data FragmentShader(VertexOut vertex, Field <data> Select, Field <data> Data, Field <unit> Units, Field <corpse> Corpses, Field <TeamTuple> AntiMagic, [UnitDistribution.Vals] float distribution, [Team.Vals] float AntiMagicTeam) { data select = Select[Here]; data here = Data[Here]; TeamTuple antimagic = AntiMagic[Here]; if (antimagic.TeamOne > _0 && AntiMagicTeam != Team.One) { return(data.Nothing); } if (antimagic.TeamTwo > _0 && AntiMagicTeam != Team.Two) { return(data.Nothing); } if (antimagic.TeamThree > _0 && AntiMagicTeam != Team.Three) { return(data.Nothing); } if (antimagic.TeamFour > _0 && AntiMagicTeam != Team.Four) { return(data.Nothing); } if (Something(select) && !Something(here)) { if (UnitDistribution.Contains(distribution, vertex.TexCoords * Select.Size, Corpses)) { return(select); } } return(data.Nothing); }
void MapEditorUiText() { if (MapEditor) { if (MapEditorActive) { string s = "Map Editor, Paused\nPlayer " + MyPlayerNumber; if (CurUserMode == UserMode.Painting) { if (TileUserIsPlacing != TileType.None) { s += "\nTile: " + TileType.Name(TileUserIsPlacing); } if (UnitUserIsPlacing != UnitType.None) { s += "\nUnit: " + UnitType.Name(UnitUserIsPlacing) + ", " + UnitDistribution.Name(UnitPlaceStyle); } } Render.DrawText(s, vec(0, 200), 1); } else { Render.DrawText("Map Editor, Playing", vec(0, 200), 1); } } }