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Merge doomdef.h
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1 changed files with 2 additions and 43 deletions
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@ -136,19 +136,9 @@ extern char logfilename[1024];
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// most interface strings are ignored in development mode.
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// we use comprevision and compbranch instead.
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#else
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<<<<<<< HEAD
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#define VERSION 2 // Game version
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#define SUBVERSION 0 // more precise version number
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#define VERSIONSTRING "v2.0"
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#define VERSIONSTRINGW L"v2.0"
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// Hey! If you change this, add 1 to the MODVERSION below! Otherwise we can't force updates!
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// And change CMakeLists.txt, for CMake users!
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// AND appveyor.yml, for the build bots!
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=======
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#define VERSIONSTRING "v"SRB2VERSION
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// Hey! If you change this, add 1 to the MODVERSION below!
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// Otherwise we can't force updates!
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>>>>>>> srb2/next
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#endif
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#define VERSIONSTRINGW WSTRING (VERSIONSTRING)
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@ -207,22 +197,6 @@ extern char logfilename[1024];
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// Will always resemble the versionstring, 205 = 2.0.5, 210 = 2.1, etc.
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#define CODEBASE 220
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<<<<<<< HEAD
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// The Modification ID; must be obtained from Rob ( https://mb.srb2.org/private.php?do=newpm&u=546 ).
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// DO NOT try to set this otherwise, or your modification will be unplayable through the Master Server.
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// "12" is the default mod ID for version 2.1
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// "17" is the 2.1 Kart's mod ID
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#define MODID 17
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// The Modification Version, starting from 1. Do not follow your version string for this,
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// it's only for detection of the version the player is using so the MS can alert them of an update.
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// Only set it higher, not lower, obviously.
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// Note that we use this to help keep internal testing in check; this is why v2.1.0 is not version "1".
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#define MODVERSION 6
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// Filter consvars by version
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=======
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>>>>>>> srb2/next
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// To version config.cfg, MAJOREXECVERSION is set equal to MODVERSION automatically.
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// Increment MINOREXECVERSION whenever a config change is needed that does not correspond
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// to an increment in MODVERSION. This might never happen in practice.
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@ -688,19 +662,6 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
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/// \note Required for proper collision with moving sloped surfaces that have sector specials on them.
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#define SECTORSPECIALSAFTERTHINK
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<<<<<<< HEAD
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/// FINALLY some real clipping that doesn't make walls dissappear AND speeds the game up
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/// (that was the original comment from SRB2CB, sadly it is a lie and actually slows game down)
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/// on the bright side it fixes some weird issues with translucent walls
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/// \note SRB2CB port.
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/// SRB2CB itself ported this from PrBoom+
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//#define NEWCLIP
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/// Hardware renderer: OpenGL
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#define GL_SHADERS
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=======
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>>>>>>> srb2/next
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/// Cache patches in Lua in a way that renderer switching will work flawlessly.
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//#define LUA_PATCH_SAFETY
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@ -717,16 +678,14 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
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/// Render flats on walls
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#define WALLFLATS
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<<<<<<< HEAD
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/// - SRB2Kart options -
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/// Camera always has noclip.
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#define NOCLIPCAM
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/// MIDI support is really shitty -- we don't use it anyway, so lets throw it behind a define
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#define NO_MIDI
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=======
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/// Maintain compatibility with older 2.2 demos
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#define OLD22DEMOCOMPAT
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>>>>>>> srb2/next
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//#define OLD22DEMOCOMPAT
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#endif // __DOOMDEF__
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