raze-gles/source/core/rendering/hw_sections.h

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#pragma once
#include "build.h"
struct SectionLine
{
int16_t section;
int16_t partnersection;
int16_t startpoint;
int16_t endpoint;
int16_t wall;
int16_t partner;
int16_t point2index;
};
struct Section
{
int sector;
// this is the whole point of sections - instead of just having a start index and count, we have an explicit list of lines that's a lot easier to change when needed.
TArray<int16_t> lines;
};
// giving 25% more may be a bit high as normally this should be small numbers only.
extern SectionLine sectionLines[MAXWALLS + (MAXWALLS >> 2)];
extern Section sections[MAXSECTORS + (MAXSECTORS >> 2)];
extern TArray<int> sectionspersector[MAXSECTORS]; // reverse map, mainly for the automap
extern int numsections;
extern int numsectionlines;
void hw_BuildSections();
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void hw_SetSplitSector(int sector, int startpos, int endpos);
void hw_ClearSplitSector();