Remove unused map recognition code.

This commit is contained in:
Nev3r 2019-12-13 12:48:39 +01:00
parent 09884f8476
commit b949c61fe0
2 changed files with 0 additions and 60 deletions

View file

@ -23,29 +23,6 @@
// Some global defines, that configure the game.
#include "doomdef.h"
//
// Map level types.
// The following data structures define the persistent format
// used in the lumps of the WAD files.
//
// Lump order in a map WAD: each map needs a couple of lumps
// to provide a complete scene geometry description.
enum
{
ML_LABEL, // A separator, name, MAPxx
ML_THINGS, // Enemies, rings, monitors, scenery, etc.
ML_LINEDEFS, // Linedefs, from editing
ML_SIDEDEFS, // Sidedefs, from editing
ML_VERTEXES, // Vertices, edited and BSP splits generated
ML_SEGS, // Linesegs, from linedefs split by BSP
ML_SSECTORS, // Subsectors, list of linesegs
ML_NODES, // BSP nodes
ML_SECTORS, // Sectors, from editing
ML_REJECT, // LUT, sector-sector visibility
ML_BLOCKMAP, // LUT, motion clipping, walls/grid element
};
// Extra flag for objects.
#define MTF_EXTRA 1

View file

@ -2891,43 +2891,6 @@ static boolean LoadMapData (const virtres_t* virt)
return true;
}
#if 0
static char *levellumps[] =
{
"label", // ML_LABEL, A separator, name, MAPxx
"THINGS", // ML_THINGS, Enemies, items..
"LINEDEFS", // ML_LINEDEFS, Linedefs, from editing
"SIDEDEFS", // ML_SIDEDEFS, Sidedefs, from editing
"VERTEXES", // ML_VERTEXES, Vertices, edited and BSP splits generated
"SEGS", // ML_SEGS, Linesegs, from linedefs split by BSP
"SSECTORS", // ML_SSECTORS, Subsectors, list of linesegs
"NODES", // ML_NODES, BSP nodes
"SECTORS", // ML_SECTORS, Sectors, from editing
"REJECT", // ML_REJECT, LUT, sector-sector visibility
};
/** Checks a lump and returns whether it is a valid start-of-level marker.
*
* \param lumpnum Lump number to check.
* \return True if the lump is a valid level marker, false if not.
*/
static inline boolean P_CheckLevel(lumpnum_t lumpnum)
{
UINT16 file, lump;
size_t i;
for (i = ML_THINGS; i <= ML_REJECT; i++)
{
file = WADFILENUM(lumpnum);
lump = LUMPNUM(lumpnum+1);
if (file > numwadfiles || lump < LUMPNUM(lumpnum) || lump > wadfiles[file]->numlumps ||
memcmp(wadfiles[file]->lumpinfo[lump].name, levellumps[i], 8) != 0)
return false;
}
return true; // all right
}
#endif
/** Sets up a sky texture to use for the level.
* The sky texture is used instead of F_SKY1.
*/