- removed the pointless double loading of CON files.

The condition for this was no longer present anyway so it was never done.
This commit is contained in:
Christoph Oelckers 2019-11-01 09:40:29 +01:00
parent 8d5e665caa
commit 24edfbe03b
2 changed files with 0 additions and 11 deletions

View file

@ -5769,9 +5769,6 @@ static void G_CompileScripts(void)
#else
C_Compile(G_ConFile());
if (g_loadFromGroupOnly) // g_loadFromGroupOnly is true only when compiling fails and internal defaults are utilized
C_Compile(G_ConFile());
if ((uint32_t)g_labelCnt > MAXSPRITES*sizeof(spritetype)/64) // see the arithmetic above for why
G_GameExit("Error: too many labels defined!");

View file

@ -7118,20 +7118,12 @@ void G_Shutdown(void)
static void G_CompileScripts(void)
{
int32_t psm = pathsearchmode;
label = (char *)&sprite[0]; // V8: 16384*44/64 = 11264 V7: 4096*44/64 = 2816
labelcode = (int32_t *)&sector[0]; // V8: 4096*40/4 = 40960 V7: 1024*40/4 = 10240
labeltype = (int32_t *)&wall[0]; // V8: 16384*32/4 = 131072 V7: 8192*32/4 = 65536
// if we compile for a V7 engine wall[] should be used for label names since it's bigger
pathsearchmode = 1;
C_Compile(G_ConFile());
if (g_loadFromGroupOnly) // g_loadFromGroupOnly is true only when compiling fails and internal defaults are utilized
C_Compile(G_ConFile());
if ((uint32_t)g_labelCnt > MAXSPRITES*sizeof(spritetype)/64) // see the arithmetic above for why
G_GameExit("Error: too many labels defined!");