Supports values between 1 and 10, with 1 being the default.
If a multiplier greater than 1 is provided, the filename will take the form "MINIMAP-%d.png", where %d is the multiplier.
Return a `minigen_t` struct with explicit width and height instead of extending the UINT8 buffer by 2 to provide that information in a very datatype-limited way.
- All pre-existing colours are now actually what the code says they should be for the 2.2 palette
- RR-specific colour changes.
- Remove all noclimb-specific line colours
- Render areas that can't be stepped up/down onto as walls
- Add colours for
- Tripwire (cyan, but not 0xff cyan)
- Finish Line (grey)
- FOF info (blue)
- Use a low-intensity colour to signal possible offroad/hazard sector or stairjank step
- Rework to support drawing in multiple passes, so that information that is strictly more important (solid walls, finish line) will not be obscured at minimap resolution by nearby lines signalling offroad/stairjank
Related:
- Added K_TerrainHasAffect
- Returns true if terrain has any properties which would affect the player's gameplay, false if not.
- Generates "MINIMAP.png" in your srb2home
- Uses inherited automap code to render to a temporary buffer
- Because am_map.c is a mess of filescope static variables right now, this only works when the automap is disabled.
- Currently an equal alternate method to SLADE's map image export, but because we're in control, additional features can be added later...
- TODO: Off vertically by one pixel on GHZ. Otherwise effectively identical in shape
- TODO: the colours are rancid, I wonder if they were even updated for the 2.2 palette
Related:
- Use identical linear-time mechanisms for detecting borders of map geometry between automap and minimap
- Automap was previously using iteration over all vertices
- Minimap was previously pointlessly writing min/max values twice
- Hold lookback to pivot the spectator's vertical aiming angle
- Forward/backwards item throw/trick input aims up/down
- Overrides forwards/backwards movement while lookback is held
- Changes the spectator text to indicate that it's in aiming mode
- P_DamageMobj
- Become skin temporarily to show off the hurt frames
- Sets charflags, so P_PlayerThink can handle reversion
- Add sparkles for losing disguise
- P_KillPlayer
- Sets charflags, so P_PlayerThink can handle reversion
- Add extra sound for losing disguise
- G_PlayerReborn
- Sets charflags in not-betweenmaps case as well, so P_PlayerThink can handle reversion
- P_SpawnPlayer
- Use set skin for spawn again (partial revert of previously committed code)
- P_PlayerThink
- More specific conditions for fakeskin reversion
- Not hurt, dead, or respawning (except for last part of drop)
- Add sound and sparkles for reapplying disguise
Fixes Guest profile being selected if opening the game
from command line (without going to title screen) and
opening the profile select from the options menu.