raze/source/core/automap.h
Christoph Oelckers 62d0d3712e - use a sprite flag to mark mapped sprites.
This avoids another global array which needs to be addressed by sprite index.
2021-10-14 15:09:43 +02:00

32 lines
677 B
C++

#pragma once
#include "tarray.h"
#include "build.h"
#include "c_cvars.h"
#include "palentry.h"
class FSerializer;
struct event_t;
extern bool automapping;
extern bool gFullMap;
extern FixedBitArray<MAXSECTORS> show2dsector;
extern FixedBitArray<MAXWALLS> show2dwall;
void SerializeAutomap(FSerializer& arc);
void ClearAutomap();
void MarkSectorSeen(int sect);
void DrawOverheadMap(int x, int y, int ang, double const smoothratio);
bool AM_Responder(event_t* ev, bool last);
void drawlinergb(int32_t x1, int32_t y1, int32_t x2, int32_t y2, PalEntry p);
enum AM_Mode
{
am_off,
am_overlay,
am_full,
am_count
};
extern int automapMode;
EXTERN_CVAR(Bool, am_followplayer)