In fsm.cpp:450 on ENTITY_SPAWN I need to tell the raycaster there's a new entity, however the way I'm doing that is bonkers. I just run a full update_level which is normally for transitions to whole new levels. This function is then removing all of the sprites, resetting all of the tiles and walls, and then adding all the sprites back on. I need to make a function that only spawns new enemies and maybe another to remove them.
In fsm.cpp:450 on ENTITY_SPAWN I need to tell the raycaster there's a new entity, however the way I'm doing that is bonkers. I just run a full update_level which is normally for transitions to whole new levels. This function is then removing all of the sprites, resetting all of the tiles and walls, and then adding all the sprites back on. I need to make a function that only spawns new enemies and maybe another to remove them.
In fsm.cpp:450 on ENTITY_SPAWN I need to tell the raycaster there's a new entity, however the way I'm doing that is bonkers. I just run a full update_level which is normally for transitions to whole new levels. This function is then removing all of the sprites, resetting all of the tiles and walls, and then adding all the sprites back on. I need to make a function that only spawns new enemies and maybe another to remove them.