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Add a define for SMALL_CLIFFS.
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The routine in question makes it so small cliffs show more prominently, but the side-effect of this is that it is harder to tell the difference in the cliff wall transition to the ground, so it seems impassible when it really isn't.
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buginator committed Oct 24, 2010
1 parent ed55e5a commit 1864dce
Showing 1 changed file with 5 additions and 0 deletions.
5 changes: 5 additions & 0 deletions src/map.c
Original file line number Diff line number Diff line change
Expand Up @@ -111,6 +111,9 @@ MAPTILE *psMapTiles = NULL;

#define WATER_DEPTH 180

// Enable the below define to render cliffs that are small, and otherwise wouldn't show up.
//#define SMALL_CLIFFS

static void SetGroundForTile(const char *filename, const char *nametype);
static int getTextureType(const char *textureType);
static BOOL hasDecals(int i, int j);
Expand Down Expand Up @@ -605,6 +608,7 @@ static int determineGroundType(int x, int y, const char *tileset)

votes[i][j] = 0;

#ifdef SMALL_CLIFFS
// cliffs are so small they won't show up otherwise
if (urban)
{
Expand All @@ -621,6 +625,7 @@ static int determineGroundType(int x, int y, const char *tileset)
if (ground[i][j] == getTextureType("r_cliff"))
return ground[i][j];
}
#endif
}
}

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