void TextureTerrain(SlimDX.Vector3 mpos, bool lower) { if (Game.GameManager.GameWindow.ToolsPanel.SelectedTexture == "(none)") { return; } Game.Logic.TextureChangeParam tcp = new TextureChangeParam() { TextureName = SelectedTexture, Strength = Game.GameManager.GameWindow.ToolsPanel.TextureStrength, FalloffTreshold = Game.GameManager.GameWindow.ToolsPanel.TextureFalloff, Falloff = Game.GameManager.GameWindow.ToolsPanel.TextureFallofMode, AlphaCap = Game.GameManager.GameWindow.ToolsPanel.TextureAlphaCap, ActionSource = new SlimDX.Vector2(mpos.X, mpos.Y), InnerRadius = InnerRadius, OuterRadius = Radius }; tcp.ConvertValuesToUShort(); ADT.ADTManager.TextureTerrain(tcp); }
void TextureTerrain(SlimDX.Vector3 mpos, bool lower) { if (Game.GameManager.GameWindow.ToolsPanel.SelectedTexture == "(none)") return; Game.Logic.TextureChangeParam tcp = new TextureChangeParam() { TextureName = SelectedTexture, Strength = Game.GameManager.GameWindow.ToolsPanel.TextureStrength, FalloffTreshold = Game.GameManager.GameWindow.ToolsPanel.TextureFalloff, Falloff = Game.GameManager.GameWindow.ToolsPanel.TextureFallofMode, AlphaCap = Game.GameManager.GameWindow.ToolsPanel.TextureAlphaCap, ActionSource = new SlimDX.Vector2(mpos.X, mpos.Y), InnerRadius = InnerRadius, OuterRadius = Radius }; tcp.ConvertValuesToUShort(); ADT.ADTManager.TextureTerrain(tcp); }