-fixed: Eternity-style skyboxes must check if some portal copy definitions have been set for them.

This commit is contained in:
Christoph Oelckers 2016-01-10 22:26:08 +01:00
parent 2c0f64cf9f
commit 918a2ed562

View file

@ -37,6 +37,7 @@
#include "p_local.h" #include "p_local.h"
#include "p_lnspec.h" #include "p_lnspec.h"
#include "farchive.h" #include "farchive.h"
#include "r_sky.h"
// arg0 = Visibility*4 for this skybox // arg0 = Visibility*4 for this skybox
@ -87,6 +88,24 @@ void ASkyViewpoint::Destroy ()
class ASkyCamCompat : public ASkyViewpoint class ASkyCamCompat : public ASkyViewpoint
{ {
DECLARE_CLASS (ASkyCamCompat, ASkyViewpoint) DECLARE_CLASS (ASkyCamCompat, ASkyViewpoint)
// skyboxify all tagged sectors
// This involves changing their texture to the sky flat, because while
// EE works with any texture for its skybox portals, ZDoom doesn't.
void SkyboxifySector(sector_t *sector, int plane)
{
// plane: 0=floor, 1=ceiling, 2=both
if (plane == 1 || plane == 2)
{
sector->CeilingSkyBox = this;
sector->SetTexture(sector_t::ceiling, skyflatnum, false);
}
if (plane == 0 || plane == 2)
{
sector->FloorSkyBox = this;
sector->SetTexture(sector_t::floor, skyflatnum, false);
}
}
public: public:
void BeginPlay (); void BeginPlay ();
}; };
@ -116,23 +135,35 @@ void ASkyCamCompat::BeginPlay ()
// Then, change the alpha // Then, change the alpha
alpha = refline->args[4]; alpha = refline->args[4];
// Finally, skyboxify all tagged sectors
// This involves changing their texture to the sky flat, because while
// EE works with any texture for its skybox portals, ZDoom doesn't.
FSectorTagIterator it(skybox_id); FSectorTagIterator it(skybox_id);
int secnum; int secnum;
while ((secnum = it.Next()) >= 0) while ((secnum = it.Next()) >= 0)
{ {
// plane: 0=floor, 1=ceiling, 2=both SkyboxifySector(&sectors[secnum], refline->args[2]);
if (refline->args[2] == 1 || refline->args[2] == 2)
{
sectors[secnum].CeilingSkyBox = this;
sectors[secnum].SetTexture(sector_t::ceiling, skyflatnum, false);
} }
if (refline->args[2] == 0 || refline->args[2] == 2) // and finally, check for portal copy linedefs
for (int j=0;j<numlines;j++)
{ {
sectors[secnum].FloorSkyBox = this; // Check if this portal needs to be copied to other sectors
sectors[secnum].SetTexture(sector_t::floor, skyflatnum, false); // This must be done here to ensure that it gets done only after the portal is set up
if (lines[j].special == Sector_SetPortal &&
lines[j].args[1] == 1 &&
(lines[j].args[2] == refline->args[2] || lines[j].args[2] == 3) &&
lines[j].args[3] == skybox_id)
{
if (lines[j].args[0] == 0)
{
SkyboxifySector(lines[j].frontsector, refline->args[2]);
}
else
{
FSectorTagIterator itr(lines[j].args[0]);
int s;
while ((s = itr.Next()) >= 0)
{
SkyboxifySector(&sectors[s], refline->args[2]);
}
}
} }
} }
} }