mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-11 21:01:22 +00:00
993328b57b
Textures were not loaded properly from PK3/PK7 archives. Visual mode: restored ability to remove textures using Delete action. Visual mode: fixed several bugs in Cut/Copy/Paste things actions. Visual mode: vavoom style 3d floors were not displayed properly. Visual mode, 3d floors: added support for "RestrictLighting" (2) flag. Visual mode, 3d floors: inner sides of 3d floors with "swimmable"/"render inside" flags used incorrect brightness value.
100 lines
3.2 KiB
C#
100 lines
3.2 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 CodeImp.DoomBuilder.Map;
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using System.Threading;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[ErrorChecker("Check missing textures", true, 80)]
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public class CheckMissingTextures : ErrorChecker
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{
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#region ================== Constants
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private int PROGRESS_STEP = 1000;
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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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public CheckMissingTextures()
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{
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// Total progress is done when all lines are checked
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SetTotalProgress(General.Map.Map.Sidedefs.Count / PROGRESS_STEP);
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}
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#endregion
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#region ================== Methods
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// This runs the check
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public override void Run()
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{
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int progress = 0;
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int stepprogress = 0;
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// Go for all the sidedefs
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foreach (Sidedef sd in General.Map.Map.Sidedefs)
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{
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// Check upper texture. Also make sure not to return a false
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// positive if the sector on the other side has the ceiling
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// set to be sky
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if (sd.HighRequired() && sd.HighTexture == "-")
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{
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if (sd.Other != null && sd.Other.Sector.CeilTexture != General.Map.Config.SkyFlatName)
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{
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SubmitResult(new ResultMissingTexture(sd, SidedefPart.Upper));
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}
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}
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// Check middle texture
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if (sd.MiddleRequired() && sd.MiddleTexture == "-")
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{
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SubmitResult(new ResultMissingTexture(sd, SidedefPart.Middle));
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}
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// Check lower texture. Also make sure not to return a false
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// positive if the sector on the other side has the floor
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// set to be sky
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if (sd.LowRequired() && sd.LowTexture == "-")
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{
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if (sd.Other != null && sd.Other.Sector.FloorTexture != General.Map.Config.SkyFlatName)
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{
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SubmitResult(new ResultMissingTexture(sd, SidedefPart.Lower));
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}
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}
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// Handle thread interruption
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try { Thread.Sleep(0); }
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catch (ThreadInterruptedException) { return; }
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// We are making progress!
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if ((++progress / PROGRESS_STEP) > stepprogress)
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{
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stepprogress = (progress / PROGRESS_STEP);
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AddProgress(1);
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}
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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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