Remove some old quake2 support code that is not being used in this new implementation of q2/q2w support. Set the BSP monitoring pref to off since q2wmap does not support it atm.

This commit is contained in:
Timothee "TTimo" Besset 2013-09-22 16:07:47 -05:00
parent 69db7ec003
commit 99e8d5c211
5 changed files with 7 additions and 60 deletions

View file

@ -1325,27 +1325,6 @@ void GroupDlg::Create(){
EntWidgets[EntCheck1 + i] = check;
}
if ( g_pGameDescription->quake2 ) {
GtkWidget *check = gtk_check_button_new_with_label( _( "!Easy" ) );
gtk_widget_show( check );
gtk_signal_connect( GTK_OBJECT( check ), "toggled", GTK_SIGNAL_FUNC( entity_check ), NULL );
EntWidgets[EntCheck17] = check;
check = gtk_check_button_new_with_label( _( "!Medium" ) );
gtk_widget_show( check );
gtk_signal_connect( GTK_OBJECT( check ), "toggled", GTK_SIGNAL_FUNC( entity_check ), NULL );
EntWidgets[EntCheck18] = check;
check = gtk_check_button_new_with_label( _( "!Hard" ) );
gtk_widget_show( check );
gtk_signal_connect( GTK_OBJECT( check ), "toggled", GTK_SIGNAL_FUNC( entity_check ), NULL );
EntWidgets[EntCheck19] = check;
check = gtk_check_button_new_with_label( _( "!DeathMatch" ) );
gtk_widget_show( check );
gtk_signal_connect( GTK_OBJECT( check ), "toggled", GTK_SIGNAL_FUNC( entity_check ), NULL );
EntWidgets[EntCheck20] = check;
}
}
{

View file

@ -757,15 +757,6 @@ CGameDescription::CGameDescription( xmlDocPtr pDoc, const Str &GameFile ){
mGameFile = GameFile;
prop = (char*)xmlGetProp( pNode, (xmlChar*)"quake2" );
if ( prop == NULL ) {
// default
quake2 = false;
} else {
quake2 = true;
xmlFree( prop );
}
// if this is set, the open maps dialoge will open the engine path not the
// home dir for map loading and saving
prop = (char*)xmlGetProp( pNode, (xmlChar*)"no_maps_in_home" );
@ -3007,11 +2998,9 @@ void PrefsDlg::LoadPrefs(){
// Texture subset on by default (HL specific really, because of halflife.wad's size)
mLocalPrefs.GetPref( TEXTURE_KEY, &m_bTextureWindow, TRUE );
} else if ( g_pGameDescription->quake2 ) {
} else if ( g_pGameDescription->mGameFile == "q2.game" || g_pGameDescription->mGameFile == "q2w.game" ) {
// BSP monitoring is implemented in Quake2 and Heretic2 tools
mLocalPrefs.GetPref( WATCHBSP_KEY, &m_bWatchBSP, TRUE );
// Texture subset on by default (HL specific really, because of halflife.wad's size)
mLocalPrefs.GetPref( WATCHBSP_KEY, &m_bWatchBSP, FALSE );
mLocalPrefs.GetPref( TEXTURE_KEY, &m_bTextureWindow, TRUE );
} else {
mLocalPrefs.GetPref( WATCHBSP_KEY, &m_bWatchBSP, TRUE );

View file

@ -183,7 +183,6 @@ float mTextureDefaultScale; ///< default scale (0.5 in q3, 1.0 in q1/q2, 0.25
bool mEClassSingleLoad; ///< only load a single eclass definition file
bool mNoPatch; ///< this game doesn't support patch technology
Str mCaulkShader; ///< the shader to use for caulking
bool quake2; ///< set this to true to get quake2
bool noMapsInHome; ///< set this if you want to open the engine path/base dir/maps dir for map open/save dialoges */
CGameDescription() { mpDoc = NULL; }

View file

@ -175,14 +175,6 @@ void SetFaceTexdef_Q2( face_t *f, texdef_t *texdef, bool bFitScale ){
void SI_SetTexdef_FaceList( texdef_to_face_t* texdef_face_list, bool b_SetUndoPoint, bool bFit_to_Scale ){
texdef_to_face_t* texdef_to_face;
bool b_isQuake2;
if ( g_pGameDescription->quake2 ) {
b_isQuake2 = true;
}
else{
b_isQuake2 = false;
}
if ( !texdef_face_list ) {
return;
@ -194,13 +186,9 @@ void SI_SetTexdef_FaceList( texdef_to_face_t* texdef_face_list, bool b_SetUndoPo
}
else if ( ( selected_brushes.next != &selected_brushes ) || ( g_ptrSelectedFaces.GetSize() == 1 ) ) {
// Give something to undo to
for ( texdef_to_face = texdef_face_list; texdef_to_face; texdef_to_face = texdef_to_face->next )
if ( b_isQuake2 ) {
SetFaceTexdef_Q2( texdef_to_face->face, &texdef_to_face->orig_texdef, bFit_to_Scale );
}
else{
SetFaceTexdef( texdef_to_face->face, &texdef_to_face->orig_texdef, &texdef_to_face->orig_bp_texdef, bFit_to_Scale );
}
for ( texdef_to_face = texdef_face_list; texdef_to_face; texdef_to_face = texdef_to_face->next ) {
SetFaceTexdef( texdef_to_face->face, &texdef_to_face->orig_texdef, &texdef_to_face->orig_bp_texdef, bFit_to_Scale );
}
Undo_Start( "set facelist texdefs" );
@ -211,15 +199,11 @@ void SI_SetTexdef_FaceList( texdef_to_face_t* texdef_face_list, bool b_SetUndoPo
Undo_AddBrush( texdef_face_list->brush );
}
}
}
}
for ( texdef_to_face = texdef_face_list; texdef_to_face; texdef_to_face = texdef_to_face->next )
{
if ( b_isQuake2 ) {
SetFaceTexdef_Q2( texdef_to_face->face, &texdef_to_face->texdef, bFit_to_Scale );
}
else
{
brushprimit_texdef_t brushprimit_texdef;
FakeTexCoordsToTexMat( texdef_to_face->texdef.shift, texdef_to_face->texdef.rotate, texdef_to_face->texdef.scale, brushprimit_texdef.coords );

View file

@ -478,11 +478,7 @@ void CWatchBSP::RoutineProcessing(){
FindReplace( cmd, "/", "\\" );
#endif
Str cmdline;
if ( g_pGameDescription->quake2 ) {
cmdline = ". +exec radiant.cfg +map ";
cmdline += m_sBSPName;
}
else
// NOTE: idTech3 specific - there used to be some logic depending on engine breed here
{
cmdline = "+set sv_pure 0 ";
// TTimo: a check for vm_* but that's all fine