Instead of passing the CEL sprite width when drawing, store the CEL width at load time in the new `CelSprite` struct. Implemented for most sprites except towners, missiles, or monsters.
28 lines
564 B
C++
28 lines
564 B
C++
/**
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* @file debug.h
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*
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* Interface of debug functions.
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*/
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#pragma once
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#include "engine.h"
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#include "miniwin/miniwin.h"
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#include "utils/stdcompat/optional.hpp"
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namespace devilution {
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extern std::optional<CelSprite> pSquareCel;
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void FreeDebugGFX();
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void CheckDungeonClear();
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void LoadDebugGFX();
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void GiveGoldCheat();
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void TakeGoldCheat();
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void MaxSpellsCheat();
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void SetAllSpellsCheat();
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void PrintDebugPlayer(bool bNextPlayer);
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void PrintDebugQuest();
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void GetDebugMonster();
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void NextDebugMonster();
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} // namespace devilution
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