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render town outside borders #3331
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qndel
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Oct 30, 2021
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Oh that's great. Let's place some monsters and quests over the river. |
Open world! |
that area is not walkable, it's fake :) |
I say this is proof enough that this is a good enough PR and accomplishes the job it's meant to. 😆 |
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Makes it look much nicer at larger resolutions :)
Using positions instead of tile IDs is unfortunate, but I see why that's necessary given the way DrawFloor currently works.
I noticed a lot of the conditions in RenderTownBorders were selecting the same set of tiles so I had a go at collapsing the common conditions, qndel@96e87a2 for the diff if it's of use.
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Co-authored-by: ephphatha <ephphatha@thelettereph.com>
Co-authored-by: Andrew James <ephphatha@thelettereph.com>
{ | ||
if (leveltype != DTYPE_TOWN) | ||
return; | ||
static bool firstRender = true; |
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Let's do this without this static bool, e.g. by having a separate function for the stuff inside if (firstRender)
?
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this part of code is basically me giving up trying to do it the normal way and going with a hacky approach instead 😅