mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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deb65258ae
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.
69 lines
1.7 KiB
C#
69 lines
1.7 KiB
C#
#region === Copyright (c) 2010 Pascal van der Heiden ===
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal class SectorLevel
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{
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// Type of level
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public SectorLevelType type;
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//mxd. Type of extralight
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public LightLevelType lighttype = LightLevelType.UNKNOWN;
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// Sector where this level originates from
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public Sector sector;
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// Plane in the sector
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public Plane plane;
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// Alpha for translucency (255=opaque)
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public int alpha;
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// Color of the plane (includes brightness)
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// When this is 0, it takes the color from the sector above
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public int color;
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// Color and brightness below the plane
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// When this is 0, it takes the color from the sector above
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public int brightnessbelow;
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public PixelColor colorbelow;
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public bool disablelighting; //mxd
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public bool restrictlighting; //mxd
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public bool affectedbyglow; //mxd
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// Constructor
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public SectorLevel(Sector s, SectorLevelType type)
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{
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this.type = type;
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this.sector = s;
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this.alpha = 255;
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}
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// Copy constructor
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public SectorLevel(SectorLevel source)
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{
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source.CopyProperties(this);
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}
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// Copy properties
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public void CopyProperties(SectorLevel target)
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{
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target.sector = this.sector;
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target.type = this.type;
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target.lighttype = this.lighttype; //mxd
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target.plane = this.plane;
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target.alpha = this.alpha;
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target.color = this.color;
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target.brightnessbelow = this.brightnessbelow;
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target.colorbelow = this.colorbelow;
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target.disablelighting = this.disablelighting; //mxd
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target.restrictlighting = this.restrictlighting; //mxd
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}
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}
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}
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