added per-sector sky UDMF properties.

(Hardware rendering only, the SW renderer is not in a state where this is easily done.)
This commit is contained in:
Christoph Oelckers 2023-10-29 17:49:59 +01:00
commit bdee1f3d34
14 changed files with 63 additions and 21 deletions

View file

@ -2124,6 +2124,22 @@ public:
movefactor = CheckFloat(key);
break;
case NAME_skyfloor:
sec->planes[sector_t::floor].skytexture[0] = TexMan.CheckForTexture(CheckString(key), ETextureType::Wall, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ReturnFirst);
break;
case NAME_skyfloor2:
sec->planes[sector_t::floor].skytexture[1] = TexMan.CheckForTexture(CheckString(key), ETextureType::Wall, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ReturnFirst);
break;
case NAME_skyceiling:
sec->planes[sector_t::ceiling].skytexture[0] = TexMan.CheckForTexture(CheckString(key), ETextureType::Wall, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ReturnFirst);
break;
case NAME_skyceiling2:
sec->planes[sector_t::ceiling].skytexture[1] = TexMan.CheckForTexture(CheckString(key), ETextureType::Wall, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ReturnFirst);
break;
// These two are used by Eternity for something I do not understand.
//case NAME_portal_ceil_useglobaltex:
//case NAME_portal_floor_useglobaltex: