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Remove unused map recognition code.
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2 changed files with 0 additions and 60 deletions
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@ -23,29 +23,6 @@
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// Some global defines, that configure the game.
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#include "doomdef.h"
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//
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// Map level types.
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// The following data structures define the persistent format
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// used in the lumps of the WAD files.
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//
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// Lump order in a map WAD: each map needs a couple of lumps
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// to provide a complete scene geometry description.
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enum
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{
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ML_LABEL, // A separator, name, MAPxx
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ML_THINGS, // Enemies, rings, monitors, scenery, etc.
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ML_LINEDEFS, // Linedefs, from editing
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ML_SIDEDEFS, // Sidedefs, from editing
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ML_VERTEXES, // Vertices, edited and BSP splits generated
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ML_SEGS, // Linesegs, from linedefs split by BSP
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ML_SSECTORS, // Subsectors, list of linesegs
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ML_NODES, // BSP nodes
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ML_SECTORS, // Sectors, from editing
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ML_REJECT, // LUT, sector-sector visibility
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ML_BLOCKMAP, // LUT, motion clipping, walls/grid element
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};
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// Extra flag for objects.
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#define MTF_EXTRA 1
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@ -2891,43 +2891,6 @@ static boolean LoadMapData (const virtres_t* virt)
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return true;
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}
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#if 0
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static char *levellumps[] =
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{
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"label", // ML_LABEL, A separator, name, MAPxx
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"THINGS", // ML_THINGS, Enemies, items..
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"LINEDEFS", // ML_LINEDEFS, Linedefs, from editing
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"SIDEDEFS", // ML_SIDEDEFS, Sidedefs, from editing
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"VERTEXES", // ML_VERTEXES, Vertices, edited and BSP splits generated
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"SEGS", // ML_SEGS, Linesegs, from linedefs split by BSP
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"SSECTORS", // ML_SSECTORS, Subsectors, list of linesegs
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"NODES", // ML_NODES, BSP nodes
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"SECTORS", // ML_SECTORS, Sectors, from editing
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"REJECT", // ML_REJECT, LUT, sector-sector visibility
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};
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/** Checks a lump and returns whether it is a valid start-of-level marker.
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*
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* \param lumpnum Lump number to check.
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* \return True if the lump is a valid level marker, false if not.
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*/
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static inline boolean P_CheckLevel(lumpnum_t lumpnum)
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{
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UINT16 file, lump;
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size_t i;
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for (i = ML_THINGS; i <= ML_REJECT; i++)
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{
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file = WADFILENUM(lumpnum);
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lump = LUMPNUM(lumpnum+1);
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if (file > numwadfiles || lump < LUMPNUM(lumpnum) || lump > wadfiles[file]->numlumps ||
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memcmp(wadfiles[file]->lumpinfo[lump].name, levellumps[i], 8) != 0)
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return false;
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}
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return true; // all right
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}
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#endif
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/** Sets up a sky texture to use for the level.
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* The sky texture is used instead of F_SKY1.
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*/
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