Version 1.5.0
Big Refactor
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3b2a0f4de8
commit
d2f7796b79
49 changed files with 5306 additions and 3590 deletions
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@ -12,6 +12,7 @@ sf2d_texture *lanternLightBake;
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sf2d_texture *glowwormLightBake;
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sf2d_texture *glowwormBigLightBake;
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int offsetX, offsetY;
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int playerScale;
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void render(s32 xp, s32 yp, u32 xTile, u32 yTile, u8 bits);
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void renderb(s32 xp, s32 yp, u32 xTile, u32 yTile, u8 bits, u32 color);
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@ -26,25 +27,24 @@ void render32(s32 xp, s32 yp, u32 xTile, u32 yTile, u8 bits);
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void renderTitle(int x, int y);
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void renderFrame(int x1, int y1, int x2, int y2, u32 bgColor);
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void renderTile(int i, int d, int x, int y);
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void renderTile(int i, int d, u8 level, int x, int y);
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void renderConnectedTile4(int x, int y, u32 xTile, u32 yTile);
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void renderConnectedTile8(int x, int y, u32 xTile, u32 yTile);
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void renderBackground(int xScroll, int yScroll);
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void renderMenuBackground(int xScroll, int yScroll); //Renders the darkness
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void renderWeather(int xScroll, int yScroll);
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void renderDayNight();
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void renderBackground(s8 level, int xScroll, int yScroll);
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void renderWeather(u8 level, int xScroll, int yScroll);
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void renderDayNight(PlayerData *pd);
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void renderButtonIcon(u32 icon, int x, int y, float scale);
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void bakeLights();
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void freeLightBakes();
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void renderLightsToStencil(bool force, bool invert, bool rplayer);
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void renderLightsToStencil(PlayerData *pd, bool force, bool invert, bool rplayer);
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void resetStencilStuff();
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void bakeLight(sf2d_texture* texture, int x, int y, int r);
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void renderLight(int x, int y, sf2d_texture* texture);
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void renderGui();
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void renderZoomedMap();
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void renderPlayer();
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void renderGui(PlayerData *pd);
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void renderZoomedMap(PlayerData *pd);
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void renderPlayer(PlayerData *pd);
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void drawText(char * msg, u32 x, u32 y);
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void drawSizedText(char * msg, u32 x, u32 y, float size);
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@ -54,7 +54,7 @@ void drawSizedTextColor(char * msg, int x, int y, float size, u32 color);
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void renderFurniture(int itemID, int x, int y);
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void renderEntity(Entity* e, int x, int y);
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void renderEntities(int x, int y, EntityManager* em);
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void renderEntities(u8 level, int x, int y, EntityManager* em);
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void renderRecipes(RecipeManager * r, int xo, int yo, int x1, int y1, int selected);
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void renderItemList(Inventory * inv, int xo, int yo, int x1, int y1, int selected);
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