Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- if(
- game->transient.state1.current == e_state1_default ||
- game->transient.state1.current == e_state1_pause ||
- game->transient.state1.current == e_state1_winning ||
- game->transient.state1.current == e_state1_losing ||
- // @Fixme(tkap, 09/10/2022): we can get rid of this now that the map cannot be seen in this state
- game->transient.state1.current == e_state1_choosing_altar
- )
- {
- // vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv DRAW MAP START vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
- {
- m_timed_block("Draw map");
- b8 show_path = game->transient.wave_index == 0;
- draw_map(&game->maps[game->selected_map], show_path ? &game->transient.map_path_display_timer : null, get_camera_frustum(game->camera));
- }
- // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ DRAW MAP END ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- // bunch of other shit...
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement