mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 04:41:10 +00:00
deb43343bb
Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
602 lines
18 KiB
C#
602 lines
18 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Drawing;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.GZBuilder.Tools;
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using CodeImp.DoomBuilder.Data;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal sealed class VisualCeiling : BaseVisualGeometrySector
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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public bool innerSide; //mxd
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Setup
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// Constructor
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public VisualCeiling(BaseVisualMode mode, VisualSector vs) : base(mode, vs)
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{
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//mxd
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geometrytype = VisualGeometryType.CEILING;
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partname = "ceiling";
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//mxd
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if(mode.UseSelectionFromClassicMode && vs != null && vs.Sector.Selected && (General.Map.ViewMode == ViewMode.CeilingTextures || General.Map.ViewMode == ViewMode.Normal))
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{
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this.selected = true;
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mode.AddSelectedObject(this);
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}
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// This builds the geometry. Returns false when no geometry created.
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public override bool Setup(SectorLevel level, Effect3DFloor extrafloor)
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{
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return Setup(level, extrafloor, innerSide);
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}
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//mxd
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public bool Setup(SectorLevel level, Effect3DFloor extrafloor, bool innerSide)
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{
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Sector s = level.sector;
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Vector2D texscale;
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this.innerSide = innerSide; //mxd
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base.Setup(level, extrafloor);
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// Fetch ZDoom fields
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float rotate = Angle2D.DegToRad(s.Fields.GetValue("rotationceiling", 0.0f));
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Vector2D offset = new Vector2D(s.Fields.GetValue("xpanningceiling", 0.0f),
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s.Fields.GetValue("ypanningceiling", 0.0f));
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Vector2D scale = new Vector2D(s.Fields.GetValue("xscaleceiling", 1.0f),
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s.Fields.GetValue("yscaleceiling", 1.0f));
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//Load ceiling texture
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if(s.LongCeilTexture != MapSet.EmptyLongName)
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{
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base.Texture = General.Map.Data.GetFlatImage(s.LongCeilTexture);
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if(base.Texture == null || base.Texture is UnknownImage)
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{
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base.Texture = General.Map.Data.UnknownTexture3D;
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setuponloadedtexture = s.LongCeilTexture;
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}
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else
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{
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if(!base.Texture.IsImageLoaded) setuponloadedtexture = s.LongCeilTexture;
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}
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}
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else
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{
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// Use missing texture
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base.Texture = General.Map.Data.MissingTexture3D;
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setuponloadedtexture = 0;
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}
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// Determine texture scale
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if(base.Texture.IsImageLoaded)
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texscale = new Vector2D(1.0f / base.Texture.ScaledWidth, 1.0f / base.Texture.ScaledHeight);
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else
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texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f);
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// Make vertices
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ReadOnlyCollection<Vector2D> triverts = base.Sector.Sector.Triangles.Vertices;
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WorldVertex[] verts = new WorldVertex[triverts.Count];
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for(int i = 0; i < triverts.Count; i++)
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{
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// Color shading
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PixelColor c = PixelColor.FromInt(level.color);
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verts[i].c = c.WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).ToInt();
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// Vertex coordinates
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verts[i].x = triverts[i].x;
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verts[i].y = triverts[i].y;
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verts[i].z = level.plane.GetZ(triverts[i]);
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// Texture coordinates
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Vector2D pos = triverts[i];
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pos = pos.GetRotated(rotate);
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pos.y = -pos.y;
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pos = (pos + offset) * scale * texscale;
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verts[i].u = pos.x;
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verts[i].v = pos.y;
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}
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// The sector triangulation created clockwise triangles that
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// are right up for the floor. For the ceiling we must flip
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// the triangles upside down.
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if(extrafloor == null || extrafloor.VavoomType || innerSide)
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SwapTriangleVertices(verts);
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// Determine render pass
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if(extrafloor != null)
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{
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if ((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.RenderAdditive) != 0) //mxd
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this.RenderPass = RenderPass.Additive;
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else if (level.alpha < 255)
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this.RenderPass = RenderPass.Alpha;
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else
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this.RenderPass = RenderPass.Mask;
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}
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else
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{
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this.RenderPass = RenderPass.Solid;
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}
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// Apply vertices
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base.SetVertices(verts);
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return (verts.Length > 0);
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}
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#endregion
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#region ================== Methods
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// Return texture coordinates
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protected override Point GetTextureOffset()
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{
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Point p = new Point();
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p.X = (int)Sector.Sector.Fields.GetValue("xpanningceiling", 0.0f);
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p.Y = (int)Sector.Sector.Fields.GetValue("ypanningceiling", 0.0f);
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return p;
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}
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// Move texture coordinates
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protected override void MoveTextureOffset(Point xy)
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{
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//mxd
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Sector s = GetControlSector();
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s.Fields.BeforeFieldsChange();
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float nx = (s.Fields.GetValue("xpanningceiling", 0.0f) + xy.X) % (Texture.ScaledWidth / s.Fields.GetValue("xscaleceiling", 1.0f));
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float ny = (s.Fields.GetValue("ypanningceiling", 0.0f) + xy.Y) % (Texture.ScaledHeight / s.Fields.GetValue("yscaleceiling", 1.0f));
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s.Fields["xpanningceiling"] = new UniValue(UniversalType.Float, nx);
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s.Fields["ypanningceiling"] = new UniValue(UniversalType.Float, ny);
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s.UpdateNeeded = true;
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mode.SetActionResult("Changed ceiling texture offsets to " + nx + ", " + ny + ".");
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}
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//mxd. Texture scale change
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protected override void ChangeTextureScale(float incrementX, float incrementY)
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{
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Sector s = GetControlSector();
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float scaleX = s.Fields.GetValue("xscaleceiling", 1.0f);
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float scaleY = s.Fields.GetValue("yscaleceiling", 1.0f);
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s.Fields.BeforeFieldsChange();
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if(incrementX != 0)
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{
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if(scaleX + incrementX == 0)
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scaleX *= -1;
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else
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scaleX += incrementX;
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UDMFTools.SetFloat(s.Fields, "xscaleceiling", scaleX, 1.0f);
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}
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if(incrementY != 0)
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{
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if(scaleY + incrementY == 0)
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scaleY *= -1;
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else
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scaleY += incrementY;
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UDMFTools.SetFloat(s.Fields, "yscaleceiling", scaleY, 1.0f);
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}
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//update geometry
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OnTextureChanged();
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s.UpdateNeeded = true;
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s.UpdateCache();
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if(s.Index != Sector.Sector.Index)
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{
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Sector.Sector.UpdateNeeded = true;
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Sector.Sector.UpdateCache();
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}
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mode.SetActionResult("Ceiling scale changed to " + scaleX + ", " + scaleY);
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}
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//mxd
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public override void OnResetTextureOffset()
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{
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if(!General.Map.UDMF) return;
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mode.CreateUndo("Reset texture offsets");
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mode.SetActionResult("Texture offsets reset.");
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Sector.Sector.Fields.BeforeFieldsChange();
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string[] keys = new[] { "xpanningceiling", "ypanningceiling", "xscaleceiling", "yscaleceiling", "rotationceiling" };
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foreach(string key in keys)
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{
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if(Sector.Sector.Fields.ContainsKey(key))
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{
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Sector.Sector.Fields.Remove(key);
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Sector.Sector.UpdateNeeded = true;
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}
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}
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if(Sector.Sector.UpdateNeeded)
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Sector.UpdateSectorGeometry(false);
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}
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//mxd
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public override void OnResetLocalTextureOffset()
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{
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OnResetTextureOffset();
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}
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// Paste texture
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public override void OnPasteTexture()
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{
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if(BuilderPlug.Me.CopiedFlat != null)
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{
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mode.CreateUndo("Paste ceiling '" + BuilderPlug.Me.CopiedFlat + "'");
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mode.SetActionResult("Pasted flat '" + BuilderPlug.Me.CopiedFlat + "' on ceiling.");
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SetTexture(BuilderPlug.Me.CopiedFlat);
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//mxd. 3D floors may need updating...
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OnTextureChanged();
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}
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}
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// Call to change the height
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public override void OnChangeTargetHeight(int amount)
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{
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// Only do this when not done yet in this call
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// Because we may be able to select the same 3D floor multiple times through multiple sectors
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SectorData sd = mode.GetSectorData(level.sector);
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if(!sd.CeilingChanged)
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{
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sd.CeilingChanged = true;
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base.OnChangeTargetHeight(amount);
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}
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}
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// This changes the height
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protected override void ChangeHeight(int amount)
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{
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mode.CreateUndo("Change ceiling height", UndoGroup.CeilingHeightChange, level.sector.FixedIndex);
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level.sector.CeilHeight += amount;
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if(General.Map.UDMF)
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{
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//mxd. Modify vertex offsets?
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if(level.sector.Sidedefs.Count == 3)
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{
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ChangeVertexHeight(amount);
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}
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//mxd. Modify slope offset?
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if(level.sector.CeilSlope.GetLengthSq() > 0)
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{
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Vector3D center = new Vector3D(level.sector.BBox.X + level.sector.BBox.Width / 2,
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level.sector.BBox.Y + level.sector.BBox.Height / 2,
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level.sector.CeilHeight);
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Plane p = new Plane(center,
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level.sector.CeilSlope.GetAngleXY() - Angle2D.PIHALF,
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level.sector.CeilSlope.GetAngleZ(),
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false);
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level.sector.CeilSlopeOffset = p.Offset;
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}
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}
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mode.SetActionResult("Changed ceiling height to " + level.sector.CeilHeight + ".");
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}
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//mxd
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private void ChangeVertexHeight(int amount)
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{
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List<Vertex> verts = new List<Vertex>(3);
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//do this only if all 3 verts have offsets
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foreach(Sidedef side in level.sector.Sidedefs)
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{
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if(float.IsNaN(side.Line.Start.ZCeiling) || float.IsNaN(side.Line.End.ZCeiling)) return;
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if(!verts.Contains(side.Line.Start)) verts.Add(side.Line.Start);
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if(!verts.Contains(side.Line.End)) verts.Add(side.Line.End);
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}
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foreach(Vertex v in verts)
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mode.GetVisualVertex(v, false).OnChangeTargetHeight(amount);
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}
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//mxd. Sector brightness change
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public override void OnChangeTargetBrightness(bool up)
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{
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if (level != null && level.sector != Sector.Sector)
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{
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int index = -1;
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for (int i = 0; i < Sector.ExtraCeilings.Count; i++)
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{
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if (Sector.ExtraCeilings[i] == this)
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{
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index = i + 1;
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break;
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}
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}
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if (index > -1 && index < Sector.ExtraCeilings.Count)
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((BaseVisualSector)mode.GetVisualSector(Sector.ExtraCeilings[index].level.sector)).Floor.OnChangeTargetBrightness(up);
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else
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base.OnChangeTargetBrightness(up);
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}
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else
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{
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//if a map is not in UDMF format, or this ceiling is part of 3D-floor...
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if(!General.Map.UDMF || Sector.Sector != level.sector)
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{
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base.OnChangeTargetBrightness(up);
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return;
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}
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int light = Sector.Sector.Fields.GetValue("lightceiling", 0);
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bool absolute = Sector.Sector.Fields.GetValue("lightceilingabsolute", false);
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int newLight;
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if(up)
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newLight = General.Map.Config.BrightnessLevels.GetNextHigher(light, absolute);
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else
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newLight = General.Map.Config.BrightnessLevels.GetNextLower(light, absolute);
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if(newLight == light) return;
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//create undo
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mode.CreateUndo("Change ceiling brightness", UndoGroup.SurfaceBrightnessChange, Sector.Sector.FixedIndex);
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Sector.Sector.Fields.BeforeFieldsChange();
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//apply changes
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Sector.Sector.Fields["lightceiling"] = new UniValue(UniversalType.Integer, newLight);
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mode.SetActionResult("Changed ceiling brightness to " + newLight + ".");
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Sector.Sector.UpdateCache();
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//rebuild sector
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Sector.UpdateSectorGeometry(false);
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}
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}
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// This performs a fast test in object picking
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public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
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{
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// Check if our ray starts at the correct side of the plane
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if((innerSide && level.plane.Distance(from) < 0.0f) || (!innerSide && level.plane.Distance(from) > 0.0f)) //mxd
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//if(level.plane.Distance(from) > 0.0f)
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{
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// Calculate the intersection
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if(level.plane.GetIntersection(from, to, ref pickrayu))
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{
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if(pickrayu > 0.0f)
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{
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pickintersect = from + (to - from) * pickrayu;
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// Intersection point within bbox?
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RectangleF bbox = Sector.Sector.BBox;
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return ((pickintersect.x >= bbox.Left) && (pickintersect.x <= bbox.Right) &&
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(pickintersect.y >= bbox.Top) && (pickintersect.y <= bbox.Bottom));
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}
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}
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}
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return false;
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}
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// This performs an accurate test for object picking
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public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
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{
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u_ray = pickrayu;
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// Check on which side of the nearest sidedef we are
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Sidedef sd = MapSet.NearestSidedef(Sector.Sector.Sidedefs, pickintersect);
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float side = sd.Line.SideOfLine(pickintersect);
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return (((side <= 0.0f) && sd.IsFront) || ((side > 0.0f) && !sd.IsFront));
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}
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// Return texture name
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public override string GetTextureName()
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{
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return level.sector.CeilTexture;
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}
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// This changes the texture
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protected override void SetTexture(string texturename)
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{
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level.sector.SetCeilTexture(texturename);
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General.Map.Data.UpdateUsedTextures();
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}
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//mxd
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public override void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight)
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{
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if(!withSameTexture && !withSameHeight) return;
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if(select && !selected)
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{
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selected = true;
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mode.AddSelectedObject(this);
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}
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else if(!select && selected)
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{
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selected = false;
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mode.RemoveSelectedObject(this);
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}
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List<Sector> neighbours = new List<Sector>();
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bool regularorvavoom = extrafloor == null || (extrafloor != null && extrafloor.VavoomType);
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//collect neighbour sectors
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foreach(Sidedef side in Sector.Sector.Sidedefs)
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{
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if(side.Other != null && side.Other.Sector != Sector.Sector && !neighbours.Contains(side.Other.Sector))
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{
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BaseVisualSector vs = mode.GetVisualSector(side.Other.Sector) as BaseVisualSector;
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if(vs == null) continue;
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bool add;
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// When current ceiling is part of a 3d floor, it looks like a floor, so we need to select adjacent floors
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if(level.sector != Sector.Sector && !regularorvavoom)
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{
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add = (withSameTexture && side.Other.Sector.FloorTexture == level.sector.CeilTexture);
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if(withSameHeight)
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{
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add = ((withSameTexture && add) || !withSameTexture) && side.Other.Sector.FloorHeight == level.sector.CeilHeight;
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}
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if(add)
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{
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neighbours.Add(side.Other.Sector);
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//(de)select regular visual floor?
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if(select != vs.Floor.Selected)
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{
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vs.Floor.SelectNeighbours(select, withSameTexture, withSameHeight);
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}
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}
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|
}
|
|
else // Regular ceiling or vavoom-type extra ceiling
|
|
{
|
|
// (De)select adjacent ceilings
|
|
add = (withSameTexture && side.Other.Sector.CeilTexture == level.sector.CeilTexture);
|
|
|
|
if(withSameHeight)
|
|
{
|
|
add = ((withSameTexture && add) || !withSameTexture) && side.Other.Sector.CeilHeight == level.sector.CeilHeight;
|
|
}
|
|
|
|
if(add)
|
|
{
|
|
neighbours.Add(side.Other.Sector);
|
|
|
|
//(de)select regular visual ceiling?
|
|
if(select != vs.Ceiling.Selected)
|
|
{
|
|
vs.Ceiling.SelectNeighbours(select, withSameTexture, withSameHeight);
|
|
}
|
|
}
|
|
}
|
|
|
|
// (De)select adjacent extra ceilings
|
|
foreach(VisualCeiling ec in vs.ExtraCeilings)
|
|
{
|
|
if(select == ec.Selected || ec.extrafloor.VavoomType != regularorvavoom) continue;
|
|
|
|
add = (withSameTexture && level.sector.CeilTexture == ec.level.sector.CeilTexture);
|
|
|
|
if(withSameHeight)
|
|
{
|
|
add = ((withSameTexture && add) || !withSameTexture) && level.sector.CeilHeight == ec.level.sector.CeilHeight;
|
|
}
|
|
|
|
if(add)
|
|
{
|
|
ec.SelectNeighbours(select, withSameTexture, withSameHeight);
|
|
}
|
|
}
|
|
|
|
// (De)select adjacent extra floors
|
|
foreach(VisualFloor ef in vs.ExtraFloors)
|
|
{
|
|
if(select == ef.Selected || ef.ExtraFloor.VavoomType == regularorvavoom) continue;
|
|
|
|
add = (withSameTexture && level.sector.CeilTexture == ef.Level.sector.FloorTexture);
|
|
|
|
if(withSameHeight)
|
|
{
|
|
add = ((withSameTexture && add) || !withSameTexture) && level.sector.CeilHeight == ef.Level.sector.FloorHeight;
|
|
}
|
|
|
|
if(add)
|
|
{
|
|
ef.SelectNeighbours(select, withSameTexture, withSameHeight);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
public void AlignTexture(bool alignx, bool aligny)
|
|
{
|
|
if(!General.Map.UDMF) return;
|
|
|
|
//is is a surface with line slope?
|
|
float slopeAngle = level.plane.Normal.GetAngleZ() - Angle2D.PIHALF;
|
|
|
|
if(slopeAngle == 0) //it's a horizontal plane
|
|
{
|
|
AlignTextureToClosestLine(alignx, aligny);
|
|
}
|
|
else //it can be a surface with line slope
|
|
{
|
|
Linedef slopeSource = null;
|
|
bool isFront = false;
|
|
|
|
foreach(Sidedef side in Sector.Sector.Sidedefs)
|
|
{
|
|
if(side.Line.Action == 181)
|
|
{
|
|
if(side.Line.Args[1] == 1 && side.Line.Front != null && side.Line.Front == side)
|
|
{
|
|
slopeSource = side.Line;
|
|
isFront = true;
|
|
break;
|
|
}
|
|
else if(side.Line.Args[1] == 2 && side.Line.Back != null && side.Line.Back == side)
|
|
{
|
|
slopeSource = side.Line;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(slopeSource != null && slopeSource.Front != null && slopeSource.Front.Sector != null && slopeSource.Back != null && slopeSource.Back.Sector != null)
|
|
AlignTextureToSlopeLine(slopeSource, slopeAngle, isFront, alignx, aligny);
|
|
else
|
|
AlignTextureToClosestLine(alignx, aligny);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|