UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/SectorLevel.cs
MaxED deb65258ae Added, Visual mode, GLDEFS, GLOOME: subtractive glow is now supported.
Changed, Visual mode: changed thing fog calculation logic. Should be closer to GZDoom now.
Fixed, GLDEFS parser: "height" texture parameter was not treated as optional.
Fixed, text lump parsers: in some cases incorrect line number was displayed in error and warning messages.
Fixed, Visual mode: glow effect was not applied to sectors with 3 sidedefs.
Fixed, Visual mode: in some cases glow effect was not updated when replacing textures. 
Fixed, general interface: "Full Brightness" button state was not updated during map loading.
Fixed, Drag Linedefs/Vertices/Sectors/Things modes: positions of line length labels were not updated while panning the view.
Cosmetic: added a bunch of new icons.
Cosmetic: changed Visual mode crosshair.
2015-08-27 20:46:49 +00:00

69 lines
1.7 KiB
C#

#region === Copyright (c) 2010 Pascal van der Heiden ===
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal class SectorLevel
{
// Type of level
public SectorLevelType type;
//mxd. Type of extralight
public LightLevelType lighttype = LightLevelType.UNKNOWN;
// Sector where this level originates from
public Sector sector;
// Plane in the sector
public Plane plane;
// Alpha for translucency (255=opaque)
public int alpha;
// Color of the plane (includes brightness)
// When this is 0, it takes the color from the sector above
public int color;
// Color and brightness below the plane
// When this is 0, it takes the color from the sector above
public int brightnessbelow;
public PixelColor colorbelow;
public bool disablelighting; //mxd
public bool restrictlighting; //mxd
public bool affectedbyglow; //mxd
// Constructor
public SectorLevel(Sector s, SectorLevelType type)
{
this.type = type;
this.sector = s;
this.alpha = 255;
}
// Copy constructor
public SectorLevel(SectorLevel source)
{
source.CopyProperties(this);
}
// Copy properties
public void CopyProperties(SectorLevel target)
{
target.sector = this.sector;
target.type = this.type;
target.lighttype = this.lighttype; //mxd
target.plane = this.plane;
target.alpha = this.alpha;
target.color = this.color;
target.brightnessbelow = this.brightnessbelow;
target.colorbelow = this.colorbelow;
target.disablelighting = this.disablelighting; //mxd
target.restrictlighting = this.restrictlighting; //mxd
}
}
}