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Applied texture offsets and scales on animated doors
https://forum.zdoom.org/viewtopic.php?t=58892
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2 changed files with 16 additions and 4 deletions
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@ -711,9 +711,13 @@ DAnimatedDoor::DAnimatedDoor (sector_t *sec, line_t *line, int speed, int delay,
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}
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picnum = m_Line1->sidedef[0]->GetTexture(side_t::top);
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m_Line1->sidedef[0]->SetTexture(side_t::mid, picnum);
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m_Line2->sidedef[0]->SetTexture(side_t::mid, picnum);
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auto &tex1 = m_Line1->sidedef[0]->textures;
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tex1[side_t::mid].InitFrom(tex1[side_t::top]);
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auto &tex2 = m_Line2->sidedef[0]->textures;
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tex2[side_t::mid].InitFrom(tex2[side_t::top]);
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picnum = tex1[side_t::top].texture;
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// don't forget texture scaling here!
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FTexture *tex = TexMan[picnum];
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10
src/r_defs.h
10
src/r_defs.h
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@ -1139,7 +1139,15 @@ struct side_t
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double yScale;
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TObjPtr<DInterpolation*> interpolation;
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FTextureID texture;
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//int Light;
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void InitFrom(const part &other)
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{
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if (texture.isNull()) texture = other.texture;
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if (0.0 == xOffset) xOffset = other.xOffset;
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if (0.0 == yOffset) yOffset = other.yOffset;
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if (1.0 == xScale && 0.0 != other.xScale) xScale = other.xScale;
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if (1.0 == yScale && 0.0 != other.yScale) yScale = other.yScale;
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}
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};
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sector_t* sector; // Sector the SideDef is facing.
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