#include "Game.hpp"
#include "Objects/Object.hpp"
#include "Utils/Folders.hpp"
+#include "Tutorial.hpp"
extern XYZ viewer;
extern float viewdistance;
extern bool decals;
extern float blurness;
extern float targetblurness;
-extern bool visibleloading;
extern bool skyboxtexture;
-extern int tutoriallevel;
//Functions
}
}
texture.bpp = 24;
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
texdetail = temptexdetail;
}
}
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
float slopeness;
textureness[i][j] = -1;
}
}
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
for (i = 0; i < size; i++) {
}
}
}
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
for (i = 0; i < size; i++) {
for (j = 0; j < size; j++) {
}
}
}
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
for (i = 0; i < size; i++) {
for (j = 0; j < size; j++) {
}
}
}
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
patch_size = size / subdivision;
patch_elements = (patch_size) * (patch_size) * 54;
glEnable(GL_BLEND);
UpdateTransparency(whichx, whichy);
}
+
glColor4f(1, 1, 1, 1);
+
//Set up vertex array
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
UpdateTransparency(whichx, whichy);
}
UpdateTransparencyother(whichx, whichy);
+
glColor4f(1, 1, 1, 1);
+
//Set up vertex array
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
lightloc.x = 0;
lightloc.z = 0;
}
- if (skyboxtexture && tutoriallevel) {
+ if (skyboxtexture && Tutorial::active) {
lightloc.x *= .4;
lightloc.z *= .4;
}
}
}
}
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
}
brightness = dotproduct(&lightloc, &normals[i][j]);
if (shadowed)
}
}
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
//Smooth shadows
for (i = 0; i < size; i++) {
memset(decalposition, 0, sizeof(decalposition));
numdecals = 0;
}
-Terrain::~Terrain()
-{
- terraintexture.destroy();
- shadowtexture.destroy();
- bodyprinttexture.destroy();
- footprinttexture.destroy();
- bloodtexture.destroy();
- bloodtexture2.destroy();
- breaktexture.destroy();
-}
-