- use Doom64 colors on sectors and linedefs.
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parent
12d073a27d
commit
ee22a9371b
18 changed files with 62 additions and 35 deletions
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@ -136,12 +136,14 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
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{
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ffloor->bottom.plane = &sec2->floorplane;
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ffloor->bottom.texture = &sec2->planes[sector_t::floor].Texture;
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ffloor->bottom.flatcolor = &sec2->SpecialColors[sector_t::floor];
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ffloor->bottom.isceiling = sector_t::floor;
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}
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else
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{
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ffloor->bottom.plane = &sec2->ceilingplane;
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ffloor->bottom.texture = &sec2->planes[sector_t::ceiling].Texture;
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ffloor->bottom.flatcolor = &sec2->SpecialColors[sector_t::ceiling];
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ffloor->bottom.isceiling = sector_t::ceiling;
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}
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@ -149,6 +151,7 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
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{
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ffloor->top.plane = &sec2->ceilingplane;
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ffloor->top.texture = &sec2->planes[sector_t::ceiling].Texture;
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ffloor->top.flatcolor = &sec2->SpecialColors[sector_t::ceiling];
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ffloor->toplightlevel = &sec2->lightlevel;
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ffloor->top.isceiling = sector_t::ceiling;
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}
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@ -156,6 +159,7 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
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{
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ffloor->top.plane = &sec->floorplane;
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ffloor->top.texture = &sec2->planes[sector_t::floor].Texture;
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ffloor->top.flatcolor = &sec2->SpecialColors[sector_t::floor];
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ffloor->toplightlevel = &sec->lightlevel;
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ffloor->top.isceiling = sector_t::floor;
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ffloor->top.model = sec;
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@ -165,10 +169,7 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
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if (flags&FF_INVERTSECTOR)
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{
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// switch the planes
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F3DFloor::planeref sp = ffloor->top;
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ffloor->top=ffloor->bottom;
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ffloor->bottom=sp;
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std::swap(ffloor->top, ffloor->bottom);
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if (flags&FF_SWIMMABLE)
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{
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@ -192,11 +193,10 @@ static void P_Add3DFloor(sector_t* sec, sector_t* sec2, line_t* master, int flag
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ffloor->flags &= ~FF_ADDITIVETRANS;
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}
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if(flags & FF_THISINSIDE) {
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if(flags & FF_THISINSIDE)
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{
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// switch the planes
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F3DFloor::planeref sp = ffloor->top;
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ffloor->top=ffloor->bottom;
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ffloor->bottom=sp;
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std::swap(ffloor->top, ffloor->bottom);
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}
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sec->e->XFloor.ffloors.Push(ffloor);
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