MDL_LOAD_ARRAY( meta, &world->ent_prop, ent_prop, heap );
MDL_LOAD_ARRAY( meta, &world->ent_region, ent_region, heap );
MDL_LOAD_ARRAY( meta, &world->ent_glider, ent_glider, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_npc, ent_npc, heap );
mdl_array_ptr infos;
MDL_LOAD_ARRAY( meta, &infos, ent_worldinfo, vg_mem.scratch );
* reset the world structure without deallocating persistent buffers
* TODO: Make this a memset(0), and have persistent items live in a static loc
*/
-static void world_init_blank( world_instance *world ){
+void world_init_blank( world_instance *world )
+{
memset( &world->meta, 0, sizeof(mdl_context) );
world->textures = NULL;
state->g_shadow_length = 9.50f;
state->g_shadow_spread = 0.65f;
+#if 0
+ /* 2023 style */
v3_copy( (v3f){0.37f, 0.54f, 0.97f}, state->g_daysky_colour );
v3_copy( (v3f){0.03f, 0.05f, 0.20f}, state->g_nightsky_colour );
v3_copy( (v3f){1.00f, 0.32f, 0.01f}, state->g_sunset_colour );
v3_copy( (v3f){0.13f, 0.17f, 0.35f}, state->g_ambient_colour );
v3_copy( (v3f){0.25f, 0.17f, 0.51f}, state->g_sunset_ambient );
v3_copy( (v3f){1.10f, 0.89f, 0.35f}, state->g_sun_colour );
+#else
+ /* 2024 style */
+ v3_copy( (v3f){0.308f, 0.543f, 0.904f}, state->g_daysky_colour );
+ v3_copy( (v3f){0.030f, 0.050f, 0.200f}, state->g_nightsky_colour );
+ v3_copy( (v3f){1.000f, 0.320f, 0.010f}, state->g_sunset_colour );
+ v3_copy( (v3f){0.130f, 0.170f, 0.350f}, state->g_ambient_colour );
+ v3_copy( (v3f){0.25f, 0.17f, 0.51f}, state->g_sunset_ambient );
+ v3_copy( (v3f){1.000f, 0.809f, 0.318f}, state->g_sun_colour );
+#endif
}
#endif /* WORLD_LOAD_C */