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Mapster32: add byte array editorcolors[256] to m32script variables.
This makes it possible to set up editor colors at startup (from m32_autoexec.cfg). For example: script_expertmode 1 do for i range 256 ifge i 33 { set editorcolors[i] i } script_expertmode 0 Use this method in the description of how to get old-style 2D colors in tiles.cfg and suggest an alternative color index pair. git-svn-id: https://svn.eduke32.com/eduke32@5433 1a8010ca-5511-0410-912e-c29ae57300e0
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2 changed files with 12 additions and 4 deletions
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@ -177,11 +177,18 @@ tilegroup "All"
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//
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// For example, under the Duke3D palette, one can create a color scheme
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// similar to earlier Mapster32 builds (non-blocking sprites have an orange
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// tint, blocking ones are purple) by declaring in a loaded DEF file
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// 2dcolidxrange 33 33 255
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// tint, blocking ones are purple) by first putting in your m32_autoexec.cfg
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// file the lines
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//
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// // do gamevar i 0 1 // only if a.m32 is not loaded
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// script_expertmode 1
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// do for i range 256 ifge i 33 { set editorcolors[i] i }
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// script_expertmode 0
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//
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// which maps editorcolor[] indices 33 through 255 to the same actual color
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// indices, and then setting here:
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colors 139 231
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// indices, and then setting here one of the alternatives:
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colors 139 231 // reddish orange / purple
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// colors 208 64 // brighter orange / sky blue
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// This sets tile colors for all sprites excluding those which have been
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// assigned a color by the above tile group declarations.
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}
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@ -671,6 +671,7 @@ static void Gv_AddSystemVars(void)
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Gv_NewArray("headsectbunchf", (void *)headsectbunch[1], YAX_MAXBUNCHES, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
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Gv_NewArray("nextsectbunchf", (void *)nextsectbunch[1], MAXSECTORS, GAMEARRAY_READONLY|GAMEARRAY_OFSHORT);
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#endif
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Gv_NewArray("editorcolors", (void *)editorcolors, 256, GAMEARRAY_READONLY|GAMEARRAY_OFCHAR);
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Gv_NewArray("tilesizx", (void *)&tilesiz[0].x, MAXTILES, GAMEARRAY_STRIDE2|GAMEARRAY_READONLY|GAMEARRAY_OFINT);
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Gv_NewArray("tilesizy", (void *)&tilesiz[0].y, MAXTILES, GAMEARRAY_STRIDE2|GAMEARRAY_READONLY|GAMEARRAY_OFINT);
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// Gv_NewArray("picsiz", (void *)picsiz, MAXTILES, GAMEARRAY_READONLY|GAMEARRAY_OFCHAR);
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