Windows build fixes.
Remove unused function. This was SVN commit r7557.
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80229cdea7
commit
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@ -31,7 +31,6 @@
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#include "ps/Game.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "ps/World.h"
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#include "maths/MathUtil.h"
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#include "maths/MathUtil.h"
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#include "simulation/LOSManager.h"
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#include "graphics/Patch.h"
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#include "graphics/Patch.h"
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#include "graphics/Terrain.h"
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#include "graphics/Terrain.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/Simulation2.h"
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@ -435,7 +434,8 @@ void CPatchRData::Update()
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ssize_t vsize=PATCH_SIZE+1;
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ssize_t vsize=PATCH_SIZE+1;
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SColor4ub baseColour = terrain->GetBaseColour();
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SColor4ub baseColour = terrain->GetBaseColour();
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if (g_Game && false) // XXX: need to implement this for new sim system
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/*
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if (g_Game) // XXX: need to implement this for new sim system
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{
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{
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CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
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CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
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@ -470,6 +470,7 @@ void CPatchRData::Update()
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}
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}
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}
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}
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else
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else
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*/
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{
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{
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for (ssize_t j = 0; j < vsize; ++j)
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for (ssize_t j = 0; j < vsize; ++j)
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{
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{
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@ -36,7 +36,6 @@
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#include "ps/Pyrogenesis.h" // MICROLOG
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#include "ps/Pyrogenesis.h" // MICROLOG
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#include "ps/World.h"
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#include "ps/World.h"
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#include "simulation/LOSManager.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/Simulation2.h"
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#include "renderer/PatchRData.h"
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#include "renderer/PatchRData.h"
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@ -444,7 +443,7 @@ void TerrainRenderer::RenderWater()
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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int mapSize = terrain->GetVerticesPerSide();
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int mapSize = terrain->GetVerticesPerSide();
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CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
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// CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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@ -603,6 +602,7 @@ void TerrainRenderer::RenderWater()
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-100.0f, WaterMgr->m_WaterMaxAlpha);
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-100.0f, WaterMgr->m_WaterMaxAlpha);
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float losMod = 1.0f;
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float losMod = 1.0f;
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/*
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if (false) // XXX: need to implement this for new sim system
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if (false) // XXX: need to implement this for new sim system
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{
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{
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for(size_t k=0; k<4; k++)
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for(size_t k=0; k<4; k++)
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@ -620,6 +620,7 @@ void TerrainRenderer::RenderWater()
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}
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}
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}
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}
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}
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}
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*/
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if(fancy)
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if(fancy)
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{
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{
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@ -36,6 +36,11 @@
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#include <iomanip>
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#include <iomanip>
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#if MSC_VERSION
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#include <process.h>
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#define getpid _getpid // use the non-deprecated function name
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#endif
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class CSimulation2Impl
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class CSimulation2Impl
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{
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{
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public:
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public:
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@ -328,26 +328,6 @@ static CVector3D GetUnitPos(const Position& pos, bool floating)
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return vec;
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return vec;
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}
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}
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static bool ParseObjectName(const CStrW& obj, bool& isEntity, CStrW& name)
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{
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if (obj.substr(0, 4) == L"(e) ")
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{
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isEntity = true;
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name = obj.substr(4);
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return true;
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}
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else if (obj.substr(0, 4) == L"(n) ")
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{
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isEntity = false;
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name = obj.substr(4);
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return true;
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}
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else
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{
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return false;
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}
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}
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MESSAGEHANDLER(ObjectPreview)
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MESSAGEHANDLER(ObjectPreview)
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{
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{
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// If the selection has changed...
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// If the selection has changed...
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