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Added Canvas Floor and Canvas Darkness options
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12
classes.cpp
12
classes.cpp
@@ -626,6 +626,11 @@ EX walltype winf[walltypes] = {
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// -- land types ---
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#if HDR
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enum eCanvasFloor { caflNone, caflM, caflFull, caflWarp, caflStar, caflCloud, caflCross, caflCharged,
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caflSStar, caflOver, caflTri, caflFeather, caflBarrow, caflNew, caflTroll, caflButterfly, caflLava,
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caflPalace, caflDemon, caflCave, caflDesert, caflPower, caflRose, caflTurtle, caflDragon, caflReptile,
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caflHive, caflSwitch, caflEND };
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static const flagtype LF_GENERATE_ALL = Flag(0);
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static const flagtype LF_ICY = Flag(1);
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static const flagtype LF_GRAVITY = Flag(2);
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@@ -661,6 +666,13 @@ enum eLand {
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extern color_t floorcolors[landtypes];
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#endif
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EX const char *canvasFloorNames[caflEND] = {
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"default", "smaller", "full", "warped", "star", "cloud", "cross", "charged",
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"saloon", "overgrown", "triangle", "feather", "barrow", "elemental", "troll", "butterfly", "lava",
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"palace", "demon", "cave", "desert", "power", "rose", "turtle", "dragon", "reptile",
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"hive", "jelly"
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};
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EX const landtype linf[landtypes] = {
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#define LAND(a,b,c,d,e,f,g) {a,b,d,e,g},
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#include "content.cpp"
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