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void showscores(bool on);
extern void renderscores();
// world
extern void setupworld(int factor);
extern void empty_world(int factor, bool force);
extern void remip(block &b, int level = 0);
extern void remipmore(block &b, int level = 0);
extern int closestent();
extern int findentity(int type, int index = 0);
extern void trigger(int tag, int type, bool savegame);
extern void resettagareas();
extern void settagareas();
extern Entity *newentity(
int x, int y, int z, OFString *what, int v1, int v2, int v3, int v4);
// worldlight
extern void calclight();
extern void dodynlight(const OFVector3D &vold, const OFVector3D &v, int reach,
int strength, DynamicEntity *owner);
extern void cleardlights();
extern block *blockcopy(block &b);
extern void blockpaste(block &b);
// worldrender
extern void render_world(float vx, float vy, float vh, int yaw, int pitch,
float widef, int w, int h);
// worldocull
extern void computeraytable(float vx, float vy);
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void showscores(bool on);
extern void renderscores();
// world
extern void setupworld(int factor);
extern void empty_world(int factor, bool force);
extern void remip(block &b, int level = 0);
extern void remipmore(const block &b, int level = 0);
extern int closestent();
extern int findentity(int type, int index = 0);
extern void trigger(int tag, int type, bool savegame);
extern void resettagareas();
extern void settagareas();
extern Entity *newentity(
int x, int y, int z, OFString *what, int v1, int v2, int v3, int v4);
// worldlight
extern void calclight();
extern void dodynlight(const OFVector3D &vold, const OFVector3D &v, int reach,
int strength, DynamicEntity *owner);
extern void cleardlights();
extern block *blockcopy(block &b);
extern void blockpaste(const block &b);
// worldrender
extern void render_world(float vx, float vy, float vh, int yaw, int pitch,
float widef, int w, int h);
// worldocull
extern void computeraytable(float vx, float vy);
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