mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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0f7aa9f827
Added, DECORATE parser: damage types are now parsed. Added: the editor now reports duplicate textures/flats/patches/sprites/colormaps/voxels in the loaded wads. Added, all text parsers: added #region/#endregion support. Added TERRAIN parser. Added, Script Editor: added special handling for DECORATE special comments. Added, Sector Edit window, UDMF: Soundsequence value was setup incorrectly when showing the window for multiple sectors with mixed Soundsequence value. Fixed, Map Options window: "Strictly load patches between P_START and P_END" was not applied when applying the changes. Fixed, MAPINFO parser: MapInfo should be treated as defined when a map MAPINFO block corresponding to current map is encountered even if it doesn't define any properties recognized by the editor. Fixed, all text parsers: in some cases error line was calculated incorrectly when reporting an error detected by a text parser. Cosmetic: changed ' to " in the rest of Error and Warning messages. Internal: added text resource tracking. Updated ZDoom_DECORATE.cfg. Updated documentation ("Game Configuration - Basic Settings" page).
71 lines
2.9 KiB
C#
71 lines
2.9 KiB
C#
#region ================== Namespaces
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using SlimDX;
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#endregion
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namespace CodeImp.DoomBuilder.GZBuilder.Data
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{
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public sealed class MapInfo
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{
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#region ================== Variables
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private bool isdefined;
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private string title;
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private string sky1;
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private float sky1scrollspeed;
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private string sky2;
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private float sky2scrollspeed;
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private bool doublesky;
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private bool hasfadecolor;
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private Color4 fadecolor;
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private bool hasoutsidefogcolor;
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private Color4 outsidefogcolor;
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private int fogdensity;
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private int outsidefogdensity;
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private bool evenlighting;
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private bool smoothlighting;
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private int vertwallshade;
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private int horizwallshade;
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#endregion
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#region ================== Properties
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public bool IsDefined { get { return isdefined; } internal set { isdefined = value; } }
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public string Title { get { return title; } internal set { title = value; isdefined = true; } }
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public string Sky1 { get { return sky1; } internal set { sky1 = value; isdefined = true; } }
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public float Sky1ScrollSpeed { get { return sky1scrollspeed; } internal set { sky1scrollspeed = value; isdefined = true; } }
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public string Sky2 { get { return sky2; } internal set { sky2 = value; isdefined = true; } }
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public float Sky2ScrollSpeed { get { return sky2scrollspeed; } internal set { sky2scrollspeed = value; isdefined = true; } }
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public bool DoubleSky { get { return doublesky; } internal set { doublesky = value; isdefined = true; } }
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public bool HasFadeColor { get { return hasfadecolor; } internal set { hasfadecolor = value; isdefined = true; } }
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public Color4 FadeColor { get { return fadecolor; } internal set { fadecolor = value; isdefined = true; } }
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public bool HasOutsideFogColor { get { return hasoutsidefogcolor; } internal set { hasoutsidefogcolor = value; isdefined = true; } }
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public Color4 OutsideFogColor { get { return outsidefogcolor; } internal set { outsidefogcolor = value; isdefined = true; } }
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public int FogDensity { get { return fogdensity; } internal set { fogdensity = value; isdefined = true; } }
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public int OutsideFogDensity { get { return outsidefogdensity; } internal set { outsidefogdensity = value; isdefined = true; } }
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public bool EvenLighting { get { return evenlighting; } internal set { evenlighting = value; isdefined = true; } }
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public bool SmoothLighting { get { return smoothlighting; } internal set { smoothlighting = value; isdefined = true; } }
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public int VertWallShade { get { return vertwallshade; } internal set { vertwallshade = value; isdefined = true; } }
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public int HorizWallShade { get { return horizwallshade; } internal set { horizwallshade = value; isdefined = true; } }
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#endregion
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#region ================== Constructor
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public MapInfo()
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{
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vertwallshade = 16;
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horizwallshade = -16;
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fogdensity = 255;
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outsidefogdensity = 255;
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}
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#endregion
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}
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}
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