- added UDMF LOcknumber property, submitted by Nightfall.
SVN r3331 (trunk)
This commit is contained in:
parent
3b8f5e0d39
commit
b1905c16ef
5 changed files with 75 additions and 57 deletions
|
|
@ -1913,12 +1913,13 @@ bool AM_Check3DFloors(line_t *line)
|
|||
//=============================================================================
|
||||
|
||||
void AM_drawWalls (bool allmap)
|
||||
{
|
||||
int i;
|
||||
static mline_t l;
|
||||
|
||||
for (i = 0; i < numlines; i++)
|
||||
{
|
||||
{
|
||||
int i;
|
||||
static mline_t l;
|
||||
int lock, color;
|
||||
|
||||
for (i = 0; i < numlines; i++)
|
||||
{
|
||||
l.a.x = lines[i].v1->x >> FRACTOMAPBITS;
|
||||
l.a.y = lines[i].v1->y >> FRACTOMAPBITS;
|
||||
l.b.x = lines[i].v2->x >> FRACTOMAPBITS;
|
||||
|
|
@ -1948,14 +1949,22 @@ void AM_drawWalls (bool allmap)
|
|||
else if (lines[i].flags & ML_SECRET)
|
||||
{ // secret door
|
||||
if (am_cheat != 0 && lines[i].backsector != NULL)
|
||||
AM_drawMline(&l, SecretWallColor);
|
||||
else
|
||||
AM_drawMline(&l, WallColor);
|
||||
}
|
||||
else if ((lines[i].special == Teleport ||
|
||||
lines[i].special == Teleport_NoFog ||
|
||||
lines[i].special == Teleport_ZombieChanger ||
|
||||
lines[i].special == Teleport_Line) &&
|
||||
AM_drawMline(&l, SecretWallColor);
|
||||
else
|
||||
AM_drawMline(&l, WallColor);
|
||||
} else if (lines[i].locknumber > 0) { // [Dusk] specials w/ locknumbers
|
||||
lock = lines[i].locknumber;
|
||||
color = P_GetMapColorForLock(lock);
|
||||
|
||||
AMColor c;
|
||||
if (color >= 0) c.FromRGB(RPART(color), GPART(color), BPART(color));
|
||||
else c = LockedColor;
|
||||
|
||||
AM_drawMline (&l, c);
|
||||
} else if ((lines[i].special == Teleport ||
|
||||
lines[i].special == Teleport_NoFog ||
|
||||
lines[i].special == Teleport_ZombieChanger ||
|
||||
lines[i].special == Teleport_Line) &&
|
||||
(lines[i].activation & SPAC_PlayerActivate) &&
|
||||
am_colorset == 0)
|
||||
{ // intra-level teleporters
|
||||
|
|
@ -1975,19 +1984,18 @@ void AM_drawWalls (bool allmap)
|
|||
(lines[i].special == Door_Animated && lines[i].args[3] != 0) ||
|
||||
(lines[i].special == Generic_Door && lines[i].args[4] != 0))
|
||||
{
|
||||
if (am_colorset == 0 || am_colorset == 3) // Raven games show door colors
|
||||
{
|
||||
int P_GetMapColorForLock(int lock);
|
||||
int lock;
|
||||
|
||||
if (lines[i].special==Door_LockedRaise || lines[i].special==Door_Animated)
|
||||
lock=lines[i].args[3];
|
||||
else lock=lines[i].args[4];
|
||||
|
||||
int color = P_GetMapColorForLock(lock);
|
||||
|
||||
AMColor c;
|
||||
|
||||
if (am_colorset == 0 || am_colorset == 3) // Raven games show door colors
|
||||
{
|
||||
int P_GetMapColorForLock(int lock);
|
||||
|
||||
if (lines[i].special==Door_LockedRaise || lines[i].special==Door_Animated)
|
||||
lock=lines[i].args[3];
|
||||
else lock=lines[i].args[4];
|
||||
|
||||
color = P_GetMapColorForLock(lock);
|
||||
|
||||
AMColor c;
|
||||
|
||||
if (color >= 0) c.FromRGB(RPART(color), GPART(color), BPART(color));
|
||||
else c = LockedColor;
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue