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3d:: minefield displays correctly

This commit is contained in:
Zeno Rogue 2019-03-02 01:19:52 +01:00
parent d660531a22
commit a8e486e728

View File

@ -3834,7 +3834,7 @@ bool isWall3(cell *c, color_t& wcol) {
if(c->wall == waChasm && c->land == laMemory) { wcol = 0x606000; return true; }
if(c->wall == waInvisibleFloor) return false;
// if(chasmgraph(c)) return true;
if(among(c->wall, waMirror, waCloud)) return true;
if(among(c->wall, waMirror, waCloud, waMineUnknown, waMineMine)) return true;
return false;
}
@ -4704,6 +4704,11 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
drawParticleSpeed(c, wcol, 75 + rand() % 75);
}
}
else if(c->wall == waMineOpen) {
int mines = countMinesAround(c);
queuepoly(rgpushxto0(tC0(V)), shMineMark[0], darkena(minecolors[mines], 0, 0xFF));
}
else if(winf[c->wall].glyph == '.') ;
else