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Fixed the pegging for lower textures with Lower Unpegged.
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parent
e7569ff973
commit
74fbb652c1
1 changed files with 7 additions and 7 deletions
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@ -138,17 +138,17 @@ namespace CodeImp.DoomBuilder.BuilderModes
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{
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if (General.Map.SRB2 && Sidedef.Line.IsFlagSet("32"))
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{
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texturevpeg = sd.Ceiling.plane.GetZ(vl) - osd.Floor.plane.GetZ(vl);
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texturevpeg = sd.Floor.plane.GetZ(vl) - osd.Floor.plane.GetZ(vl);
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}
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else if(Sidedef.Sector.CeilTexture == General.Map.Config.SkyFlatName && Sidedef.Other.Sector.CeilTexture == General.Map.Config.SkyFlatName)
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/*else if(Sidedef.Sector.CeilTexture == General.Map.Config.SkyFlatName && Sidedef.Other.Sector.CeilTexture == General.Map.Config.SkyFlatName)
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{
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// mxd. Replicate Doom texture offset glitch when front and back sector's ceilings are sky
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texturevpeg = (float)Sidedef.Other.Sector.CeilHeight - Sidedef.Other.Sector.FloorHeight;
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}
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}*/
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else
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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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texturevpeg = (float) Sidedef.Sector.CeilHeight - Sidedef.Other.Sector.FloorHeight;
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texturevpeg = (float) Sidedef.Sector.FloorHeight - Sidedef.Other.Sector.FloorHeight;
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}
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}
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tlt.x = tlb.x = 0;
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@ -170,9 +170,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
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else if (IsLowerUnpegged())
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{
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// Skewed by bottom
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tlb.y = texturevpeg + osd.Floor.plane.GetZ(vl) - sd.Floor.plane.GetZ(vr);
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trt.y = tlt.y - (osd.Floor.plane.GetZ(vr) - osd.Floor.plane.GetZ(vl));
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trb.y = trt.y - (sd.Floor.plane.GetZ(vr) - osd.Floor.plane.GetZ(vr));
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tlb.y = texturevpeg + osd.Floor.plane.GetZ(vl) - sd.Floor.plane.GetZ(vl);
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trb.y = tlb.y;
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trt.y = trb.y - (osd.Floor.plane.GetZ(vr) - osd.Floor.plane.GetZ(vr));
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}
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else
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{
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