added rudimentary support for DSDA's COMPLVL lumo.
This cannot of course set real complevels, so what it does is set all appropriate compatibility flags from the respective preset. It does leave out a few flags that are preferably left to the user, like infinitely tall actors or wall running.
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3 changed files with 57 additions and 3 deletions
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@ -1920,7 +1920,7 @@ void GetReserved(LumpFilterInfo& lfi)
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{
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lfi.reservedFolders = { "flats/", "textures/", "hires/", "sprites/", "voxels/", "colormaps/", "acs/", "maps/", "voices/", "patches/", "graphics/", "sounds/", "music/",
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"materials/", "models/", "fonts/", "brightmaps/" };
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lfi.requiredPrefixes = { "mapinfo", "zmapinfo", "umapinfo", "gameinfo", "sndinfo", "sndseq", "sbarinfo", "menudef", "gldefs", "animdefs", "decorate", "zscript", "iwadinfo", "maps/" };
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lfi.requiredPrefixes = { "mapinfo", "zmapinfo", "umapinfo", "gameinfo", "sndinfo", "sndseq", "sbarinfo", "menudef", "gldefs", "animdefs", "decorate", "zscript", "iwadinfo", "complvl", "terrain", "maps/" };
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}
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static FString CheckGameInfo(std::vector<std::string> & pwads)
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