- 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.
This commit is contained in:
Christoph Oelckers 2016-12-28 21:35:42 +01:00
commit 02c3b3613f
9 changed files with 121 additions and 49 deletions

View file

@ -181,6 +181,8 @@ FSerializer &Serialize(FSerializer &arc, const char *key, sector_t::splane &p, s
("texture", p.Texture, def->Texture)
("texz", p.TexZ, def->TexZ)
("alpha", p.alpha, def->alpha)
("glowcolor", p.GlowColor, def->GlowColor)
("glowheight", p.GlowHeight, def->GlowHeight)
.EndObject();
}
return arc;