Render debug info in tactical

Functionality for rendering pathfinding and cover values in tactical was behind defunct #ifdefs.
It's now compiled always, but only enabled if cheat level is BEDUG_CHEAT_LEVEL.
Unified rendering the debug info into one function, instead of several nearly identical ones.
Ctrl + Shift + Z cycles through the different debug modes.

Now it should be fairly easy to add more info modes like these two in the future.
This commit is contained in:
Asdow
2024-02-21 23:24:14 +02:00
parent ab2c5fc10d
commit de91c7a9fd
9 changed files with 301 additions and 322 deletions
+3 -1
View File
@@ -296,6 +296,8 @@ extern BOOLEAN gfUIForceReExamineCursorData;
extern INT16 guiCreateGuyIndex;
extern INT16 guiCreateBadGuyIndex;
extern UINT8 gRenderDebugInfoMode;
// WANNE: Calculate the APs to turn around
INT16 APsToTurnAround(SOLDIERTYPE *pSoldier, INT32 sAdjustedGridNo);
@@ -382,4 +384,4 @@ void GetGridNoScreenXY( INT32 sGridNo, INT16 *pScreenX, INT16 *pScreenY );
//Legion by Jazz
void GetMercOknoDirection( UINT8 ubSoldierID, BOOLEAN *pfGoDown, BOOLEAN *pfGoUp );
#endif
#endif