- moved the blockmap into a substructure of FLevelLocals.
This part can certainly improved a lot but the most important thing, grouping all those global variables into one place, is done.
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10 changed files with 189 additions and 174 deletions
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@ -1831,6 +1831,8 @@ void AM_drawGrid (int color)
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mline_t ml;
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double minlen, extx, exty;
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double minx, miny;
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auto bmaporgx = level.blockmap.bmaporgx;
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auto bmaporgy = level.blockmap.bmaporgy;
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// [RH] Calculate a minimum for how long the grid lines should be so that
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// they cover the screen at any rotation.
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@ -1843,12 +1845,12 @@ void AM_drawGrid (int color)
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// Figure out start of vertical gridlines
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start = minx - extx;
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start = ceil((start - bmaporgx) / MAPBLOCKUNITS) * MAPBLOCKUNITS + bmaporgx;
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start = ceil((start - bmaporgx) / FBlockmap::MAPBLOCKUNITS) * FBlockmap::MAPBLOCKUNITS + bmaporgx;
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end = minx + minlen - extx;
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// draw vertical gridlines
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for (x = start; x < end; x += MAPBLOCKUNITS)
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for (x = start; x < end; x += FBlockmap::MAPBLOCKUNITS)
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{
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ml.a.x = x;
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ml.b.x = x;
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@ -1864,11 +1866,11 @@ void AM_drawGrid (int color)
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// Figure out start of horizontal gridlines
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start = miny - exty;
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start = ceil((start - bmaporgy) / MAPBLOCKUNITS) * MAPBLOCKUNITS + bmaporgy;
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start = ceil((start - bmaporgy) / FBlockmap::MAPBLOCKUNITS) * FBlockmap::MAPBLOCKUNITS + bmaporgy;
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end = miny + minlen - exty;
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// draw horizontal gridlines
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for (y=start; y<end; y+=MAPBLOCKUNITS)
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for (y=start; y<end; y+=FBlockmap::MAPBLOCKUNITS)
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{
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ml.a.x = minx - extx;
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ml.b.x = ml.a.x + minlen;
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