Added clear tile variation(this will be break some maps and may require them to be redone).

This commit is contained in:
Justin Marshall
2020-07-12 17:25:50 -07:00
parent fbcd9e4bba
commit b5fd70a200
5 changed files with 153 additions and 180 deletions
+8 -4
View File
@@ -1119,7 +1119,10 @@ void CellClass::Draw_It(int x, int y, bool objects)
ttype = &TemplateTypeClass::As_Reference(TType);
icon = TIcon;
} else {
ttype = &TemplateTypeClass::As_Reference(TEMPLATE_CLEAR1);
// jmarshall - alternate between the clear tiles if no tile set.
int offset = ((celly % 2) == 1) ? 1 : 0;
ttype = &TemplateTypeClass::As_Reference((TemplateType)(TEMPLATE_CLEAR1 + ((cellx + offset) % TEMPLATE_CLEAR1F)));
// jmarshall end
icon = Clear_Icon();
}
@@ -1168,11 +1171,12 @@ void CellClass::Draw_It(int x, int y, bool objects)
ConvertCoordsToIsometric(xx, yy);
lastRenderX = xx;
lastRenderY = yy;
int ticon = icon;
LogicPage->Draw_Stamp(ttype->Get_HDImage_Data(), icon, xx, yy, NULL, WINDOW_TACTICAL);
// jmarshall end
if (remap) {
LogicPage->Remap(x+Map.TacPixelX, y+Map.TacPixelY, ICON_PIXEL_W, ICON_PIXEL_H, remap);
}
//if (remap) {
// LogicPage->Remap(x+Map.TacPixelX, y+Map.TacPixelY, ICON_PIXEL_W, ICON_PIXEL_H, remap);
//}
}
#ifdef SCENARIO_EDITOR