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// world.cpp: core map management stuff
#include "cube.h"
#import "DynamicEntity.h"
#import "Entity.h"
extern OFString *entnames[]; // lookup from map entities above to strings
struct sqr *world = NULL;
int sfactor, ssize, cubicsize, mipsize;
struct header hdr;
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// world.cpp: core map management stuff
#include "cube.h"
#import "DynamicEntity.h"
#import "Entity.h"
#import "Monster.h"
extern OFString *entnames[]; // lookup from map entities above to strings
struct sqr *world = NULL;
int sfactor, ssize, cubicsize, mipsize;
struct header hdr;
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OFString *aliasname =
[OFString stringWithFormat:@"level_trigger_%d", tag];
if (identexists(aliasname))
execute(aliasname, true);
if (type == 2)
endsp(false);
}
COMMAND(trigger, ARG_2INT)
// main geometric mipmapping routine, recursively rebuild mipmaps within block
// b. tries to produce cube out of 4 lower level mips as well as possible, sets
// defer to 0 if mipped cube is a perfect mip, i.e. can be rendered at this mip
// level indistinguishable from its constituent cubes (saves considerable
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OFString *aliasname =
[OFString stringWithFormat:@"level_trigger_%d", tag];
if (identexists(aliasname))
execute(aliasname, true);
if (type == 2)
[Monster endSinglePlayerWithAllKilled:false];
}
COMMAND(trigger, ARG_2INT)
// main geometric mipmapping routine, recursively rebuild mipmaps within block
// b. tries to produce cube out of 4 lower level mips as well as possible, sets
// defer to 0 if mipped cube is a perfect mip, i.e. can be rendered at this mip
// level indistinguishable from its constituent cubes (saves considerable
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