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Colormap is now applied correctly to flipped Things
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1 changed files with 5 additions and 3 deletions
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@ -210,7 +210,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
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if(!info.Bright)
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{
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Vector3D thingpos = new Vector3D(Thing.Position.x, Thing.Position.y, Thing.Position.z + sd.Floor.plane.GetZ(Thing.Position));
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float thingz = Thing.IsFlipped ? sd.Ceiling.plane.GetZ(Thing.Position) - Thing.Position.z - Thing.Height : Thing.Position.z + sd.Floor.plane.GetZ(Thing.Position);
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Vector3D thingpos = new Vector3D(Thing.Position.x, Thing.Position.y, thingz);
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SectorLevel level = sd.GetLevelAboveOrAt(thingpos);
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//mxd. Let's use point on floor plane instead of Thing.Sector.FloorHeight;
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@ -270,8 +271,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
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//TECH: even Bright Thing frames are affected by custom fade...
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else
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{
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Vector3D thingpos = new Vector3D(Thing.Position.x, Thing.Position.y, Thing.Position.z + sd.Floor.plane.GetZ(Thing.Position));
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SectorLevel level = sd.GetLevelAboveOrAt(thingpos);
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float thingz = Thing.IsFlipped ? sd.Ceiling.plane.GetZ(Thing.Position) - Thing.Position.z - Thing.Height : Thing.Position.z + sd.Floor.plane.GetZ(Thing.Position);
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Vector3D thingpos = new Vector3D(Thing.Position.x, Thing.Position.y, thingz);
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SectorLevel level = sd.GetLevelAboveOrAt(thingpos);
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if (level != null && level.sector.FogMode > SectorFogMode.CLASSIC)
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{
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