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ent_pvs (entity_number, mode)
Returns a pointer to a certain entity in the potential visible opaque / transparent entity list, thus giving access to all the potentially visible entities.
var opaque_ents = 0; var transparent_ents = 0; var total_ents = 0;
// counts the number of opaque and transparent entities and displays the results on the screen function count_ents_startup() { wait (-1); int i = 1; you = ent_pvs(i, 0); // retrieve first opaque entity while (you) // repeat until all the opaque entities are counted { i++; opaque_ents += 1; you = ent_pvs(i, 0); // get the following opaque entity } i = 1; you = ent_pvs(i, 1); // retrieve first transparent entity while (you) // repeat until all the transparent entities are counted { i++; transparent_ents += 1; you = ent_pvs(i, 1); // get the following transparent entity } total_ents = opaque_ents + transparent_ents; }
PANEL* test_pan = { digits(50, 50, 4, *, 1, opaque_ents); digits(50, 70, 4, *, 1, transparent_ents); digits(50, 90, 4, *, 1, total_ents); flags = visible; }
Med improvements
MEDB now supports a second UV set on skins, for special purposes such as shadow mapping. The second UV set is also stored in the MDL7 file.
Mouse_pointer improvements
The mouse_pointer variable now supports all available Windows mouse pointers. Simply set mouse_pointer to 1...30 to get the desired mouse pointer bitmap.
function mouse_startup() { mouse_mode = 2; mouse_pointer = 3; // play with this value while (1) { vec_set(mouse_pos, mouse_cursor); wait(1); } }
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