UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/EffectTransferFloorBrightness.cs
MaxED 5fe89efc7c Visual mode: added support for "Transfer Brightness Level" (50) effect type parameter (arg 1).
Visual mode: added support for "Transfer Floor Brightness" (210) effect.
Visual mode: added support for "Transfer Ceiling Brightness" (211) effect.
Visual mode: changed the way thing brightness is calculated. Should be closer to GZDoom now.
Sector Edit Form: you can now enter "++" or "--" into "Height Offset" input to raise or lower sectors by their height.
Cosmetic fix in ZDoom_linedefs.cfg.
2015-04-01 12:51:26 +00:00

39 lines
1.1 KiB
C#

#region === Copyright (c) 2015 MaxED ===
using CodeImp.DoomBuilder.Map;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal class EffectTransferFloorBrightness : SectorEffect
{
// Linedef that is used to create this effect
private readonly Linedef linedef;
// Constructor
public EffectTransferFloorBrightness(SectorData data, Linedef sourcelinedef) : base(data)
{
linedef = sourcelinedef;
// New effect added: This sector needs an update!
if(data.Mode.VisualSectorExists(data.Sector))
{
BaseVisualSector vs = (BaseVisualSector)data.Mode.GetVisualSector(data.Sector);
vs.UpdateSectorGeometry(false);
}
}
// This makes sure we are updated with the source linedef information
public override void Update()
{
SectorData sd = data.Mode.GetSectorData(linedef.Front.Sector);
if(!sd.Updated) sd.Update();
sd.AddUpdateSector(data.Sector, false);
// Transfer floor brightness
data.Floor.color = General.Map.Renderer3D.CalculateBrightness(sd.Sector.Brightness);
data.Floor.brightnessbelow = sd.Floor.brightnessbelow;
}
}
}