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	2d3d:: boats
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		| @@ -882,6 +882,9 @@ void make_3d_models() { | ||||
|     for(int i=0; i<3; i++) | ||||
|       shift_shape(shHalfFloor[i], geom3::lev_to_factor(geom3::human_height * .01)); | ||||
|     } | ||||
|  | ||||
|   shift_shape(shBoatOuter, geom3::FLOOR); | ||||
|   shift_shape(shBoatInner, (geom3::FLOOR+geom3::LAKE)/2); | ||||
|   } | ||||
|  | ||||
| #undef S | ||||
|   | ||||
| @@ -4114,7 +4114,7 @@ void drawBoat(cell *c, const transmatrix*& Vboat, transmatrix& Vboat0, transmatr | ||||
|   int incol = magical ? 0x0060C0FF : 0x804000FF; | ||||
|   bool nospin = false; | ||||
|  | ||||
|   if(DIM == 3) { | ||||
|   if(WDIM == 3) { | ||||
|     Vboat0 = V; | ||||
|     nospin = c->wall == waBoat && applyAnimation(c, Vboat0, footphase, LAYER_BOAT); | ||||
|     if(!nospin) Vboat0 = face_the_player(V); | ||||
| @@ -4141,7 +4141,7 @@ void drawBoat(cell *c, const transmatrix*& Vboat, transmatrix& Vboat0, transmatr | ||||
|     if(applyAnimation(c, Vx, footphase, LAYER_SMALL)) | ||||
|       animations[LAYER_SMALL][c].footphase = 0; | ||||
|     } | ||||
|   if(wmspatial) | ||||
|   if(wmspatial && GDIM == 2) | ||||
|     queuepolyat(mscale(Vboat0, (geom3::LAKE+1)/2), shBoatOuter, outcol, PPR::BOATLEV2); | ||||
|   queuepoly(Vboat0, shBoatOuter, outcol); | ||||
|   queuepoly(Vboat0, shBoatInner, incol); | ||||
|   | ||||
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