public void SetUDMFField(string key, DynValue value) { if (vertex.IsDisposed) { throw new ScriptRuntimeException("Vertex has been disposed, can't SetUDMFField()!"); } LuaTypeConversion.SetUDMFField(vertex, key, value); }
public void SetUDMFField(string key, DynValue value) { if (sidedef.IsDisposed) { throw new ScriptRuntimeException("Sidedef has been disposed, can't SetUDMFField()."); } LuaTypeConversion.SetUDMFField(sidedef, key, value); }
public void SetUDMFField(string key, DynValue value) { if (sector.IsDisposed) { throw new ScriptRuntimeException("Sector has been disposed, can't SetUDMFField()!"); } // ano - bc of like floor scaling or whatever sector.UpdateNeeded = true; LuaTypeConversion.SetUDMFField(sector, key, value); }
public void SetUDMFField(string key, DynValue value) { if (linedef.IsDisposed) { throw new ScriptRuntimeException("Linedef has been disposed, can't SetUDMFField()!"); } // FIXME this is the extremely hacky workaround to // not having a proper way to call .BeforePropsChange // for setting udmf // right now. we have to do this because we must maintain // compatibility with non-DBX codebases, but hopefully // we can do this in a better way in the future linedef.Tag = linedef.Tag; LuaTypeConversion.SetUDMFField(linedef, key, value); }