------------------------------------------------------------------------ r2111 | helixhorned | 2011-11-11 12:05:44 -0800 (Fri, 11 Nov 2011) | 8 lines Tweak raising/lowering (groups of) ceilings or floors. Now, if more than one sectors are affected, always move them by the same amount. That is, if one of them would be sticking against the other side, don't move the rest. Another change consists of determining the z delta first, and only then moving the sprites by that amount. This fixes the problem where you'd e.g. raise a 'floor door' against the ceiling, and the effector sprites would be raised one time too much, preventing them from being lowered the next time. ------------------------------------------------------------------------ r2110 | helixhorned | 2011-11-11 12:05:29 -0800 (Fri, 11 Nov 2011) | 13 lines A couple of Mapster changes related to saving. - new mapster32.cfg and OSD variable 'fixmaponsave_sprites', telling the editor whether to 'fix' the sprite sectnums on saving and entering 3D mode. Note that a) sprite sectnums are never fixed when 'script_expertmode' is enabled, as before, and b) sprites that have out-of-bounds sectnums are still fixed if a proper sector is found - if saving and some sprite sectnums have thus been tweaked, inform the mapper on the status line and print the changes in the OSD - fix update issue similar to an earlier one: when 'saving as', the astub.c- based file name is now updated too, so saving with Ctrl-S now saves into the one save with 'save as' (and not the old one) - don't attempt to recheck wall pointers from scratch (when saving and running with -check) if it's a TROR map ------------------------------------------------------------------------ r2109 | helixhorned | 2011-11-10 13:47:42 -0800 (Thu, 10 Nov 2011) | 2 lines Oops. Revert the *alloc wrapping to catch them being called with bad values. This was meant for debugging only. ------------------------------------------------------------------------