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- removed the old Duke and RR subprojects.
These seriously stand in the way of backend cleanup that is needed to do a release based on the new code.
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132 changed files with 3 additions and 143105 deletions
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@ -104,7 +104,6 @@ FILE* hashfile;
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FStartupInfo GameStartupInfo;
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FMemArena dump; // this is for memory blocks than cannot be deallocated without some huge effort. Put them in here so that they do not register on shutdown.
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void C_CON_SetAliases();
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InputState inputState;
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void SetClipshapes();
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int ShowStartupWindow(TArray<GrpEntry> &);
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@ -419,14 +418,6 @@ namespace Duke3d
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{
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::GameInterface* CreateInterface();
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}
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namespace Duke
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{
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::GameInterface* CreateInterface();
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}
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namespace Redneck
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{
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::GameInterface* CreateInterface();
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}
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namespace Blood
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{
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::GameInterface* CreateInterface();
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@ -440,21 +431,10 @@ namespace Powerslave
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::GameInterface* CreateInterface();
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}
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CVAR(Bool, duke_compatibility_15, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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extern int MinFPSRate; // this is a bit messy.
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void CheckFrontend(int flags)
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{
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auto old = Args->CheckParm("-duke_old");
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MinFPSRate = 30;
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bool duke_compat = duke_compatibility_15;
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// This point is too early to have cmdline CVAR checkers working so it must be with a switch.
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auto c = Args->CheckValue("-duke_compatibility_15");
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if (c)
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{
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if (strtol(c, nullptr, 0)) duke_compatibility_15 = true;
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else duke_compatibility_15 = false;
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}
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if (flags & GAMEFLAG_BLOOD)
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{
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gi = Blood::CreateInterface();
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@ -468,27 +448,10 @@ void CheckFrontend(int flags)
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{
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gi = Powerslave::CreateInterface();
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}
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else if (old)
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else
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{
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gi = Duke3d::CreateInterface();
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}
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else if (flags & GAMEFLAG_RRALL)
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{
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gi = Redneck::CreateInterface();
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}
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else if ((flags & GAMEFLAG_FURY) || GameStartupInfo.modern > 0)
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{
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gi = Duke::CreateInterface();
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}
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else if (GameStartupInfo.modern < 0)
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{
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gi = Redneck::CreateInterface();
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}
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else
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{
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gi = *duke_compatibility_15 ? Redneck::CreateInterface() : Duke::CreateInterface();
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}
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}
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void I_StartupJoysticks();
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@ -841,7 +804,6 @@ int RunGame()
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TexMan.Init([]() {}, [](BuildInfo &) {});
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V_InitFonts();
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TileFiles.Init();
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C_CON_SetAliases();
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sfx_empty = fileSystem.FindFile("engine/dsempty.lmp"); // this must be done outside the sound code because it's initialized late.
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I_InitSound();
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Mus_InitMusic();
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