Fixed the pegging for lower textures with Lower Unpegged.

This commit is contained in:
MascaraSnake 2016-06-01 19:28:22 +02:00
parent e7569ff973
commit 74fbb652c1
1 changed files with 7 additions and 7 deletions

View File

@ -138,17 +138,17 @@ namespace CodeImp.DoomBuilder.BuilderModes
{
if (General.Map.SRB2 && Sidedef.Line.IsFlagSet("32"))
{
texturevpeg = sd.Ceiling.plane.GetZ(vl) - osd.Floor.plane.GetZ(vl);
texturevpeg = sd.Floor.plane.GetZ(vl) - osd.Floor.plane.GetZ(vl);
}
else if(Sidedef.Sector.CeilTexture == General.Map.Config.SkyFlatName && Sidedef.Other.Sector.CeilTexture == General.Map.Config.SkyFlatName)
/*else if(Sidedef.Sector.CeilTexture == General.Map.Config.SkyFlatName && Sidedef.Other.Sector.CeilTexture == General.Map.Config.SkyFlatName)
{
// mxd. Replicate Doom texture offset glitch when front and back sector's ceilings are sky
texturevpeg = (float)Sidedef.Other.Sector.CeilHeight - Sidedef.Other.Sector.FloorHeight;
}
}*/
else
{
// When lower unpegged is set, the lower texture is bound to the bottom
texturevpeg = (float) Sidedef.Sector.CeilHeight - Sidedef.Other.Sector.FloorHeight;
texturevpeg = (float) Sidedef.Sector.FloorHeight - Sidedef.Other.Sector.FloorHeight;
}
}
tlt.x = tlb.x = 0;
@ -170,9 +170,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
else if (IsLowerUnpegged())
{
// Skewed by bottom
tlb.y = texturevpeg + osd.Floor.plane.GetZ(vl) - sd.Floor.plane.GetZ(vr);
trt.y = tlt.y - (osd.Floor.plane.GetZ(vr) - osd.Floor.plane.GetZ(vl));
trb.y = trt.y - (sd.Floor.plane.GetZ(vr) - osd.Floor.plane.GetZ(vr));
tlb.y = texturevpeg + osd.Floor.plane.GetZ(vl) - sd.Floor.plane.GetZ(vl);
trb.y = tlb.y;
trt.y = trb.y - (osd.Floor.plane.GetZ(vr) - osd.Floor.plane.GetZ(vr));
}
else
{