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https://github.com/TTimo/GtkRadiant.git
synced 2025-01-09 11:30:51 +00:00
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.
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parent
69db7ec003
commit
99e8d5c211
5 changed files with 7 additions and 60 deletions
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@ -1325,27 +1325,6 @@ void GroupDlg::Create(){
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EntWidgets[EntCheck1 + i] = check;
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}
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if ( g_pGameDescription->quake2 ) {
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GtkWidget *check = gtk_check_button_new_with_label( _( "!Easy" ) );
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gtk_widget_show( check );
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gtk_signal_connect( GTK_OBJECT( check ), "toggled", GTK_SIGNAL_FUNC( entity_check ), NULL );
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EntWidgets[EntCheck17] = check;
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check = gtk_check_button_new_with_label( _( "!Medium" ) );
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gtk_widget_show( check );
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gtk_signal_connect( GTK_OBJECT( check ), "toggled", GTK_SIGNAL_FUNC( entity_check ), NULL );
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EntWidgets[EntCheck18] = check;
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check = gtk_check_button_new_with_label( _( "!Hard" ) );
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gtk_widget_show( check );
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gtk_signal_connect( GTK_OBJECT( check ), "toggled", GTK_SIGNAL_FUNC( entity_check ), NULL );
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EntWidgets[EntCheck19] = check;
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check = gtk_check_button_new_with_label( _( "!DeathMatch" ) );
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gtk_widget_show( check );
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gtk_signal_connect( GTK_OBJECT( check ), "toggled", GTK_SIGNAL_FUNC( entity_check ), NULL );
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EntWidgets[EntCheck20] = check;
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}
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}
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{
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@ -757,15 +757,6 @@ CGameDescription::CGameDescription( xmlDocPtr pDoc, const Str &GameFile ){
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mGameFile = GameFile;
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prop = (char*)xmlGetProp( pNode, (xmlChar*)"quake2" );
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if ( prop == NULL ) {
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// default
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quake2 = false;
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} else {
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quake2 = true;
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xmlFree( prop );
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}
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// if this is set, the open maps dialoge will open the engine path not the
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// home dir for map loading and saving
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prop = (char*)xmlGetProp( pNode, (xmlChar*)"no_maps_in_home" );
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@ -3007,11 +2998,9 @@ void PrefsDlg::LoadPrefs(){
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// Texture subset on by default (HL specific really, because of halflife.wad's size)
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mLocalPrefs.GetPref( TEXTURE_KEY, &m_bTextureWindow, TRUE );
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} else if ( g_pGameDescription->quake2 ) {
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} else if ( g_pGameDescription->mGameFile == "q2.game" || g_pGameDescription->mGameFile == "q2w.game" ) {
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// BSP monitoring is implemented in Quake2 and Heretic2 tools
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mLocalPrefs.GetPref( WATCHBSP_KEY, &m_bWatchBSP, TRUE );
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// Texture subset on by default (HL specific really, because of halflife.wad's size)
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mLocalPrefs.GetPref( WATCHBSP_KEY, &m_bWatchBSP, FALSE );
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mLocalPrefs.GetPref( TEXTURE_KEY, &m_bTextureWindow, TRUE );
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} else {
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mLocalPrefs.GetPref( WATCHBSP_KEY, &m_bWatchBSP, TRUE );
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@ -183,7 +183,6 @@ float mTextureDefaultScale; ///< default scale (0.5 in q3, 1.0 in q1/q2, 0.25
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bool mEClassSingleLoad; ///< only load a single eclass definition file
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bool mNoPatch; ///< this game doesn't support patch technology
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Str mCaulkShader; ///< the shader to use for caulking
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bool quake2; ///< set this to true to get quake2
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bool noMapsInHome; ///< set this if you want to open the engine path/base dir/maps dir for map open/save dialoges */
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CGameDescription() { mpDoc = NULL; }
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@ -175,14 +175,6 @@ void SetFaceTexdef_Q2( face_t *f, texdef_t *texdef, bool bFitScale ){
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void SI_SetTexdef_FaceList( texdef_to_face_t* texdef_face_list, bool b_SetUndoPoint, bool bFit_to_Scale ){
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texdef_to_face_t* texdef_to_face;
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bool b_isQuake2;
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if ( g_pGameDescription->quake2 ) {
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b_isQuake2 = true;
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}
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else{
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b_isQuake2 = false;
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}
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if ( !texdef_face_list ) {
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return;
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@ -194,13 +186,9 @@ void SI_SetTexdef_FaceList( texdef_to_face_t* texdef_face_list, bool b_SetUndoPo
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}
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else if ( ( selected_brushes.next != &selected_brushes ) || ( g_ptrSelectedFaces.GetSize() == 1 ) ) {
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// Give something to undo to
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for ( texdef_to_face = texdef_face_list; texdef_to_face; texdef_to_face = texdef_to_face->next )
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if ( b_isQuake2 ) {
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SetFaceTexdef_Q2( texdef_to_face->face, &texdef_to_face->orig_texdef, bFit_to_Scale );
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}
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else{
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SetFaceTexdef( texdef_to_face->face, &texdef_to_face->orig_texdef, &texdef_to_face->orig_bp_texdef, bFit_to_Scale );
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}
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for ( texdef_to_face = texdef_face_list; texdef_to_face; texdef_to_face = texdef_to_face->next ) {
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SetFaceTexdef( texdef_to_face->face, &texdef_to_face->orig_texdef, &texdef_to_face->orig_bp_texdef, bFit_to_Scale );
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}
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Undo_Start( "set facelist texdefs" );
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@ -211,15 +199,11 @@ void SI_SetTexdef_FaceList( texdef_to_face_t* texdef_face_list, bool b_SetUndoPo
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Undo_AddBrush( texdef_face_list->brush );
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}
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}
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}
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}
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for ( texdef_to_face = texdef_face_list; texdef_to_face; texdef_to_face = texdef_to_face->next )
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{
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if ( b_isQuake2 ) {
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SetFaceTexdef_Q2( texdef_to_face->face, &texdef_to_face->texdef, bFit_to_Scale );
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}
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else
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{
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brushprimit_texdef_t brushprimit_texdef;
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FakeTexCoordsToTexMat( texdef_to_face->texdef.shift, texdef_to_face->texdef.rotate, texdef_to_face->texdef.scale, brushprimit_texdef.coords );
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@ -478,11 +478,7 @@ void CWatchBSP::RoutineProcessing(){
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FindReplace( cmd, "/", "\\" );
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#endif
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Str cmdline;
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if ( g_pGameDescription->quake2 ) {
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cmdline = ". +exec radiant.cfg +map ";
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cmdline += m_sBSPName;
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}
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else
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// NOTE: idTech3 specific - there used to be some logic depending on engine breed here
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{
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cmdline = "+set sv_pure 0 ";
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// TTimo: a check for vm_* but that's all fine
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