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Tkap1

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Oct 9th, 2022 (edited)
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C++ 0.84 KB | None | 0 0
  1. if(
  2.     game->transient.state1.current == e_state1_default ||
  3.     game->transient.state1.current == e_state1_pause ||
  4.     game->transient.state1.current == e_state1_winning ||
  5.     game->transient.state1.current == e_state1_losing ||
  6.  
  7.     // @Fixme(tkap, 09/10/2022): we can get rid of this now that the map cannot be seen in this state
  8.     game->transient.state1.current == e_state1_choosing_altar
  9. )
  10. {
  11.  
  12.     // vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv     DRAW MAP START      vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
  13.     {
  14.         m_timed_block("Draw map");
  15.  
  16.         b8 show_path = game->transient.wave_index == 0;
  17.         draw_map(&game->maps[game->selected_map], show_path ? &game->transient.map_path_display_timer : null, get_camera_frustum(game->camera));
  18.     }
  19.     // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^     DRAW MAP END        ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  20.    
  21.     // bunch of other shit...
  22. }
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