UltimateZoneBuilder/Source/Plugins/BuilderModes/ErrorChecks/CheckMissingFlats.cs
MaxED 7faf6bc13e Linedef Edit Form, Sector Edit Form: when several map elements with different textures are selected, the "texture stack" icon is shown in the texture selectors instead of the "missing texture" icon.
Error Checker mode: added "Check missing flats" check.
Error Checker mode: fixed several descriptions. 
Sprite patches for sprites defined in TEXTURES are now loaded from Sprites namespace.
Some of my older texture alignment code didn't work properly when strict texture/flat handling ("mixtextureflats" game configuration flag set to false) was enabled.
Fixed some incorrect checks for missing texture ("-").
2014-03-05 09:21:28 +00:00

57 lines
1.4 KiB
C#

#region ================== Namespaces
using CodeImp.DoomBuilder.Map;
using System.Threading;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[ErrorChecker("Check missing flats", true, 40)]
public class CheckMissingFlats : ErrorChecker
{
#region ================== Constants
private int PROGRESS_STEP = 1000;
#endregion
#region ================== Constructor / Destructor
// Constructor
public CheckMissingFlats() {
// Total progress is done when all sectors are checked
SetTotalProgress(General.Map.Map.Sectors.Count / PROGRESS_STEP);
}
#endregion
#region ================== Methods
// This runs the check
public override void Run() {
int progress = 0;
int stepprogress = 0;
// Go for all the sectors
foreach(Sector s in General.Map.Map.Sectors) {
// Check floor texture
if(s.LongFloorTexture == MapSet.EmptyLongName) SubmitResult(new ResultMissingFlat(s, false));
// Check ceiling texture
if(s.LongCeilTexture == MapSet.EmptyLongName) SubmitResult(new ResultMissingFlat(s, true));
// Handle thread interruption
try { Thread.Sleep(0); } catch(ThreadInterruptedException) { return; }
// We are making progress!
if((++progress / PROGRESS_STEP) > stepprogress) {
stepprogress = (progress / PROGRESS_STEP);
AddProgress(1);
}
}
}
#endregion
}
}