# remove last occurrences of old ScEd-specific code

This was SVN commit r3719.
This commit is contained in:
janwas 2006-04-02 16:27:34 +00:00
parent bd96a1ab7c
commit d9944f9524
5 changed files with 0 additions and 15 deletions

View File

@ -33,11 +33,9 @@ CFilePacker::CFilePacker(u32 version, const char magicstr[4])
// Write: write out to file all packed data added so far
void CFilePacker::Write(const char* filename)
{
#ifndef SCED
// write out all data (including header)
if(vfs_store(filename, &m_Data[0], m_Data.size(), FILE_NO_AIO) < 0)
throw CFileWriteError();
#else
// 'filename' is already an absolute path, so don't use file_make_full_native_path
FILE* fp=fopen(filename,"wb");
@ -53,7 +51,6 @@ void CFilePacker::Write(const char* filename)
// all done
fclose(fp);
#endif
}

View File

@ -75,7 +75,6 @@ static void ATLAS_Run(int argc, char* argv[], int flags = 0)
return;
}
#ifndef SCED // because ScEd's easier to compile with the Atlas code removed
// TODO (make nicer)
extern bool BeginAtlas(int argc, char* argv[], void* dll);
if (!BeginAtlas(argc, argv, atlas_so_handle))
@ -83,7 +82,6 @@ static void ATLAS_Run(int argc, char* argv[], int flags = 0)
debug_warn("Atlas loading failed");
return;
}
#endif
}

View File

@ -1020,14 +1020,12 @@ void Init(int argc, char* argv[], uint flags)
}
#endif
#ifndef SCED // HACK: ScEd's init order makes this break
{
TIMER("Init_renderblank");
MICROLOG(L"render blank");
// render everything to a blank frame to force renderer to load everything
RenderNoCull();
}
#endif
if (g_FixedFrameTiming) {
CCamera &g_Camera=*g_Game->GetView()->GetCamera();

View File

@ -694,10 +694,8 @@ void CRenderer::SetFastPlayerColor(bool fast)
// BeginFrame: signal frame start
void CRenderer::BeginFrame()
{
#ifndef SCED
if(!g_Game || !g_Game->IsGameStarted())
return;
#endif
// bump frame counter
m_FrameCounter++;
@ -928,10 +926,8 @@ void CRenderer::RenderTransparentModels()
// FlushFrame: force rendering of any batched objects
void CRenderer::FlushFrame()
{
#ifndef SCED
if(!g_Game || !g_Game->IsGameStarted())
return;
#endif
oglCheck();
@ -1017,10 +1013,8 @@ void CRenderer::FlushFrame()
// EndFrame: signal frame end
void CRenderer::EndFrame()
{
#ifndef SCED
if(!g_Game || !g_Game->IsGameStarted())
return;
#endif
g_Renderer.SetTexture(0,0);

View File

@ -49,9 +49,7 @@ int CSimulation::Initialize(CGameAttributes* pAttribs)
g_EntityManager.InitializeAll();
#ifndef SCED
m_pWorld->GetLOSManager()->Initialize(pAttribs->m_LOSSetting);
#endif
return 0;
}