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DrawDungeon: 2D map improvements
* Cells loaded from walk-data are half-transparent. * The player symbol is half-transparent when showing different floors. * Clear the texture before drawing a small map so that no garbage is left when the drawing is clipped.
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@@ -32,6 +32,6 @@ void dungeon_map_set_all_view(int surface, int flag);
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void dungeon_map_set_cg(int surface, int index, int sprite);
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void dungeon_map_set_small_map_floor(int surface, int floor);
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void dungeon_map_set_large_map_floor(int surface, int floor);
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void dungeon_map_reveal(struct dungeon_context *ctx, int x, int y, int z);
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void dungeon_map_reveal(struct dungeon_context *ctx, int x, int y, int z, bool transparent);
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#endif /* SYSTEM4_DUNGEON_MAP_H */
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