Removed DYNLIGHT preprocessor definition

https://mantis.zdoom.org/view.php?id=318
This commit is contained in:
alexey.lysiuk 2017-02-22 23:02:58 +02:00
parent 322aee97d6
commit eb40e8bcf0
3 changed files with 2 additions and 7 deletions

View file

@ -315,9 +315,7 @@ do_stop:
do
{
sc.MustGetString();
#ifdef DYNLIGHT
AddStateLight(&state, sc.String);
#endif
}
while (sc.CheckString(","));
sc.MustGetStringName(")");

View file

@ -2562,7 +2562,7 @@ void ZCCCompiler::CompileStates()
state.Misc1 = IntConstFromNode(sl->Offset, c->Type());
state.Misc2 = IntConstFromNode(static_cast<ZCC_Expression *>(sl->Offset->SiblingNext), c->Type());
}
#ifdef DYNLIGHT
if (sl->Lights != nullptr)
{
auto l = sl->Lights;
@ -2572,7 +2572,6 @@ void ZCCCompiler::CompileStates()
l = static_cast<decltype(l)>(l->SiblingNext);
} while (l != sl->Lights);
}
#endif
if (sl->Action != nullptr)
{

View file

@ -87,8 +87,6 @@ const char *GetVersionString();
// SVN revision ever got.
#define SAVEVER 4550
#define DYNLIGHT
// This is so that derivates can use the same savegame versions without worrying about engine compatibility
#define GAMESIG "GZDOOM"
#define BASEWAD "gzdoom.pk3"