- added UDMF properties to set glows per sector.
- for explicitly defined glows, use the one for the current animation frame, if an animated texture is active. For default glows it will still use the base texture's to avoid inconsistencies.
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9 changed files with 121 additions and 49 deletions
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@ -181,6 +181,8 @@ FSerializer &Serialize(FSerializer &arc, const char *key, sector_t::splane &p, s
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("texture", p.Texture, def->Texture)
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("texz", p.TexZ, def->TexZ)
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("alpha", p.alpha, def->alpha)
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("glowcolor", p.GlowColor, def->GlowColor)
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("glowheight", p.GlowHeight, def->GlowHeight)
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.EndObject();
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}
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return arc;
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