Remove unused Landscape.NoSky from the Scenario.txt

Günther Brammer 2011-09-24 18:17:48 +02:00
parent f357570bb1
commit 4bf663c792
6 changed files with 0 additions and 25 deletions

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@ -104,7 +104,6 @@ global func GetScenFilm() { return GetScenarioVal("Film", "Head"); } //(!)
global func GetScenMissionAccess() { return GetScenarioVal("MissionAccess", "Head"); } //(!)
global func GetScenNetworkGame() { return GetScenarioVal("NetworkGame", "Head"); } //(!)
global func GetScenNetworkClients() { return GetScenarioVal("StartupPlayerCount", "Head"); } //(!)
global func GetScenNoSky() { return GetScenarioVal("NoSky", "Landscape"); }
global func GetScenBottomOpen() { return GetScenarioVal("BottomOpen", "Landscape"); }
global func GetScenTopOpen() { return GetScenarioVal("TopOpen", "Landscape"); }
global func GetScenLeftOpen() { return GetScenarioVal("LeftOpen", "Landscape"); }

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@ -1290,10 +1290,6 @@ bool C4Landscape::DebugSave(const char *szFilename)
bool C4Landscape::SaveInternal(C4Group &hGroup)
{
// Save members
if (!Sky.Save(hGroup))
return false;
// Save landscape surface
char szTempLandscape[_MAX_PATH+1];
SCopy(Config.AtTempPath(C4CFN_TempLandscape), szTempLandscape);

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@ -268,7 +268,6 @@ void C4SLandscape::Default()
LeftOpen=0; RightOpen=0;
AutoScanSideOpen=1;
SkyDef[0]=0;
NoSky=0;
for (int32_t cnt=0; cnt<6; cnt++) SkyDefFade[cnt]=0;
VegLevel.Set(50,30,0,100);
Vegetation.Default();
@ -313,7 +312,6 @@ void C4SLandscape::CompileFunc(StdCompiler *pComp)
pComp->Value(mkNamingAdapt(InEarthLevel, "InEarthLevel", C4SVal(50,0,0,100), true));
pComp->Value(mkNamingAdapt(mkStringAdaptMA(SkyDef), "Sky", ""));
pComp->Value(mkNamingAdapt(mkArrayAdaptDM(SkyDefFade,0),"SkyFade" ));
pComp->Value(mkNamingAdapt(NoSky, "NoSky", false));
pComp->Value(mkNamingAdapt(BottomOpen, "BottomOpen", false));
pComp->Value(mkNamingAdapt(TopOpen, "TopOpen", true));
pComp->Value(mkNamingAdapt(LeftOpen, "LeftOpen", 0));

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@ -178,7 +178,6 @@ public:
bool AutoScanSideOpen;
char SkyDef[C4MaxDefString+1];
int32_t SkyDefFade[6];
bool NoSky;
bool NoScan;
C4SVal Gravity;
// Dynamic map

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@ -184,22 +184,6 @@ void C4Sky::Clear()
Modulation=0xffffffff;
}
bool C4Sky::Save(C4Group &hGroup)
{
// Sky-saving disabled by scenario core
// (With this option enabled, script-defined changes to sky palette will not be saved!)
if (Game.C4S.Landscape.NoSky)
{
hGroup.Delete(C4CFN_Sky);
return true;
}
// no sky?
if (!Surface) return true;
// FIXME?
// Success
return true;
}
void C4Sky::Execute()
{
// surface exists?

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@ -39,7 +39,6 @@ public:
void Default(); // zero fields
bool Init(bool fSavegame);
bool Save(C4Group &hGroup);
void Clear();
void SetColor(int32_t iIndex, int32_t iRed, int32_t iGreen, int32_t iBlue);
void SetFadePalette(int32_t *ipColors);