mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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462 lines
12 KiB
C#
462 lines
12 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;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Config;
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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 class BaseVisualThing : VisualThing, IVisualEventReceiver
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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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protected BaseVisualMode mode;
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private ThingTypeInfo info;
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private bool isloaded;
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private ImageData sprite;
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private float cageradius2;
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private Vector2D pos2d;
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private Vector3D boxp1;
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private Vector3D boxp2;
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// Undo/redo
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private int undoticket;
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// If this is set to true, the thing will be rebuilt after the action is performed.
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protected bool changed;
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#endregion
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#region ================== Properties
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public bool Changed { get { return changed; } set { changed |= value; } }
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#endregion
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#region ================== Constructor / Setup
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// Constructor
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public BaseVisualThing(BaseVisualMode mode, Thing t) : base(t)
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{
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this.mode = mode;
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Rebuild();
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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 thing geometry. Returns false when nothing was created.
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public virtual bool Setup()
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{
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PixelColor sectorcolor = new PixelColor(255, 255, 255, 255);
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// Must have a width and height!
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if((info.Radius < 0.1f) || (info.Height < 0.1f)) return false;
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// Find the sector in which the thing resides
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Thing.DetermineSector(mode.BlockMap);
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if(sprite != null)
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{
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if(Thing.Sector != null)
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{
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// Use sector brightness for color shading
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byte brightness = (byte)General.Clamp(Thing.Sector.Brightness, 0, 255);
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sectorcolor = new PixelColor(255, brightness, brightness, brightness);
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}
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// Check if the texture is loaded
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sprite.LoadImage();
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isloaded = sprite.IsImageLoaded;
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if(isloaded)
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{
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float offsetx = 0.0f;
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float offsety = 0.0f;
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base.Texture = sprite;
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// Determine sprite size and offset
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float radius = sprite.ScaledWidth * 0.5f;
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float height = sprite.ScaledHeight;
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if(sprite is SpriteImage)
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{
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offsetx = (sprite as SpriteImage).OffsetX - radius;
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offsety = (sprite as SpriteImage).OffsetY - height;
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}
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// Scale by thing type/actor scale
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// We do this after the offset x/y determination above, because that is entirely in sprite pixels space
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radius *= info.SpriteScale.Width;
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height *= info.SpriteScale.Height;
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offsetx *= info.SpriteScale.Width;
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offsety *= info.SpriteScale.Height;
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// Make vertices
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WorldVertex[] verts = new WorldVertex[6];
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verts[0] = new WorldVertex(-radius + offsetx, 0.0f, 0.0f + offsety, sectorcolor.ToInt(), 0.0f, 1.0f);
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verts[1] = new WorldVertex(-radius + offsetx, 0.0f, height + offsety, sectorcolor.ToInt(), 0.0f, 0.0f);
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verts[2] = new WorldVertex(+radius + offsetx, 0.0f, height + offsety, sectorcolor.ToInt(), 1.0f, 0.0f);
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verts[3] = verts[0];
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verts[4] = verts[2];
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verts[5] = new WorldVertex(+radius + offsetx, 0.0f, 0.0f + offsety, sectorcolor.ToInt(), 1.0f, 1.0f);
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SetVertices(verts);
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}
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else
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{
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base.Texture = General.Map.Data.Hourglass3D;
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// Determine sprite size
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float radius = Math.Min(info.Radius, info.Height / 2f);
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float height = Math.Min(info.Radius * 2f, info.Height);
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// Make vertices
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WorldVertex[] verts = new WorldVertex[6];
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verts[0] = new WorldVertex(-radius, 0.0f, 0.0f, sectorcolor.ToInt(), 0.0f, 1.0f);
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verts[1] = new WorldVertex(-radius, 0.0f, height, sectorcolor.ToInt(), 0.0f, 0.0f);
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verts[2] = new WorldVertex(+radius, 0.0f, height, sectorcolor.ToInt(), 1.0f, 0.0f);
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verts[3] = verts[0];
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verts[4] = verts[2];
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verts[5] = new WorldVertex(+radius, 0.0f, 0.0f, sectorcolor.ToInt(), 1.0f, 1.0f);
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SetVertices(verts);
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}
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}
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// Determine position
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Vector3D pos = Thing.Position;
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if(info.AbsoluteZ)
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{
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// Absolute Z position
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pos.z = Thing.Position.z;
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}
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else if(info.Hangs)
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{
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// Hang from ceiling
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if(Thing.Sector != null) pos.z = Thing.Sector.CeilHeight - info.Height;
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if(Thing.Position.z > 0) pos.z -= Thing.Position.z;
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// Check if below floor
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if((Thing.Sector != null) && (pos.z < Thing.Sector.FloorHeight))
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{
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// Put thing on the floor
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pos.z = Thing.Sector.FloorHeight;
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}
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}
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else
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{
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// Stand on floor
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if(Thing.Sector != null) pos.z = Thing.Sector.FloorHeight;
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if(Thing.Position.z > 0) pos.z += Thing.Position.z;
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// Check if above ceiling
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if((Thing.Sector != null) && ((pos.z + info.Height) > Thing.Sector.CeilHeight))
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{
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// Put thing against ceiling
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pos.z = Thing.Sector.CeilHeight - info.Height;
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}
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}
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// Apply settings
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SetPosition(pos);
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SetCageSize(info.Radius, info.Height);
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SetCageColor(Thing.Color);
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// Keep info for object picking
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cageradius2 = info.Radius * Angle2D.SQRT2;
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cageradius2 = cageradius2 * cageradius2;
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pos2d = pos;
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boxp1 = new Vector3D(pos.x - info.Radius, pos.y - info.Radius, pos.z);
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boxp2 = new Vector3D(pos.x + info.Radius, pos.y + info.Radius, pos.z + info.Height);
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// Done
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changed = false;
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return true;
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}
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// Disposing
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public override void Dispose()
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{
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if(!IsDisposed)
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{
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if(sprite != null)
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{
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sprite.RemoveReference();
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sprite = null;
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}
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}
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base.Dispose();
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}
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#endregion
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#region ================== Methods
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// This forces to rebuild the whole thing
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public void Rebuild()
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{
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// Find thing information
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info = General.Map.Data.GetThingInfo(Thing.Type);
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// Find sprite texture
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if(info.Sprite.Length > 0)
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{
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sprite = General.Map.Data.GetSpriteImage(info.Sprite);
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if(sprite != null) sprite.AddReference();
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}
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// Setup visual thing
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Setup();
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}
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// This updates the thing when needed
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public override void Update()
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{
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if(!isloaded)
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{
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// Rebuild sprite geometry when sprite is loaded
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if(sprite.IsImageLoaded)
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{
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Setup();
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}
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}
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// Let the base update
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base.Update();
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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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float distance2 = Line2D.GetDistanceToLineSq(from, to, pos2d, false);
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return (distance2 <= cageradius2);
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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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Vector3D delta = to - from;
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float tfar = float.MaxValue;
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float tnear = float.MinValue;
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// Ray-Box intersection code
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// See http://www.masm32.com/board/index.php?topic=9941.0
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// Check X slab
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if(delta.x == 0.0f)
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{
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if(from.x > boxp2.x || from.x < boxp1.x)
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{
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// Ray is parallel to the planes & outside slab
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return false;
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}
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}
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else
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{
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float tmp = 1.0f / delta.x;
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float t1 = (boxp1.x - from.x) * tmp;
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float t2 = (boxp2.x - from.x) * tmp;
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if(t1 > t2) General.Swap(ref t1, ref t2);
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if(t1 > tnear) tnear = t1;
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if(t2 < tfar) tfar = t2;
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if(tnear > tfar || tfar < 0.0f)
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{
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// Ray missed box or box is behind ray
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return false;
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}
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}
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// Check Y slab
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if(delta.y == 0.0f)
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{
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if(from.y > boxp2.y || from.y < boxp1.y)
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{
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// Ray is parallel to the planes & outside slab
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return false;
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}
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}
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else
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{
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float tmp = 1.0f / delta.y;
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float t1 = (boxp1.y - from.y) * tmp;
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float t2 = (boxp2.y - from.y) * tmp;
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if(t1 > t2) General.Swap(ref t1, ref t2);
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if(t1 > tnear) tnear = t1;
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if(t2 < tfar) tfar = t2;
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if(tnear > tfar || tfar < 0.0f)
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{
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// Ray missed box or box is behind ray
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return false;
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}
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}
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// Check Z slab
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if(delta.z == 0.0f)
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{
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if(from.z > boxp2.z || from.z < boxp1.z)
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{
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// Ray is parallel to the planes & outside slab
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return false;
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}
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}
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else
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{
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float tmp = 1.0f / delta.z;
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float t1 = (boxp1.z - from.z) * tmp;
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float t2 = (boxp2.z - from.z) * tmp;
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if(t1 > t2) General.Swap(ref t1, ref t2);
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if(t1 > tnear) tnear = t1;
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if(t2 < tfar) tfar = t2;
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if(tnear > tfar || tfar < 0.0f)
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{
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// Ray missed box or box is behind ray
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return false;
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}
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}
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// Set interpolation point
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u_ray = (tnear > 0.0f) ? tnear : tfar;
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return true;
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}
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#endregion
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#region ================== Events
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// Unused
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public virtual void OnSelectBegin() { }
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public virtual void OnEditBegin() { }
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public virtual void OnMouseMove(MouseEventArgs e) { }
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public virtual void OnChangeTargetBrightness(bool up) { }
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public virtual void OnChangeTextureOffset(int horizontal, int vertical) { }
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public virtual void OnSelectTexture() { }
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public virtual void OnCopyTexture() { }
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public virtual void OnPasteTexture() { }
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public virtual void OnCopyTextureOffsets() { }
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public virtual void OnPasteTextureOffsets() { }
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public virtual void OnTextureAlign(bool alignx, bool aligny) { }
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public virtual void OnToggleUpperUnpegged() { }
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public virtual void OnToggleLowerUnpegged() { }
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public virtual void OnResetTextureOffset() { }
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public virtual void OnProcess(double deltatime) { }
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public virtual void OnTextureFloodfill() { }
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public virtual void OnInsert() { }
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public virtual void OnDelete() { }
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public virtual void ApplyTexture(string texture) { }
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public virtual void ApplyUpperUnpegged(bool set) { }
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public virtual void ApplyLowerUnpegged(bool set) { }
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// Return texture name
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public virtual string GetTextureName() { return ""; }
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// Select or deselect
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public virtual void OnSelectEnd()
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{
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if(this.selected)
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{
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this.selected = false;
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mode.RemoveSelectedObject(this);
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}
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else
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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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}
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// Copy properties
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public virtual void OnCopyProperties()
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{
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BuilderPlug.Me.CopiedThingProps = new ThingProperties(Thing);
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mode.SetActionResult("Copied thing properties.");
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}
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// Paste properties
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public virtual void OnPasteProperties()
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{
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if(BuilderPlug.Me.CopiedThingProps != null)
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{
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mode.CreateUndo("Paste thing properties");
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mode.SetActionResult("Pasted thing properties.");
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BuilderPlug.Me.CopiedThingProps.Apply(Thing);
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Thing.UpdateConfiguration();
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this.Rebuild();
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mode.ShowTargetInfo();
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}
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}
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// Edit button released
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public virtual void OnEditEnd()
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{
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if(General.Interface.IsActiveWindow)
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{
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List<Thing> things = mode.GetSelectedThings();
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DialogResult result = General.Interface.ShowEditThings(things);
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if(result == DialogResult.OK)
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{
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foreach(Thing t in things)
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{
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VisualThing vt = mode.GetVisualThing(t);
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if(vt != null)
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(vt as BaseVisualThing).Changed = true;
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}
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}
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}
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}
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// Raise/lower thing
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public virtual void OnChangeTargetHeight(int amount)
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{
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if(General.Map.FormatInterface.HasThingHeight)
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{
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if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
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undoticket = mode.CreateUndo("Change thing height");
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Thing.Move(Thing.Position + new Vector3D(0.0f, 0.0f, (float)amount));
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mode.SetActionResult("Changed thing height to " + Thing.Position.z + ".");
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this.Changed = true;
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}
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}
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#endregion
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}
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}
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