Fixed rare potential crash when raising/lowering floors/ceiling to the closed neighbor

This commit is contained in:
biwa 2020-04-07 21:18:07 +02:00
parent a373421abd
commit ff5cea7ba3

View file

@ -2457,12 +2457,12 @@ namespace CodeImp.DoomBuilder.BuilderModes
if (target.picked is VisualFloor) if (target.picked is VisualFloor)
{ {
VisualFloor vf = (VisualFloor)target.picked; VisualFloor vf = (VisualFloor)target.picked;
floors.Add(vf.Level.sector, vf); floors[vf.Level.sector] = vf;
} }
else if (target.picked is VisualCeiling) else if (target.picked is VisualCeiling)
{ {
VisualCeiling vc = (VisualCeiling)target.picked; VisualCeiling vc = (VisualCeiling)target.picked;
ceilings.Add(vc.Level.sector, vc); ceilings[vc.Level.sector] = vc;
} }
else if (target.picked is BaseVisualThing) else if (target.picked is BaseVisualThing)
{ {
@ -2476,12 +2476,12 @@ namespace CodeImp.DoomBuilder.BuilderModes
if (i is VisualFloor) if (i is VisualFloor)
{ {
VisualFloor vf = (VisualFloor)i; VisualFloor vf = (VisualFloor)i;
floors.Add(vf.Level.sector, vf); floors[vf.Level.sector] = vf;
} }
else if (i is VisualCeiling) else if (i is VisualCeiling)
{ {
VisualCeiling vc = (VisualCeiling)i; VisualCeiling vc = (VisualCeiling)i;
ceilings.Add(vc.Level.sector, vc); ceilings[vc.Level.sector] = vc;
} }
else if (i is BaseVisualThing) else if (i is BaseVisualThing)
{ {
@ -2698,12 +2698,12 @@ namespace CodeImp.DoomBuilder.BuilderModes
if (target.picked is VisualFloor) if (target.picked is VisualFloor)
{ {
VisualFloor vf = (VisualFloor)target.picked; VisualFloor vf = (VisualFloor)target.picked;
floors.Add(vf.Level.sector, vf); floors[vf.Level.sector] = vf;
} }
else if (target.picked is VisualCeiling) else if (target.picked is VisualCeiling)
{ {
VisualCeiling vc = (VisualCeiling)target.picked; VisualCeiling vc = (VisualCeiling)target.picked;
ceilings.Add(vc.Level.sector, vc); ceilings[vc.Level.sector] = vc;
} }
else if (target.picked is BaseVisualThing) else if (target.picked is BaseVisualThing)
{ {
@ -2717,12 +2717,12 @@ namespace CodeImp.DoomBuilder.BuilderModes
if (i is VisualFloor) if (i is VisualFloor)
{ {
VisualFloor vf = (VisualFloor)i; VisualFloor vf = (VisualFloor)i;
floors.Add(vf.Level.sector, vf); floors[vf.Level.sector] = vf;
} }
else if (i is VisualCeiling) else if (i is VisualCeiling)
{ {
VisualCeiling vc = (VisualCeiling)i; VisualCeiling vc = (VisualCeiling)i;
ceilings.Add(vc.Level.sector, vc); ceilings[vc.Level.sector] = vc;
} }
else if (i is BaseVisualThing) else if (i is BaseVisualThing)
{ {