diff --git a/polymer/eduke32/package/sdk/tiles.cfg b/polymer/eduke32/package/sdk/tiles.cfg index 573c23beb..4051cc906 100644 --- a/polymer/eduke32/package/sdk/tiles.cfg +++ b/polymer/eduke32/package/sdk/tiles.cfg @@ -177,11 +177,18 @@ tilegroup "All" // // For example, under the Duke3D palette, one can create a color scheme // similar to earlier Mapster32 builds (non-blocking sprites have an orange - // tint, blocking ones are purple) by declaring in a loaded DEF file - // 2dcolidxrange 33 33 255 + // tint, blocking ones are purple) by first putting in your m32_autoexec.cfg + // file the lines + // + // // do gamevar i 0 1 // only if a.m32 is not loaded + // script_expertmode 1 + // do for i range 256 ifge i 33 { set editorcolors[i] i } + // script_expertmode 0 + // // which maps editorcolor[] indices 33 through 255 to the same actual color - // indices, and then setting here: - colors 139 231 + // indices, and then setting here one of the alternatives: + colors 139 231 // reddish orange / purple +// colors 208 64 // brighter orange / sky blue // This sets tile colors for all sprites excluding those which have been // assigned a color by the above tile group declarations. } diff --git a/polymer/eduke32/source/m32vars.c b/polymer/eduke32/source/m32vars.c index 742844ffc..8037553f9 100644 --- a/polymer/eduke32/source/m32vars.c +++ b/polymer/eduke32/source/m32vars.c @@ -671,6 +671,7 @@ static void Gv_AddSystemVars(void) Gv_NewArray("headsectbunchf", (void *)headsectbunch[1], YAX_MAXBUNCHES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT); Gv_NewArray("nextsectbunchf", (void *)nextsectbunch[1], MAXSECTORS, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT); #endif + Gv_NewArray("editorcolors", (void *)editorcolors, 256, GAMEARRAY_READONLY|GAMEARRAY_OFCHAR); Gv_NewArray("tilesizx", (void *)&tilesiz[0].x, MAXTILES, GAMEARRAY_STRIDE2|GAMEARRAY_READONLY|GAMEARRAY_OFINT); Gv_NewArray("tilesizy", (void *)&tilesiz[0].y, MAXTILES, GAMEARRAY_STRIDE2|GAMEARRAY_READONLY|GAMEARRAY_OFINT); // Gv_NewArray("picsiz", (void *)picsiz, MAXTILES, GAMEARRAY_READONLY|GAMEARRAY_OFCHAR);