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https://github.com/ZDoom/qzdoom.git
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- Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space-
efficient. SVN r1445 (trunk)
This commit is contained in:
parent
a71e87b9df
commit
c2b4522b8f
11 changed files with 247 additions and 85 deletions
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@ -1,4 +1,6 @@
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February 23, 2009
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- Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space-
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efficient.
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- Fixed: player->oldbuttons was copied from the current button set at the end
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of P_PlayerThink(), well before ACS could ever get at it with GetPlayerInput.
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@ -2605,6 +2605,7 @@ void D_DoomMain (void)
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StartScreen->LoadingStatus ("Init game engine", 0x3f);
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P_Init ();
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P_SetupWeapons_ntohton();
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//SBarInfo support.
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SBarInfo::Load();
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@ -2351,35 +2351,33 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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case DEM_SETSLOT:
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{
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BYTE playernum = ReadByte(stream);
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BYTE slot = ReadByte(stream);
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BYTE count = ReadByte(stream);
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TArray<const char *> weapons;
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weapons.Resize(count);
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for(int i = 0; i < count; i++)
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unsigned int slot = ReadByte(stream);
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int count = ReadByte(stream);
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if (slot < NUM_WEAPON_SLOTS)
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{
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weapons[i] = ReadStringConst(stream);
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players[player].weapons.Slots[slot].Clear();
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}
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for(int i = 0; i < count; ++i)
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{
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const PClass *wpn = Net_ReadWeapon(stream);
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players[player].weapons.AddSlot(slot, wpn, player == consoleplayer);
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}
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players[playernum].weapons.SetSlot(slot, weapons);
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}
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break;
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case DEM_ADDSLOT:
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{
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BYTE playernum = ReadByte(stream);
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BYTE slot = ReadByte(stream);
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const char *weap = ReadStringConst(stream);
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players[playernum].weapons.AddSlot(slot, weap);
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int slot = ReadByte(stream);
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const PClass *wpn = Net_ReadWeapon(stream);
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players[player].weapons.AddSlot(slot, wpn, player == consoleplayer);
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}
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break;
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case DEM_ADDSLOTDEFAULT:
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{
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BYTE playernum = ReadByte(stream);
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BYTE slot = ReadByte(stream);
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const char *weap = ReadStringConst(stream);
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players[playernum].weapons.AddSlotDefault(slot, weap);
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int slot = ReadByte(stream);
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const PClass *wpn = Net_ReadWeapon(stream);
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players[player].weapons.AddSlotDefault(slot, wpn, player == consoleplayer);
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}
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break;
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@ -2503,17 +2501,17 @@ void Net_SkipCommand (int type, BYTE **stream)
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case DEM_SETSLOT:
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{
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skip = 3;
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for(int numweapons = *(*stream + 2); numweapons > 0; numweapons--)
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skip = 2;
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for(int numweapons = (*stream)[1]; numweapons > 0; numweapons--)
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{
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skip += strlen ((char *)(*stream + skip)) + 1;
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skip += 1 + ((*stream)[skip] >> 7);
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}
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}
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break;
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case DEM_ADDSLOT:
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case DEM_ADDSLOTDEFAULT:
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skip = strlen ((char *)(*stream + 2)) + 3;
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skip = 2 + ((*stream)[1] >> 7);
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break;
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@ -48,6 +48,7 @@
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#define COMP_ID BIGE_ID('C','O','M','P')
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#define BODY_ID BIGE_ID('B','O','D','Y')
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#define NETD_ID BIGE_ID('N','E','T','D')
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#define WEAP_ID BIGE_ID('W','E','A','P')
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#define ANGLE2SHORT(x) ((((x)/360) & 65535)
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#define SHORT2ANGLE(x) ((x)*360)
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@ -2175,6 +2175,11 @@ void G_BeginRecording (const char *startmap)
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C_WriteCVars (&demo_p, CVAR_SERVERINFO|CVAR_DEMOSAVE);
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FinishChunk (&demo_p);
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// Write weapon ordering chunk
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StartChunk (WEAP_ID, &demo_p);
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P_WriteDemoWeaponsChunk(&demo_p);
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FinishChunk (&demo_p);
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// Indicate body is compressed
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StartChunk (COMP_ID, &demo_p);
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democompspot = demo_p;
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@ -2301,6 +2306,10 @@ bool G_ProcessIFFDemo (char *mapname)
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multiplayer = true;
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break;
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case WEAP_ID:
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P_ReadDemoWeaponsChunk(&demo_p);
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break;
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case BODY_ID:
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bodyHit = true;
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zdembodyend = demo_p + len;
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@ -2456,19 +2465,16 @@ bool G_CheckDemoStatus (void)
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endtime = I_GetTime (false) - starttime;
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C_RestoreCVars (); // [RH] Restore cvars demo might have changed
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M_Free (demobuffer);
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P_SetupWeapons_ntohton();
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demoplayback = false;
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netdemo = false;
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netgame = false;
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multiplayer = false;
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singletics = false;
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{
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int i;
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for (i = 1; i < MAXPLAYERS; i++)
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playeringame[i] = 0;
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}
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for (int i = 1; i < MAXPLAYERS; i++)
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playeringame[i] = 0;
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consoleplayer = 0;
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players[0].camera = NULL;
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StatusBar->AttachToPlayer (&players[0]);
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@ -922,7 +922,7 @@ void G_DoLoadLevel (int position, bool autosave)
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}
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P_SetupLevel (level.mapname, position);
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P_CompleteWeaponSetup(consoleplayer, players[consoleplayer].mo->GetClass());
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P_CompleteWeaponSetup();
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AM_LevelInit();
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@ -73,14 +73,19 @@ struct FWeaponSlots
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int RestoreSlots (FConfigFile *config, const char *section);
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void PrintSettings();
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void SetSlot(int slot, TArray<const char *> argv);
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void AddSlot(int slot, const char *name);
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void AddSlotDefault(int slot, const char *name);
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void AddSlot(int slot, const PClass *type, bool feedback);
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void AddSlotDefault(int slot, const PClass *type, bool feedback);
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};
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void P_PlaybackKeyConfWeapons();
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void P_CompleteWeaponSetup(int playernum, const PClass *type);
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void P_CompleteWeaponSetup();
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void Net_WriteWeapon(const PClass *type);
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const PClass *Net_ReadWeapon(BYTE **stream);
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void P_SetupWeapons_ntohton();
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void P_WriteDemoWeaponsChunk(BYTE **demo);
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void P_ReadDemoWeaponsChunk(BYTE **demo);
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/************************************************************************/
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/* Class definitions */
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@ -30,6 +30,11 @@ FString WeaponSection;
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TArray<FString> KeyConfWeapons;
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bool PlayingKeyConf;
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TArray<const PClass *> Weapons_ntoh;
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TMap<const PClass *, int> Weapons_hton;
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static int STACK_ARGS ntoh_cmp(const void *a, const void *b);
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//===========================================================================
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//
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// AWeapon :: Serialize
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}
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}
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void P_CompleteWeaponSetup(int playernum, const PClass *type)
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void P_CompleteWeaponSetup()
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{
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// Set up the weapon slots locally
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LocalWeapons.CompleteSetup(type);
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LocalWeapons.CompleteSetup(players[consoleplayer].mo->GetClass());
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// Now transmit them across the network
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for (int i = 0; i < NUM_WEAPON_SLOTS; ++i)
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{
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Net_WriteByte(DEM_SETSLOT);
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Net_WriteByte(playernum);
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Net_WriteByte(i);
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Net_WriteByte(LocalWeapons.Slots[i].Size());
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for(int j = 0; j < LocalWeapons.Slots[i].Size(); j++)
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if (LocalWeapons.Slots[i].Size() > 0)
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{
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const PClass *cls = LocalWeapons.Slots[i].GetWeapon(j);
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if (cls != NULL) Net_WriteString(cls->TypeName.GetChars());
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Net_WriteByte(DEM_SETSLOT);
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Net_WriteByte(i);
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Net_WriteByte(LocalWeapons.Slots[i].Size());
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for(int j = 0; j < LocalWeapons.Slots[i].Size(); j++)
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{
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Net_WriteWeapon(LocalWeapons.Slots[i].GetWeapon(j));
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}
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}
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}
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}
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// CCMD setslot
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//
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//===========================================================================
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void FWeaponSlots::SetSlot(int slot, TArray<const char *> argv)
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{
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Slots[slot].Clear();
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for (int i = 0; i < argv.Size(); ++i)
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{
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if (!Slots[slot].AddWeapon (argv[i]))
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{
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Printf ("Could not add %s to slot %d\n", argv[i], slot);
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}
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}
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}
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void FWeaponSlots::PrintSettings()
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{
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}
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else if (PlayingKeyConf)
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{
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BYTE count = argv.argc()-2;
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TArray<const char *> weapons;
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weapons.Resize(count);
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for(int i = 0; i < count; i++)
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LocalWeapons.Slots[slot].Clear();
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for (int i = 2; i < argv.argc(); ++i)
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{
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weapons[i] = argv[i+2];
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LocalWeapons.Slots[slot].AddWeapon(argv[i]);
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}
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LocalWeapons.SetSlot(slot, weapons);
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}
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else
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{
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}
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Net_WriteByte(DEM_SETSLOT);
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Net_WriteByte(consoleplayer);
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Net_WriteByte(slot);
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Net_WriteByte(argv.argc()-2);
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for (int i = 2; i < argv.argc(); i++)
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{
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Net_WriteString(argv[i]);
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Net_WriteWeapon(PClass::FindClass(argv[i]));
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}
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}
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}
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//
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//===========================================================================
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void FWeaponSlots::AddSlot(int slot, const char *name)
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void FWeaponSlots::AddSlot(int slot, const PClass *type, bool feedback)
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{
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if (!Slots[slot].AddWeapon (name))
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if (type != NULL && !Slots[slot].AddWeapon(type) && feedback)
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{
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Printf ("Could not add %s to slot %zu\n", name, slot);
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Printf ("Could not add %s to slot %zu\n", type->TypeName.GetChars(), slot);
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}
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}
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}
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else if (PlayingKeyConf)
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{
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LocalWeapons.AddSlot(int(slot), argv[2]);
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LocalWeapons.AddSlot(int(slot), PClass::FindClass(argv[2]), false);
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}
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else
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{
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Net_WriteByte(DEM_ADDSLOT);
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Net_WriteByte(consoleplayer);
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Net_WriteByte(slot);
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Net_WriteString(argv[2]);
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Net_WriteWeapon(PClass::FindClass(argv[2]));
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}
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}
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@ -1360,15 +1348,17 @@ CCMD (weaponsection)
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// CCMD addslotdefault
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//
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//===========================================================================
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void FWeaponSlots::AddSlotDefault(int slot, const char *name)
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void FWeaponSlots::AddSlotDefault(int slot, const PClass *type, bool feedback)
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{
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const PClass *type = PClass::FindClass (name);
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if (type != NULL && type->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
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if (type != NULL && type->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
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{
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switch (AddDefaultWeapon (slot, type))
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switch (AddDefaultWeapon(slot, type))
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{
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case SLOTDEF_Full:
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Printf ("Could not add %s to slot %d\n", name, slot);
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if (feedback)
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{
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Printf ("Could not add %s to slot %d\n", type->TypeName.GetChars(), slot);
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}
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break;
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default:
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@ -1405,14 +1395,13 @@ CCMD (addslotdefault)
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}
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else if (PlayingKeyConf)
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{
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LocalWeapons.AddSlotDefault(int(slot), argv[2]);
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LocalWeapons.AddSlotDefault(int(slot), PClass::FindClass(argv[2]), false);
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}
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else
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{
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Net_WriteByte(DEM_ADDSLOTDEFAULT);
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Net_WriteByte(consoleplayer);
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Net_WriteByte(slot);
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Net_WriteString(argv[2]);
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Net_WriteWeapon(PClass::FindClass(argv[2]));
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}
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}
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@ -1437,12 +1426,172 @@ void P_PlaybackKeyConfWeapons()
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//===========================================================================
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//
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// CCMD dumpslots
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// P_SetupWeapons_ntohton
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//
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// Dumps a config-friendly listing of the current slot assignments.
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// Initializes the ntoh and hton maps for weapon types. To populate the ntoh
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// array, weapons are sorted first by game, then lexicographically. Weapons
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// from the current game are sorted first, followed by weapons for all other
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// games, and within each block, they are sorted by name.
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//
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//===========================================================================
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CCMD (dumpslots)
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void P_SetupWeapons_ntohton()
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{
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unsigned int i;
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const PClass *cls;
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Weapons_ntoh.Clear();
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Weapons_hton.Clear();
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cls = NULL;
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Weapons_ntoh.Push(cls); // Index 0 is always NULL.
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for (i = 0; i < PClass::m_Types.Size(); ++i)
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{
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PClass *cls = PClass::m_Types[i];
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if (cls->ActorInfo != NULL && cls->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
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{
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Weapons_ntoh.Push(cls);
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}
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}
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qsort(&Weapons_ntoh[1], Weapons_ntoh.Size() - 1, sizeof(Weapons_ntoh[0]), ntoh_cmp);
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for (i = 0; i < Weapons_ntoh.Size(); ++i)
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{
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Weapons_hton[Weapons_ntoh[i]] = i;
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}
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}
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//===========================================================================
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//
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// ntoh_cmp
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//
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// Sorting comparison function used by P_SetupWeapons_ntohton().
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//
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// Weapons that filter for the current game appear first, weapons that filter
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// for any game appear second, and weapons that filter for some other game
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// appear last. The idea here is to try to keep all the weapons that are
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// most likely to be used at the start of the list so that they only need
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// one byte to transmit across the network.
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//
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//===========================================================================
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static int STACK_ARGS ntoh_cmp(const void *a, const void *b)
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{
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const PClass *c1 = *(const PClass **)a;
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const PClass *c2 = *(const PClass **)b;
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int g1 = c1->ActorInfo->GameFilter == GAME_Any ? 1 : (c1->ActorInfo->GameFilter & gameinfo.gametype) ? 0 : 2;
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int g2 = c2->ActorInfo->GameFilter == GAME_Any ? 1 : (c2->ActorInfo->GameFilter & gameinfo.gametype) ? 0 : 2;
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if (g1 != g2)
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{
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return g1 - g2;
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}
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return stricmp(c1->TypeName.GetChars(), c2->TypeName.GetChars());
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}
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//===========================================================================
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//
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// P_WriteDemoWeaponsChunk
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//
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// Store the list of weapons so that adding new ones does not automatically
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// break demos.
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//
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//===========================================================================
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void P_WriteDemoWeaponsChunk(BYTE **demo)
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{
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WriteWord(Weapons_ntoh.Size(), demo);
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for (unsigned int i = 1; i < Weapons_ntoh.Size(); ++i)
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{
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WriteString(Weapons_ntoh[i]->TypeName.GetChars(), demo);
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}
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}
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//===========================================================================
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//
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// P_ReadDemoWeaponsChunk
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//
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// Restore the list of weapons that was current at the time the demo was
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// recorded.
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//
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//===========================================================================
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void P_ReadDemoWeaponsChunk(BYTE **demo)
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{
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int count, i;
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const PClass *type;
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const char *s;
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count = ReadWord(demo);
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Weapons_ntoh.Resize(count);
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Weapons_hton.Clear(count);
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Weapons_ntoh[0] = type = NULL;
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Weapons_hton[type] = 0;
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for (i = 1; i < count; ++i)
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{
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s = ReadStringConst(demo);
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type = PClass::FindClass(s);
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// If a demo was recorded with a weapon that is no longer present,
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// should we report it?
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Weapons_ntoh[i] = type;
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if (type != NULL)
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{
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Weapons_hton[type] = i;
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}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Net_WriteWeapon
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void Net_WriteWeapon(const PClass *type)
|
||||
{
|
||||
int index, *index_p;
|
||||
|
||||
index_p = Weapons_hton.CheckKey(type);
|
||||
if (index_p == NULL)
|
||||
{
|
||||
index = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
index = *index_p;
|
||||
}
|
||||
// 32767 weapons better be enough for anybody.
|
||||
assert(index >= 0 && index <= 32767);
|
||||
if (index < 128)
|
||||
{
|
||||
Net_WriteByte(index);
|
||||
}
|
||||
else
|
||||
{
|
||||
Net_WriteByte(0x80 | index);
|
||||
Net_WriteByte(index >> 7);
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Net_ReadWeapon
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
const PClass *Net_ReadWeapon(BYTE **stream)
|
||||
{
|
||||
int index;
|
||||
|
||||
index = ReadByte(stream);
|
||||
if (index & 0x80)
|
||||
{
|
||||
index = (index & 0x7F) | (ReadByte(stream) << 7);
|
||||
}
|
||||
if (index >= Weapons_ntoh.Size())
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
return Weapons_ntoh[index];
|
||||
}
|
||||
|
|
|
@ -1180,7 +1180,7 @@ void DBaseStatusBar::Draw (EHudState state)
|
|||
}
|
||||
else if (automapactive)
|
||||
{
|
||||
int y, i, time = level.time / TICRATE, height;
|
||||
int y, time = level.time / TICRATE, height;
|
||||
int totaltime = level.totaltime / TICRATE;
|
||||
EColorRange highlight = (gameinfo.gametype & GAME_DoomChex) ?
|
||||
CR_UNTRANSLATED : CR_YELLOW;
|
||||
|
|
|
@ -390,7 +390,7 @@ typedef unsigned int hash_t;
|
|||
template<class KT> struct THashTraits
|
||||
{
|
||||
// Returns the hash value for a key.
|
||||
hash_t Hash(const KT key) { return hash_t(key); }
|
||||
hash_t Hash(const KT key) { return (hash_t)(intptr_t)key; }
|
||||
|
||||
// Compares two keys, returning zero if they are the same.
|
||||
int Compare(const KT left, const KT right) { return left != right; }
|
||||
|
|
|
@ -54,7 +54,7 @@
|
|||
// Version identifier for network games.
|
||||
// Bump it every time you do a release unless you're certain you
|
||||
// didn't change anything that will affect sync.
|
||||
#define NETGAMEVERSION 219
|
||||
#define NETGAMEVERSION 220
|
||||
|
||||
// Version stored in the ini's [LastRun] section.
|
||||
// Bump it if you made some configuration change that you want to
|
||||
|
@ -64,11 +64,11 @@
|
|||
// Protocol version used in demos.
|
||||
// Bump it if you change existing DEM_ commands or add new ones.
|
||||
// Otherwise, it should be safe to leave it alone.
|
||||
#define DEMOGAMEVERSION 0x20F
|
||||
#define DEMOGAMEVERSION 0x210
|
||||
|
||||
// Minimum demo version we can play.
|
||||
// Bump it whenever you change or remove existing DEM_ commands.
|
||||
#define MINDEMOVERSION 0x20F
|
||||
#define MINDEMOVERSION 0x210
|
||||
|
||||
// SAVEVER is the version of the information stored in level snapshots.
|
||||
// Note that SAVEVER is not directly comparable to VERSION.
|
||||
|
|
Loading…
Reference in a new issue