i left out the borders in this contribution for people maby wanting to capp the
dead ends or link rooms up to them or perhaps link entire seperate cell grid
to it(if possible) or to branch out into something else , if i closed them
there would have been a border around the whole maze-like structure in the form of a square which would be kinda crappy ,its easy to scann through the cell array and find those unused areas to use for anything alse you want placed there
you will see the generator has some cell finding/wall lookup functions that simplify the process...
p.s I JUST SAW SOME CODE I FORGOT TO DELETE LOOK IN BUILDER.C LINES 203-207
theres som code of level load fps_min or something and max entities to be deleted...(forgot it there when i seperated into functions)

THE LINES WERE JUST DEBUG DRAWN FOR ME WHILE DEVELOPING YOU MAY REMOVE THE LOOP IN MAIN WHERE ITS DRAWN


Compulsive compiler