Merge doomdef.h

This commit is contained in:
lachwright 2020-08-10 12:06:20 +08:00
parent bf884fc6c5
commit 908bd42dc4

View file

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