forked from Mirrors/openclonk
Remove unused Landscape.NoSky from the Scenario.txt
parent
f357570bb1
commit
4bf663c792
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@ -104,7 +104,6 @@ global func GetScenFilm() { return GetScenarioVal("Film", "Head"); } //(!)
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global func GetScenMissionAccess() { return GetScenarioVal("MissionAccess", "Head"); } //(!)
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global func GetScenNetworkGame() { return GetScenarioVal("NetworkGame", "Head"); } //(!)
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global func GetScenNetworkClients() { return GetScenarioVal("StartupPlayerCount", "Head"); } //(!)
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global func GetScenNoSky() { return GetScenarioVal("NoSky", "Landscape"); }
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global func GetScenBottomOpen() { return GetScenarioVal("BottomOpen", "Landscape"); }
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global func GetScenTopOpen() { return GetScenarioVal("TopOpen", "Landscape"); }
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global func GetScenLeftOpen() { return GetScenarioVal("LeftOpen", "Landscape"); }
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@ -1290,10 +1290,6 @@ bool C4Landscape::DebugSave(const char *szFilename)
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bool C4Landscape::SaveInternal(C4Group &hGroup)
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{
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// Save members
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if (!Sky.Save(hGroup))
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return false;
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// Save landscape surface
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char szTempLandscape[_MAX_PATH+1];
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SCopy(Config.AtTempPath(C4CFN_TempLandscape), szTempLandscape);
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@ -268,7 +268,6 @@ void C4SLandscape::Default()
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LeftOpen=0; RightOpen=0;
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AutoScanSideOpen=1;
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SkyDef[0]=0;
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NoSky=0;
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for (int32_t cnt=0; cnt<6; cnt++) SkyDefFade[cnt]=0;
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VegLevel.Set(50,30,0,100);
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Vegetation.Default();
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@ -313,7 +312,6 @@ void C4SLandscape::CompileFunc(StdCompiler *pComp)
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pComp->Value(mkNamingAdapt(InEarthLevel, "InEarthLevel", C4SVal(50,0,0,100), true));
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pComp->Value(mkNamingAdapt(mkStringAdaptMA(SkyDef), "Sky", ""));
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pComp->Value(mkNamingAdapt(mkArrayAdaptDM(SkyDefFade,0),"SkyFade" ));
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pComp->Value(mkNamingAdapt(NoSky, "NoSky", false));
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pComp->Value(mkNamingAdapt(BottomOpen, "BottomOpen", false));
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pComp->Value(mkNamingAdapt(TopOpen, "TopOpen", true));
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pComp->Value(mkNamingAdapt(LeftOpen, "LeftOpen", 0));
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@ -178,7 +178,6 @@ public:
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bool AutoScanSideOpen;
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char SkyDef[C4MaxDefString+1];
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int32_t SkyDefFade[6];
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bool NoSky;
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bool NoScan;
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C4SVal Gravity;
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// Dynamic map
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@ -184,22 +184,6 @@ void C4Sky::Clear()
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Modulation=0xffffffff;
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}
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bool C4Sky::Save(C4Group &hGroup)
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{
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// Sky-saving disabled by scenario core
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// (With this option enabled, script-defined changes to sky palette will not be saved!)
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if (Game.C4S.Landscape.NoSky)
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{
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hGroup.Delete(C4CFN_Sky);
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return true;
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}
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// no sky?
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if (!Surface) return true;
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// FIXME?
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// Success
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return true;
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}
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void C4Sky::Execute()
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{
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// surface exists?
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@ -39,7 +39,6 @@ public:
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void Default(); // zero fields
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bool Init(bool fSavegame);
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bool Save(C4Group &hGroup);
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void Clear();
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void SetColor(int32_t iIndex, int32_t iRed, int32_t iGreen, int32_t iBlue);
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void SetFadePalette(int32_t *ipColors);
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