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wl_cloudsky.h
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wl_cloudsky.h
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#if defined(USE_CLOUDSKY) && !defined(_WL_CLOUDSKY_H_)
#define _WL_CLOUDSKY_H_
typedef struct
{
int length;
int startAndDir;
} colormapentry_t;
typedef struct
{
int numColors;
colormapentry_t *entries;
} colormap_t;
typedef struct
{
// The seed defines the look of the sky and every value (0-4294967295)
// describes an unique sky. You can play around with these inside the game
// when pressing <TAB>+Z in debug mode. There you'll be able to change the
// active seed to find out a value, which is suitable for your needs.
uint32_t seed;
// The speed defines how fast the clouds will move (0-65535)
uint32_t speed;
// The angle defines the move direction (0-359)
uint32_t angle;
// An index selecting the color map to be used for this sky definition.
// This value can also be chosen with <TAB>+Z
uint32_t colorMapIndex;
} cloudsky_t;
extern cloudsky_t *curSky;
extern colormap_t colorMaps[];
extern const int numColorMaps;
void InitSky();
void DrawClouds(byte *vbuf, unsigned vbufPitch, int min_wallheight);
#ifndef USE_FEATUREFLAGS
int GetCloudSkyDefID();
#endif
#endif