- removed the optional MAPINFO data handler and moved the 3 items still using it to the main parser file.
This thing made sense when GZDoom and ZDoom were separate projects to avoid having to change some core files for the added options. Now, with only 3 ones remaining, one for FraggleScript and two for Extradata the overhead here is just too high. The 3 variables can just be moved to level_info_t without carrying along this much baggage.
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2edf02d731
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7 changed files with 38 additions and 171 deletions
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@ -887,7 +887,7 @@ void FParser::SF_Spawn(void)
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{
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t_return.value.mobj->Angles.Yaw = angle;
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if (!DFraggleThinker::ActiveThinker->nocheckposition)
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if (!level.info->fs_nocheckposition)
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{
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if (!P_TestMobjLocation(t_return.value.mobj))
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{
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@ -3724,19 +3724,7 @@ void FParser::SF_SetColor(void)
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FSSectorTagIterator itr(tagnum);
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while ((i = itr.Next()) >= 0)
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{
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if (!DFraggleThinker::ActiveThinker->setcolormaterial)
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{
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level.sectors[i].SetColor(color, 0);
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}
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else
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{
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// little hack for testing the D64 color stuff.
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for (int j = 0; j < 4; j++) level.sectors[i].SetSpecialColor(j, color);
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// simulates 'nocoloredspritelighting' settings.
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int v = (color.r + color.g + color.b) / 3;
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v = (255 + v + v) / 3;
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level.sectors[i].SetSpecialColor(sector_t::sprites, v, v, v);
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}
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level.sectors[i].SetColor(color, 0);
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}
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}
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}
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