"pmData" was originally declared in the files in the (non-SDL) OS2 source subfolder, last known to be present in Demo 4.1's source code ...said folder has not been around for over a decade, so this would definitely fail to compile if you tried compiling for OS2 without SDL anyway
-Removed code duplicity on map resource reading.
-Fixed all known PK3-related bugs so far except for the ones mentioned below.
Issues:
-Blockmap and reject matrix still aren't loaded yet when using a map WAD.
-Palettes and colormaps aren't loaded (by extension, TRANS tables might not work either).
* M_StartMessages when file loading goes wrong! (Determined by CONS_Alerts of warning level CONS_WARNING and CONS_ERROR happening after W_LoadWadFile has been called.)
* Now actively tries to keep your place on the menu if files are deleted between calls to preparefilemenu().
* More enums! DIR_ (for if you want to try embed more metadata in the dirmenu strings) and REFRESHDIR_ (for refreshing the menu and handling warnings).
* Handle changing size menu between calls to opendir() better.
* Don't crash on draw/enter attempt if one of the dirmenu's is null.
* Moved the addons menu to OP_MainMenu instead of MainMenu for now so it can be tested in MP without needing to mess with several menus.
* Display the amount of space used for serverinfo_pak's fileneeded on the addons menu, both visually and with a percentage.
MI's unimportant code cleanup
Just removing a bunch of unused variables/function prototypes from the source code and similarly minor stuff, nothing here should change gameplay much (if at all).
See merge request !71
Hardcoded music name switches
Like I said earlier, it's better if all the hardcoded music switches in 2.2 start with an underscore so that it's harder to accidentally overwrite them.
Should be accepted when music.dta is updated.
See merge request !17
Same no non-music lump requirement as music.dta, and is ignored with no error if music_new.dta doesn't exist
(should hopefully make playing around with music easier)
That's supposed to be run once a frame, not once per hook
per mobj per frame you moron. If you just run it seven
thousand times a frame, of course your framerate will drop.
Access the benefits of -debug, console devmode, and a complete gamedata.dat (all secrets unlocked) all in one go.
Moved "#if 0" and "#if 1" to "#ifdef DEVMODE" so the existance of this cheat and MD5 validation and all that can be toggled in one place too.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8998 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd