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Add handling for drawfullheight flag
Parse drawfullheight flag in UDMF Draw full height for walls if the linedef has this flag
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4 changed files with 19 additions and 7 deletions
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@ -141,6 +141,7 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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// 13: Portal line.
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revealed = <bool>; // true = line is initially visible on automap.
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noskywalls = <bool>; // true = skies are not drawn above or below this line
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drawfullheight = <bool>; // true = draw the maximum height instead of the minimum height
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health = <int>; // Amount of hitpoints for this line.
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healthgroup = <int>; // ID of destructible object to synchronize hitpoints (optional, default is 0)
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@ -1624,12 +1624,15 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector,
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if (frontsector->GetTexture(sector_t::floor) != skyflatnum || backsector->GetTexture(sector_t::floor) != skyflatnum)
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{
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// the back sector's floor obstructs part of this wall
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if (!seg->linedef->flags & ML_DRAWFULLHEIGHT)
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{
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if (ffh1 > bch1 && ffh2 > bch2)
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{
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bch2a = ffh2;
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bch1a = ffh1;
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}
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}
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}
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if (bch1a < fch1 || bch2a < fch2)
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{
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@ -1705,11 +1708,14 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector,
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/* bottom texture */
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// the back sector's ceiling obstructs part of this wall (specially important for sky sectors)
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if (!seg->linedef->flags & ML_DRAWFULLHEIGHT)
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{
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if (fch1 < bfh1 && fch2 < bfh2)
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{
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bfh1 = fch1;
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bfh2 = fch2;
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}
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}
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if (bfh1 > ffh1 || bfh2 > ffh2)
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{
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@ -549,6 +549,7 @@ xx(Locknumber)
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xx(Midtex3dimpassible)
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xx(Revealed)
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xx(AutomapStyle)
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xx(DrawFullHeight)
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xx(Playercross)
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xx(Playeruse)
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@ -1102,6 +1102,10 @@ public:
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Flag(ld->flags, ML_NOSKYWALLS, key);
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continue;
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case NAME_DrawFullHeight:
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Flag(ld->flags, ML_DRAWFULLHEIGHT, key);
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continue;
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case NAME_MoreIds:
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// delay parsing of the tag string until parsing of the sector is complete
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// This ensures that the ID is always the first tag in the list.
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