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Exposed viewactive
, allowing checks for overlay automaps.
- Made `automapactive` UI scoped since checking this on the play side may cause desyncs.
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2 changed files with 3 additions and 1 deletions
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@ -3154,6 +3154,7 @@ DEFINE_GLOBAL(globalfreeze)
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DEFINE_GLOBAL(gametic)
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DEFINE_GLOBAL(gametic)
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DEFINE_GLOBAL(demoplayback)
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DEFINE_GLOBAL(demoplayback)
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DEFINE_GLOBAL(automapactive);
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DEFINE_GLOBAL(automapactive);
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DEFINE_GLOBAL(viewactive);
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DEFINE_GLOBAL(Net_Arbitrator);
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DEFINE_GLOBAL(Net_Arbitrator);
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DEFINE_GLOBAL(netgame);
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DEFINE_GLOBAL(netgame);
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DEFINE_GLOBAL(paused);
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DEFINE_GLOBAL(paused);
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@ -8,7 +8,8 @@ extend struct _
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native readonly Array<@TerrainDef> Terrains;
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native readonly Array<@TerrainDef> Terrains;
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native int validcount;
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native int validcount;
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native play @DehInfo deh;
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native play @DehInfo deh;
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native readonly bool automapactive;
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native readonly ui bool automapactive; // is automap enabled?
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native readonly ui bool viewactive; // if automap is active, true = main automap, false = overlay automap.
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native readonly TextureID skyflatnum;
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native readonly TextureID skyflatnum;
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native readonly int gametic;
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native readonly int gametic;
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native readonly int Net_Arbitrator;
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native readonly int Net_Arbitrator;
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