#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