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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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7faf6bc13e
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 ("-").
57 lines
1.4 KiB
C#
57 lines
1.4 KiB
C#
#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 flats", true, 40)]
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public class CheckMissingFlats : 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 CheckMissingFlats() {
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// Total progress is done when all sectors are checked
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SetTotalProgress(General.Map.Map.Sectors.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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int progress = 0;
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int stepprogress = 0;
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// Go for all the sectors
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foreach(Sector s in General.Map.Map.Sectors) {
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// Check floor texture
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if(s.LongFloorTexture == MapSet.EmptyLongName) SubmitResult(new ResultMissingFlat(s, false));
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// Check ceiling texture
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if(s.LongCeilTexture == MapSet.EmptyLongName) SubmitResult(new ResultMissingFlat(s, true));
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// Handle thread interruption
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try { Thread.Sleep(0); } catch(ThreadInterruptedException) { return; }
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// We are making progress!
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if((++progress / PROGRESS_STEP) > stepprogress) {
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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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