexturedown8")]
public void MoveTextureDown8()
{
PreAction(UndoGroup.TextureOffsetChange);
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, 8, true);
PostAction();
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, 8, true);
PostAction();
}
//mxd
@ -2498,41 +2498,41 @@ namespace CodeImp.DoomBuilder.BuilderModes
PostAction();
}
//mxd. now we can insert things in Visual modes
[BeginAction("insertitem", BaseAction = true)]
//mxd. now we can insert things in Visual modes
[BeginAction("insertitem", BaseAction = true)]
public void InsertThing()
{
Vector2D hitpos = GetHitPosition();
Vector2D hitpos = GetHitPosition();
if (!hitpos.IsFinite()) {
General.Interface.DisplayStatus(StatusType.Warning, "Cannot insert thing here!");
return;
}
ClearSelection();
PreActionNoChange();
General.Map.UndoRedo.ClearAllRedos();
General.Map.UndoRedo.CreateUndo("Insert thing");
if (!hitpos.IsFinite()) {
General.Interface.DisplayStatus(StatusType.Warning, "Cannot insert thing here!");
return;
}
ClearSelection();
PreActionNoChange();
General.Map.UndoRedo.ClearAllRedos();
General.Map.UndoRedo.CreateUndo("Insert thing");
Thing t = CreateThing(new Vector2D(hitpos.x, hitpos.y));
Thing t = CreateThing(new Vector2D(hitpos.x, hitpos.y));
if (t == null) {
General.Map.UndoRedo.WithdrawUndo();
return;
}
if (t == null) {
General.Map.UndoRedo.WithdrawUndo();
return;
}
// Edit the thing?
if (BuilderPlug.Me.EditNewThing)
General.Interface.ShowEditThings(new List<Thing> { t });
// Edit the thing?
if (BuilderPlug.Me.EditNewThing)
General.Interface.ShowEditThings(new List<Thing> { t });
//add thing to blockmap
blockmap.AddThing(t);
//add thing to blockmap
blockmap.AddThing(t);
General.Interface.DisplayStatus(StatusType.Action, "Inserted a new thing.");
PostAction();
General.Interface.DisplayStatus(StatusType.Action, "Inserted a new thing.");
PostAction();
}
//mxd
//mxd
[BeginAction("deleteitem", BaseAction = true)]
public void Delete()
{
@ -2544,27 +2544,27 @@ namespace CodeImp.DoomBuilder.BuilderModes
ClearSelection();
}
//mxd
[BeginAction("copyselection", BaseAction = true)]
public void CopySelection() {
List<IVisualEventReceiver> objs = GetSelectedObjects(false, false, true, false);
if (objs.Count == 0) {
General.Interface.DisplayStatus(StatusType.Warning, "Nothing to copy, select some Things first!");
return;
}
//mxd
[BeginAction("copyselection", BaseAction = true)]
public void CopySelection() {
List<IVisualEventReceiver> objs = GetSelectedObjects(false, false, true, false);
if (objs.Count == 0) {
General.Interface.DisplayStatus(StatusType.Warning, "Nothing to copy, select some Things first!");
return;
}
copyBuffer.Clear();
foreach (IVisualEventReceiver i in objs) {
VisualThing vt = i as VisualThing;
if (vt != null) copyBuffer.Add(new ThingCopyData(vt.Thing));
}
General.Interface.DisplayStatus(StatusType.Info, "Copied " + copyBuffer.Count + " Things");
}
copyBuffer.Clear();
foreach (IVisualEventReceiver i in objs) {
VisualThing vt = i as VisualThing;
if (vt != null) copyBuffer.Add(new ThingCopyData(vt.Thing));
}
General.Interface.DisplayStatus(StatusType.Info, "Copied " + copyBuffer.Count + " Things");
}
//mxd
[BeginAction("cutselection", BaseAction = true)]
public void CutSelection() {
CopySelection();
//mxd
[BeginAction("cutselection", BaseAction = true)]
public void CutSelection() {
CopySelection();
//Create undo
string rest = copyBuffer.Count + " thing" + (copyBuffer.Count > 1 ? "s." : ".");
@ -2581,61 +2581,61 @@ namespace CodeImp.DoomBuilder.BuilderModes
General.Map.IsChanged = true;
General.Map.ThingsFilter.Update();
}
}
//mxd. We'll just use currently selected objects
[BeginAction("pasteselection", BaseAction = true)]
public void PasteSelection() {
if(copyBuffer.Count == 0){
General.Interface.DisplayStatus(StatusType.Warning, "Nothing to paste, cut or copy some Things first!");
return;
}
Vector2D hitpos = GetHitPosition();
//mxd. We'll just use currently selected objects
[BeginAction("pasteselection", BaseAction = true)]
public void PasteSelection() {
if(copyBuffer.Count == 0){
General.Interface.DisplayStatus(StatusType.Warning, "Nothing to paste, cut or copy some Things first!");
return;
}
Vector2D hitpos = GetHitPosition();
if (!hitpos.IsFinite()) {
General.Interface.DisplayStatus(StatusType.Warning, "Cannot paste here!");
return;
}
if (!hitpos.IsFinite()) {
General.Interface.DisplayStatus(StatusType.Warning, "Cannot paste here!");
return;
}
string rest = copyBuffer.Count + " thing" + (copyBuffer.Count > 1 ? "s." : ".");
string rest = copyBuffer.Count + " thing" + (copyBuffer.Count > 1 ? "s." : ".");
General.Map.UndoRedo.CreateUndo("Paste " + rest);
General.Interface.DisplayStatus(StatusType.Info, "Pasted " + rest);
PreActionNoChange();
ClearSelection();
General.Interface.DisplayStatus(StatusType.Info, "Pasted " + rest);
PreActionNoChange();
ClearSelection();
//get translated positions
Vector3D[] coords = new Vector3D[copyBuffer.Count];
for (int i = 0; i < copyBuffer.Count; i++ )
coords[i] = copyBuffer[i].Position;
//get translated positions
Vector3D[] coords = new Vector3D[copyBuffer.Count];
for (int i = 0; i < copyBuffer.Count; i++ )
coords[i] = copyBuffer[i].Position;
Vector3D[] translatedCoords = translateCoordinates(coords, hitpos, true);
Vector3D[] translatedCoords = translateCoordinates(coords, hitpos, true);
//create things from copyBuffer
for (int i = 0; i < copyBuffer.Count; i++) {
Thing t = CreateThing(new Vector2D());
if (t != null) {
copyBuffer[i].ApplyTo(t);
t.Move(translatedCoords[i]);
//add thing to blockmap
blockmap.AddThing(t);
}
}
PostAction();
}
//create things from copyBuffer
for (int i = 0; i < copyBuffer.Count; i++) {
Thing t = CreateThing(new Vector2D());
if (t != null) {
copyBuffer[i].ApplyTo(t);
t.Move(translatedCoords[i]);
//add thing to blockmap
blockmap.AddThing(t);
}
}
PostAction();
}
//mxd. rotate clockwise
[BeginAction("rotatethingscw")]
public void RotateCW() {
//mxd. rotate clockwise
[BeginAction("rotatethingscw")]
public void RotateCW() {
rotateThingsAndTextures(5);
}
}
//mxd. rotate counterclockwise
[BeginAction("rotatethingsccw")]
public void RotateCCW() {
//mxd. rotate counterclockwise
[BeginAction("rotatethingsccw")]
public void RotateCCW() {
rotateThingsAndTextures(-5);
}
}
//mxd
private void rotateThingsAndTextures(int increment) {
@ -2660,14 +2660,14 @@ namespace CodeImp.DoomBuilder.BuilderModes
PostAction();
}
//mxd
[BeginAction("togglegzdoomrenderingeffects")]
public void ToggleGZDoomRenderingEffects() {
gzdoomRenderingEffects = !gzdoomRenderingEffects;
RebuildElementData();
UpdateChangedObjects();
General.Interface.DisplayStatus(StatusType.Info, "(G)ZDoom rendering effects are " + (gzdoomRenderingEffects ? "ENABLED" : "DISABLED"));
}
//mxd
[BeginAction("togglegzdoomrenderingeffects")]
public void ToggleGZDoomRenderingEffects() {
gzdoomRenderingEffects = !gzdoomRenderingEffects;
RebuildElementData();
UpdateChangedObjects();
General.Interface.DisplayStatus(StatusType.Info, "(G)ZDoom rendering effects are " + (gzdoomRenderingEffects ? "ENABLED" : "DISABLED"));
}
//mxd
[BeginAction("thingaligntowall")]