engine-c: lasting death RUBBLE/SCRAP scars + denser scorch
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4 changed files with 96 additions and 9 deletions
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@ -216,6 +216,11 @@ void map_world_to_tile(float wx, float wy, int *tx, int *ty);
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void map_tile_to_world(int tx, int ty, float *wx, float *wy);
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int map_find_nearest_scrap(GameMap *m, float wx, float wy, float *outx, float *outy);
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void map_deplete_scrap(GameMap *m, int tx, int ty, int amount);
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/* lasting battlefield scars — soft only (no WATER/ROCK overwrite; stay walkable) */
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void map_scar_rubble(GameMap *m, int tx, int ty);
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void map_scar_scrap_fleck(GameMap *m, int tx, int ty, uint8_t amount);
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void map_scar_unit_death(GameMap *m, float wx, float wy, UnitType type);
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void map_scar_bld_death(GameMap *m, int tx, int ty, int w, int h);
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typedef struct Game Game;
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void map_update_fog(Game *g, Faction f);
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