Move all editor-specific attributes to a new editorclass

This is a pretty hefty commit! But essentially, I made a new editorclass
object, and moved all functions and variables that only get used in the
in-game level editor to that class. This cleanly demarcates which things
are in the editor and which things are just general custom level stuff.

Then I fixed up all the callers. I also fixed up some NO_CUSTOM_LEVELS
and NO_EDITOR ifdefs, too, in several places.
This commit is contained in:
Misa
2021-02-20 15:40:11 -08:00
committed by Misa Elizabeth Kai
parent 987ae88909
commit a23014350f
13 changed files with 1336 additions and 1268 deletions

View File

@@ -1,6 +1,7 @@
#include "CustomLevels.h"
#include "Game.h"
#include "Graphics.h"
#include "Editor.h"
#include "Entity.h"
#include "Enums.h"
#include "Map.h"
@@ -118,7 +119,7 @@ void gamerenderfixed(void)
map.glitchname = map.getglitchname(game.roomx, game.roomy);
}
#ifndef NO_CUSTOM_LEVELS
#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
ed.oldreturneditoralpha = ed.returneditoralpha;
if (map.custommode && !map.custommodeforreal && ed.returneditoralpha > 0)
{