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
-4
View File
@@ -12,10 +12,6 @@
extern INT16 gubAIPathCosts[19][19];
#define AI_PATHCOST_RADIUS 9
extern BOOLEAN gfDisplayCoverValues;
//extern INT16 gsCoverValue[WORLD_MAX];
extern INT16 * gsCoverValue;
// AI actions
enum CreatureCalls