1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46
  
     | 
    
      #if defined(USE_CLOUDSKY) && !defined(_WL_CLOUDSKY_H_)
#define _WL_CLOUDSKY_H_
typedef struct
{
    int length;
    int startAndDir;
} colormapentry_t;
typedef struct
{
    int numColors;
    colormapentry_t *entries;
} colormap_t;
typedef struct
{
    // The seed defines the look of the sky and every value (0-4294967295)
    // describes an unique sky. You can play around with these inside the game
    // when pressing <TAB>+Z in debug mode. There you'll be able to change the
    // active seed to find out a value, which is suitable for your needs.
    uint32_t seed;
    // The speed defines how fast the clouds will move (0-65535)
    uint32_t speed;
    // The angle defines the move direction (0-359)
    uint32_t angle;
    // An index selecting the color map to be used for this sky definition.
    // This value can also be chosen with <TAB>+Z
    uint32_t colorMapIndex;
} cloudsky_t;
extern cloudsky_t *curSky;
extern colormap_t colorMaps[];
extern const int numColorMaps;
void InitSky();
void DrawClouds(byte *vbuf, unsigned vbufPitch, int min_wallheight);
#ifndef USE_FEATUREFLAGS
int GetCloudSkyDefID();
#endif
#endif
 
     |