mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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233 lines
7.3 KiB
C#
233 lines
7.3 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 System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using System.Drawing;
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using System.ComponentModel;
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using CodeImp.DoomBuilder.GZDoomEditing;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing.Imaging;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.VisualModes;
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#endregion
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namespace CodeImp.DoomBuilder.GZDoomEditing
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{
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internal sealed class VisualUpper : BaseVisualGeometrySidedef
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Setup
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// Constructor
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public VisualUpper(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s)
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{
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// This builds the geometry. Returns false when no geometry created.
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public override bool Setup()
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{
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Vector2D vl, vr;
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// Left and right vertices for this sidedef
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if(Sidedef.IsFront)
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{
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vl = new Vector2D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y);
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vr = new Vector2D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y);
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}
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else
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{
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vl = new Vector2D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y);
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vr = new Vector2D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y);
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}
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// Load sector data
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SectorData sd = Sector.Data;
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SectorData osd = mode.GetSectorData(Sidedef.Other.Sector);
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if(!osd.Built) osd.BuildLevels(mode);
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// Texture given?
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if((Sidedef.HighTexture.Length > 0) && (Sidedef.HighTexture[0] != '-'))
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{
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// Load texture
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base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongHighTexture);
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if(base.Texture == null)
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{
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base.Texture = General.Map.Data.MissingTexture3D;
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setuponloadedtexture = Sidedef.LongHighTexture;
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}
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else
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{
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if(!base.Texture.IsImageLoaded)
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setuponloadedtexture = Sidedef.LongHighTexture;
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}
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}
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else
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{
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// Use missing texture
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base.Texture = General.Map.Data.MissingTexture3D;
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setuponloadedtexture = 0;
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}
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// Get texture scaled size
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Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight);
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// Determine texture coordinates plane as they would be in normal circumstances.
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// We can then use this plane to find any texture coordinate we need.
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// The logic here is the same as in the original VisualMiddleSingle (except that
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// the values are stored in a TexturePlane)
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// NOTE: I use a small bias for the floor height, because if the difference in
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// height is 0 then the TexturePlane doesn't work!
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TexturePlane tp = new TexturePlane();
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float ceilbias = (Sidedef.Other.Sector.CeilHeight == Sidedef.Sector.CeilHeight) ? 1.0f : 0.0f;
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if(!Sidedef.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag))
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{
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// When lower unpegged is set, the lower texture is bound to the bottom
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tp.tlt.y = tsz.y - ((float)Sidedef.Sector.CeilHeight - (float)Sidedef.Other.Sector.CeilHeight);
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}
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tp.trb.x = tp.tlt.x + Sidedef.Line.Length;
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tp.trb.y = tp.tlt.y + ((float)Sidedef.Sector.CeilHeight - ((float)Sidedef.Other.Sector.CeilHeight + ceilbias));
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// Apply texture offset
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if (General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
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{
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tp.tlt += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y);
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tp.trb += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y);
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}
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else
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{
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tp.tlt += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
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tp.trb += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
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}
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// Transform pixel coordinates to texture coordinates
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tp.tlt /= tsz;
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tp.trb /= tsz;
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// Left top and right bottom of the geometry that
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tp.vlt = new Vector3D(vl.x, vl.y, (float)Sidedef.Sector.CeilHeight);
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tp.vrb = new Vector3D(vr.x, vr.y, (float)Sidedef.Other.Sector.CeilHeight + ceilbias);
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// Make the right-top coordinates
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tp.trt = new Vector2D(tp.trb.x, tp.tlt.y);
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tp.vrt = new Vector3D(tp.vrb.x, tp.vrb.y, tp.vlt.z);
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// Go for all levels to build geometry
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List<WorldVertex> verts = new List<WorldVertex>();
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for(int i = 1; i < sd.Levels.Count; i++)
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{
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SectorLevel l = sd.Levels[i];
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PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(l.brightnessbelow));
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PixelColor wallcolor = PixelColor.Modulate(l.colorbelow, wallbrightness);
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int c = wallcolor.WithAlpha(255).ToInt();
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// Create initial polygon, which is just a quad between floor and ceiling
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WallPolygon poly = new WallPolygon();
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poly.Add(new Vector3D(vl.x, vl.y, sd.Floor.plane.GetZ(vl)));
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poly.Add(new Vector3D(vl.x, vl.y, sd.Ceiling.plane.GetZ(vl)));
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poly.Add(new Vector3D(vr.x, vr.y, sd.Ceiling.plane.GetZ(vr)));
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poly.Add(new Vector3D(vr.x, vr.y, sd.Floor.plane.GetZ(vr)));
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// Slice off the part below the other plane
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CropPoly(poly, osd.Ceiling.plane, false);
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// Now we go for all light planes to splice this polygon
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for(int k = 0; k < sd.Levels.Count; k++)
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{
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SectorLevel ol = sd.Levels[k];
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if((ol != sd.Floor) && (ol != sd.Ceiling) && (ol.type != SectorLevelType.Floor))
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{
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CropPoly(poly, ol.plane, (k >= i));
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}
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}
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// Find texture coordinates for each vertex in the polygon
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List<Vector2D> texc = new List<Vector2D>(poly.Count);
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foreach(Vector3D v in poly)
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texc.Add(tp.GetTextureCoordsAt(v));
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// Now we create triangles from the polygon.
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// The polygon is convex and clockwise, so this is a piece of cake.
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if(poly.Count >= 3)
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{
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for(int k = 1; k < (poly.Count - 1); k++)
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{
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verts.Add(new WorldVertex(poly[0], c, texc[0]));
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verts.Add(new WorldVertex(poly[k], c, texc[k]));
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verts.Add(new WorldVertex(poly[k + 1], c, texc[k + 1]));
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}
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}
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}
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if(verts.Count > 0)
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{
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base.SetVertices(verts);
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return true;
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}
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else
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{
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return false;
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}
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}
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#endregion
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#region ================== Methods
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// Return texture name
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public override string GetTextureName()
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{
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return this.Sidedef.HighTexture;
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}
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// This changes the texture
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protected override void SetTexture(string texturename)
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{
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this.Sidedef.SetTextureHigh(texturename);
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General.Map.Data.UpdateUsedTextures();
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this.Setup();
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}
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#endregion
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}
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}
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