mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
fa4dd4e399
Added, Game configurations: added "thingclasshelp" property. It's used to open a website when thing class name is clicked in the Thing Edit form. Changed, "Raise/Lower sector to nearest" action: 3d floors are now taken into account when using the action on things. Updated documentation.
458 lines
15 KiB
C#
458 lines
15 KiB
C#
#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using CodeImp.DoomBuilder.GZBuilder.Tools;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Windows;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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#region ================== Structs
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// A struct, which contains information about visual sides connected to start and end of given visual side
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internal class SortedVisualSide
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{
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internal readonly BaseVisualGeometrySidedef Side;
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internal readonly Vector2D Start;
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internal readonly Vector2D End;
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internal Rectangle Bounds;
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internal Rectangle GlobalBounds;
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internal readonly Dictionary<SortedVisualSide, bool> NextSides;
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internal readonly Dictionary<SortedVisualSide, bool> PreviousSides;
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internal readonly int Index;
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internal int GroupIndex = -1;
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private static int index;
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//Initial texture coordinates
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private readonly float OffsetX;
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private readonly float OffsetY;
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private readonly float ControlSideOffsetX;
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private readonly float ControlSideOffsetY;
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private readonly float ScaleX;
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private readonly float ScaleY;
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internal SortedVisualSide(BaseVisualGeometrySidedef side)
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{
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Side = side;
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Bounds = BuilderModesTools.GetSidedefPartSize(side);
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Index = index++;
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if (side.Sidedef.Line.Front == side.Sidedef)
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{
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Start = side.Sidedef.Line.Start.Position;
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End = side.Sidedef.Line.End.Position;
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}
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else
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{
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Start = side.Sidedef.Line.End.Position;
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End = side.Sidedef.Line.Start.Position;
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}
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switch (side.GeometryType)
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{
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case VisualGeometryType.WALL_UPPER:
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OffsetX = UDMFTools.GetFloat(side.Sidedef.Fields, "offsetx_top");
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OffsetY = UDMFTools.GetFloat(side.Sidedef.Fields, "offsety_top");
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ScaleX = UDMFTools.GetFloat(side.Sidedef.Fields, "scalex_top", 1.0f);
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ScaleY = UDMFTools.GetFloat(side.Sidedef.Fields, "scaley_top", 1.0f);
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break;
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case VisualGeometryType.WALL_MIDDLE:
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OffsetX = UDMFTools.GetFloat(side.Sidedef.Fields, "offsetx_mid");
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OffsetY = UDMFTools.GetFloat(side.Sidedef.Fields, "offsety_mid");
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ScaleX = UDMFTools.GetFloat(side.Sidedef.Fields, "scalex_mid", 1.0f);
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ScaleY = UDMFTools.GetFloat(side.Sidedef.Fields, "scaley_mid", 1.0f);
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break;
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case VisualGeometryType.WALL_MIDDLE_3D:
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Sidedef cs = side.GetControlLinedef().Front;
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ControlSideOffsetX = cs.OffsetX + UDMFTools.GetFloat(cs.Fields, "offsetx_mid");
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OffsetX = UDMFTools.GetFloat(side.Sidedef.Fields, "offsetx_mid");
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ControlSideOffsetY = cs.OffsetY + UDMFTools.GetFloat(cs.Fields, "offsety_mid");
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OffsetY = UDMFTools.GetFloat(side.Sidedef.Fields, "offsety_mid");
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ScaleX = UDMFTools.GetFloat(cs.Fields, "scalex_mid", 1.0f);
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ScaleY = UDMFTools.GetFloat(cs.Fields, "scaley_mid", 1.0f);
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break;
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case VisualGeometryType.WALL_LOWER:
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OffsetX = UDMFTools.GetFloat(side.Sidedef.Fields, "offsetx_bottom");
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OffsetY = UDMFTools.GetFloat(side.Sidedef.Fields, "offsety_bottom");
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ScaleX = UDMFTools.GetFloat(side.Sidedef.Fields, "scalex_bottom", 1.0f);
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ScaleY = UDMFTools.GetFloat(side.Sidedef.Fields, "scaley_bottom", 1.0f);
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break;
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}
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NextSides = new Dictionary<SortedVisualSide, bool>();
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PreviousSides = new Dictionary<SortedVisualSide, bool>();
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}
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internal void OnTextureFit(FitTextureOptions options)
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{
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options.Bounds = Bounds;
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options.GlobalBounds = GlobalBounds;
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options.InitialOffsetX = OffsetX;
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options.InitialOffsetY = OffsetY;
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options.ControlSideOffsetX = ControlSideOffsetX;
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options.ControlSideOffsetY = ControlSideOffsetY;
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options.InitialScaleX = ScaleX;
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options.InitialScaleY = ScaleY;
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Side.OnTextureFit(options);
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}
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}
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#endregion
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internal static class BuilderModesTools
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{
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#region ================== Sidedef
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internal static Rectangle GetSidedefPartSize(BaseVisualGeometrySidedef side)
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{
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if(side.GeometryType == VisualGeometryType.WALL_MIDDLE_3D)
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{
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Rectangle rect = new Rectangle(0, 0, Math.Max(1, (int)Math.Round(side.Sidedef.Line.Length)), 0);
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Linedef cl = side.GetControlLinedef();
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if(cl.Front != null && cl.Front.Sector != null)
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{
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// Use floor height for vavoom-type 3d floors, because FloorHeight should be > CeilHeight for this type of 3d floor.
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if (cl.Args[1] == 0)
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{
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rect.Y = -cl.Front.Sector.FloorHeight;
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rect.Height = cl.Front.Sector.FloorHeight - cl.Front.Sector.CeilHeight;
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}
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else
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{
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rect.Y = -cl.Front.Sector.CeilHeight;
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rect.Height = cl.Front.GetMiddleHeight();
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}
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}
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else
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{
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rect.Y = -side.Sidedef.Sector.CeilHeight;
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rect.Height = side.Sidedef.GetMiddleHeight();
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}
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return rect;
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}
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return GetSidedefPartSize(side.Sidedef, side.GeometryType);
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}
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public static Rectangle GetSidedefPartSize(Sidedef side, VisualGeometryType type)
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{
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Rectangle rect = new Rectangle(0, 0, Math.Max(1, (int)Math.Round(side.Line.Length)), 0);
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switch(type)
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{
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case VisualGeometryType.WALL_LOWER:
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if (side.LowRequired())
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{
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rect.Y = -side.Other.Sector.FloorHeight;
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rect.Height = side.GetLowHeight();
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}
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break;
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case VisualGeometryType.WALL_UPPER:
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if(side.HighRequired())
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{
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rect.Y = -side.Sector.CeilHeight;
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rect.Height = side.GetHighHeight();
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}
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break;
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case VisualGeometryType.WALL_MIDDLE:
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if(side.MiddleRequired())
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{
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rect.Y = -side.Sector.CeilHeight;
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}
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else if (side.Other.Sector != null) // Double-sided
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{
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rect.Y = -Math.Min(side.Sector.CeilHeight, side.Other.Sector.CeilHeight);
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}
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rect.Height = side.GetMiddleHeight();
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break;
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default:
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throw new NotImplementedException("GetSidedefPartSize: got unsupported geometry type: '" + type + "'");
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}
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return rect;
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}
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public static List<SortedVisualSide> SortVisualSides(IEnumerable<BaseVisualGeometrySidedef> tosort)
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{
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List<SortedVisualSide> result = new List<SortedVisualSide>();
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// Sort by texture
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Dictionary<long, List<BaseVisualGeometrySidedef>> sidesbytexture = new Dictionary<long, List<BaseVisualGeometrySidedef>>();
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foreach (BaseVisualGeometrySidedef side in tosort)
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{
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long texturelong;
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if(side is VisualLower) texturelong = side.Sidedef.LongLowTexture;
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else if(side is VisualUpper) texturelong = side.Sidedef.LongHighTexture;
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else if(side is VisualMiddle3D) texturelong = side.GetControlLinedef().Front.LongMiddleTexture;
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else texturelong = side.Sidedef.LongMiddleTexture;
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if(texturelong == MapSet.EmptyLongName) continue; //not interested...
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if(!sidesbytexture.ContainsKey(texturelong)) sidesbytexture.Add(texturelong, new List<BaseVisualGeometrySidedef>());
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sidesbytexture[texturelong].Add(side);
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}
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// Connect sides
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foreach (KeyValuePair<long, List<BaseVisualGeometrySidedef>> pair in sidesbytexture)
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{
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// Create strips
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Dictionary<int, List<SortedVisualSide>> strips = ConnectSides(pair.Value);
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// Calculate global bounds...
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foreach(List<SortedVisualSide> group in strips.Values)
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{
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int minx = int.MaxValue;
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int maxx = int.MinValue;
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int miny = int.MaxValue;
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int maxy = int.MinValue;
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foreach(SortedVisualSide side in group)
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{
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if(side.Bounds.X < minx) minx = side.Bounds.X;
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if(side.Bounds.X + side.Bounds.Width > maxx) maxx = side.Bounds.X + side.Bounds.Width;
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if(side.Bounds.Y < miny) miny = side.Bounds.Y;
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if(side.Bounds.Y + side.Bounds.Height > maxy) maxy = side.Bounds.Y + side.Bounds.Height;
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}
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Rectangle bounds = new Rectangle(minx, miny, maxx - minx, maxy - miny);
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// Normalize Y-offset
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int offsety = bounds.Y;
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bounds.Y = 0;
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// Apply changes
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foreach(SortedVisualSide side in group)
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{
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side.Bounds.Y -= offsety;
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side.GlobalBounds = bounds;
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}
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// Add to result
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result.AddRange(group);
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}
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}
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return result;
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}
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// Connect sides, left to right and sort them into connected groups
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// NextSides - sides connected to the right (Start) vertex,
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// PreviousSides - sides connected to the left (End) vertex
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private static Dictionary<int, List<SortedVisualSide>> ConnectSides(List<BaseVisualGeometrySidedef> allsides)
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{
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Dictionary<int, List<SortedVisualSide>> result = new Dictionary<int, List<SortedVisualSide>>();
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List<SortedVisualSide> sides = new List<SortedVisualSide>(allsides.Count);
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int groupindex = 0;
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foreach (BaseVisualGeometrySidedef side in allsides)
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{
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sides.Add(new SortedVisualSide(side));
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}
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foreach(SortedVisualSide curside in sides)
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{
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if(curside.GroupIndex == -1) curside.GroupIndex = groupindex++;
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// Find sides connected to the end of curside
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foreach(SortedVisualSide nextside in sides)
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{
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if(curside.Index == nextside.Index) continue;
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if(nextside.Start == curside.End && nextside.End != curside.Start)
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{
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// Add both ways
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if(!nextside.PreviousSides.ContainsKey(curside))
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{
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nextside.PreviousSides.Add(curside, false);
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nextside.GroupIndex = curside.GroupIndex;
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}
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if(!curside.NextSides.ContainsKey(nextside))
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{
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curside.NextSides.Add(nextside, false);
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nextside.GroupIndex = curside.GroupIndex;
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}
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}
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}
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// Find sides connected to the start of curside
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foreach(SortedVisualSide prevside in sides)
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{
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if(curside.Index == prevside.Index) continue;
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if(prevside.End == curside.Start && prevside.Start != curside.End)
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{
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// Add both ways
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if(!prevside.NextSides.ContainsKey(curside))
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{
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prevside.NextSides.Add(curside, false);
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prevside.GroupIndex = curside.GroupIndex;
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}
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if(!curside.PreviousSides.ContainsKey(prevside))
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{
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curside.PreviousSides.Add(prevside, false);
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prevside.GroupIndex = curside.GroupIndex;
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}
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}
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}
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// Add to collection
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if(!result.ContainsKey(curside.GroupIndex)) result.Add(curside.GroupIndex, new List<SortedVisualSide>());
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result[curside.GroupIndex].Add(curside);
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}
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// Try to find the left-most side
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foreach(KeyValuePair<int, List<SortedVisualSide>> pair in result)
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{
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SortedVisualSide start = pair.Value[0];
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foreach(SortedVisualSide side in pair.Value)
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{
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if(side.PreviousSides.Count == 0) {
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start = side;
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break;
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}
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}
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// Set horizontal offsets...
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ApplyHorizontalOffset(start, null, true, new Dictionary<int, bool>());
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}
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return result;
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}
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private static void ApplyHorizontalOffset(SortedVisualSide side, SortedVisualSide prevside, bool forward, Dictionary<int, bool> processed)
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{
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// Set offset
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if (!processed.ContainsKey(side.Index))
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{
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if (prevside != null)
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{
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if (forward)
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side.Bounds.X = prevside.Bounds.X + (int)Math.Round(prevside.Side.Sidedef.Line.Length);
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else
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side.Bounds.X = prevside.Bounds.X - (int)Math.Round(side.Side.Sidedef.Line.Length);
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}
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processed.Add(side.Index, false);
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}
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// Repeat for NextSides
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foreach (KeyValuePair<SortedVisualSide, bool> pair in side.NextSides)
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{
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if (!processed.ContainsKey(pair.Key.Index))
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ApplyHorizontalOffset(pair.Key, side, true, processed);
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}
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// Repeat for PreviousSides
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foreach(KeyValuePair<SortedVisualSide, bool> pair in side.PreviousSides)
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{
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if(!processed.ContainsKey(pair.Key.Index))
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ApplyHorizontalOffset(pair.Key, side, false, processed);
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}
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}
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#endregion
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#region ================== Things
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internal static float GetHigherThingZ(SectorData sd, Vector3D pos, float thingheight, bool absolute, bool hangs)
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{
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if(absolute && hangs)
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{
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General.Interface.DisplayStatus(StatusType.Warning, "Sorry, can't have both 'absolute' and 'hangs' flags...");
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return pos.z;
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}
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float fz = (absolute ? 0 : sd.Floor.plane.GetZ(pos));
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float cz = sd.Ceiling.plane.GetZ(pos);
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if(hangs)
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{
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// Transform to floor-aligned position
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Vector3D floorpos = new Vector3D(pos, (cz - fz) - pos.z - thingheight);
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// Unlike sd.ExtraFloors, these are sorted by height
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foreach (SectorLevel level in sd.LightLevels)
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{
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if(level.type == SectorLevelType.Light) continue; // Skip lights
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float z = level.plane.GetZ(floorpos) - fz;
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if(level.type == SectorLevelType.Ceiling) z -= thingheight;
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if(z > floorpos.z) return cz - fz - z - thingheight; // Transform back to ceiling-aligned position
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}
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return 0; // Align to real ceiling
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}
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else
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{
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// Unlike sd.ExtraFloors, these are sorted by height
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foreach(SectorLevel level in sd.LightLevels)
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{
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if(level.type == SectorLevelType.Light) continue; // Skip lights
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float z = level.plane.GetZ(pos) - fz;
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if(level.type == SectorLevelType.Ceiling) z -= thingheight;
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if(z > pos.z) return z;
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}
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return cz - fz - thingheight; // Align to real ceiling
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}
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}
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internal static float GetLowerThingZ(SectorData sd, Vector3D pos, float thingheight, bool absolute, bool hangs)
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{
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if(absolute && hangs)
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{
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General.Interface.DisplayStatus(StatusType.Warning, "Sorry, can't have both 'absolute' and 'hangs' flags...");
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return pos.z;
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}
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float fz = (absolute ? 0 : sd.Floor.plane.GetZ(pos));
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float cz = sd.Ceiling.plane.GetZ(pos);
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if(hangs)
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{
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// Transform to floor-aligned position
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Vector3D floorpos = new Vector3D(pos, (cz - fz) - pos.z - thingheight);
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// Unlike sd.ExtraFloors, these are sorted by height
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for(int i = sd.LightLevels.Count - 1; i > -1; i--)
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{
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SectorLevel level = sd.LightLevels[i];
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if(level.type == SectorLevelType.Light) continue; // Skip lights
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float z = level.plane.GetZ(floorpos) - fz;
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if(level.type == SectorLevelType.Ceiling) z -= thingheight;
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if(z < floorpos.z) return cz - fz - z - thingheight; // Transform back to ceiling-aligned position
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}
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return cz - fz - thingheight; // Align to real floor
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}
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else
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{
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// Unlike sd.ExtraFloors, these are sorted by height
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for(int i = sd.LightLevels.Count - 1; i > -1; i--)
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{
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SectorLevel level = sd.LightLevels[i];
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if(level.type == SectorLevelType.Light) continue; // Skip lights
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float z = level.plane.GetZ(pos) - fz;
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if(level.type == SectorLevelType.Ceiling) z -= thingheight;
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if(z < pos.z) return z;
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}
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return (absolute ? sd.Floor.plane.GetZ(pos) : 0); // Align to real floor
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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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