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- removed the pointless double loading of CON files.
The condition for this was no longer present anyway so it was never done.
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2 changed files with 0 additions and 11 deletions
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@ -5769,9 +5769,6 @@ static void G_CompileScripts(void)
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#else
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#else
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C_Compile(G_ConFile());
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C_Compile(G_ConFile());
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if (g_loadFromGroupOnly) // g_loadFromGroupOnly is true only when compiling fails and internal defaults are utilized
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C_Compile(G_ConFile());
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if ((uint32_t)g_labelCnt > MAXSPRITES*sizeof(spritetype)/64) // see the arithmetic above for why
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if ((uint32_t)g_labelCnt > MAXSPRITES*sizeof(spritetype)/64) // see the arithmetic above for why
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G_GameExit("Error: too many labels defined!");
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G_GameExit("Error: too many labels defined!");
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@ -7118,20 +7118,12 @@ void G_Shutdown(void)
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static void G_CompileScripts(void)
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static void G_CompileScripts(void)
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{
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{
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int32_t psm = pathsearchmode;
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label = (char *)&sprite[0]; // V8: 16384*44/64 = 11264 V7: 4096*44/64 = 2816
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label = (char *)&sprite[0]; // V8: 16384*44/64 = 11264 V7: 4096*44/64 = 2816
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labelcode = (int32_t *)§or[0]; // V8: 4096*40/4 = 40960 V7: 1024*40/4 = 10240
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labelcode = (int32_t *)§or[0]; // V8: 4096*40/4 = 40960 V7: 1024*40/4 = 10240
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labeltype = (int32_t *)&wall[0]; // V8: 16384*32/4 = 131072 V7: 8192*32/4 = 65536
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labeltype = (int32_t *)&wall[0]; // V8: 16384*32/4 = 131072 V7: 8192*32/4 = 65536
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// if we compile for a V7 engine wall[] should be used for label names since it's bigger
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pathsearchmode = 1;
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C_Compile(G_ConFile());
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C_Compile(G_ConFile());
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if (g_loadFromGroupOnly) // g_loadFromGroupOnly is true only when compiling fails and internal defaults are utilized
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C_Compile(G_ConFile());
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if ((uint32_t)g_labelCnt > MAXSPRITES*sizeof(spritetype)/64) // see the arithmetic above for why
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if ((uint32_t)g_labelCnt > MAXSPRITES*sizeof(spritetype)/64) // see the arithmetic above for why
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G_GameExit("Error: too many labels defined!");
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G_GameExit("Error: too many labels defined!");
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