Exposed viewactive, allowing checks for overlay automaps.

- Made `automapactive` UI scoped since checking this on the play side may cause desyncs.
This commit is contained in:
Major Cooke 2023-12-29 13:50:09 -06:00 committed by Rachael Alexanderson
parent f647545c1d
commit 1a860185ee
2 changed files with 3 additions and 1 deletions

View file

@ -3154,6 +3154,7 @@ DEFINE_GLOBAL(globalfreeze)
DEFINE_GLOBAL(gametic) DEFINE_GLOBAL(gametic)
DEFINE_GLOBAL(demoplayback) DEFINE_GLOBAL(demoplayback)
DEFINE_GLOBAL(automapactive); DEFINE_GLOBAL(automapactive);
DEFINE_GLOBAL(viewactive);
DEFINE_GLOBAL(Net_Arbitrator); DEFINE_GLOBAL(Net_Arbitrator);
DEFINE_GLOBAL(netgame); DEFINE_GLOBAL(netgame);
DEFINE_GLOBAL(paused); DEFINE_GLOBAL(paused);

View file

@ -8,7 +8,8 @@ extend struct _
native readonly Array<@TerrainDef> Terrains; native readonly Array<@TerrainDef> Terrains;
native int validcount; native int validcount;
native play @DehInfo deh; native play @DehInfo deh;
native readonly bool automapactive; native readonly ui bool automapactive; // is automap enabled?
native readonly ui bool viewactive; // if automap is active, true = main automap, false = overlay automap.
native readonly TextureID skyflatnum; native readonly TextureID skyflatnum;
native readonly int gametic; native readonly int gametic;
native readonly int Net_Arbitrator; native readonly int Net_Arbitrator;