mirror of
https://github.com/kevinbentley/Descent3.git
synced 2025-01-22 11:28:56 +00:00
Remove Gamegauge and -timetest command-line argument
Gamegauge is an outdated 3D performance benchmark tool. The -timetest command was used to activate it. Read more about about it here: https://www.gamespot.com/articles/3d-gamegauge-explained/1100-2463688/
This commit is contained in:
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6a3e3060ed
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196c155895
@ -927,20 +927,9 @@ bool Rendering_main_view = false;
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bool Skip_render_game_frame = false;
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bool Menu_interface_mode = false;
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// #ifdef GAMEGAUGE
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int frames_one_second = 0;
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int min_one_second = 0x7fffffff;
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int max_one_second = 0;
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float gamegauge_start_time;
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int gamegauge_total_frame_seconds = 0;
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int gamegauge_total_frames = 0;
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float gamegauge_total_time = 0.0;
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short gamegauge_fpslog[GAMEGAUGE_MAX_LOG];
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bool Game_gauge_do_time_test = false;
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char Game_gauge_usefile[_MAX_PATH] = "gg.dem";
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// #endif
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longlong last_timer = 0;
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@ -2409,14 +2398,6 @@ void DemoCheats(int key);
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// Get and handle all pending keys
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void ProcessKeys() {
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int key;
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#ifdef GAMEGAUGE
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if (1)
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#else
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if (Game_gauge_do_time_test)
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#endif
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{
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return;
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}
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if (Dedicated_server)
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return; // No key processing for dedicated server!
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@ -2697,10 +2678,8 @@ void GameRenderFrame(void) {
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// Increment frame count
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FrameCount++;
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// #ifdef GAMEGAUGE
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frames_one_second++;
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gamegauge_total_frames++;
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// #endif
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// Update our glows
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PostUpdateAllLightGlows();
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@ -2796,30 +2775,6 @@ void CalcFrameTime(void) {
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}
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Frames_counted++;
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Avg_frametime += (Frametime - Demo_frame_ofs);
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#ifdef GAMEGAUGE
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if (1)
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#else
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if (Game_gauge_do_time_test)
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#endif
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{
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if (gamegauge_total_frames == 0)
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gamegauge_start_time = timer_GetTime();
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if ((timer_GetTime() - gamegauge_start_time) > 1.0) {
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// Skip the first frame, it's always more than one second
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if (gamegauge_total_frames > 1) {
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if (frames_one_second < min_one_second)
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min_one_second = frames_one_second;
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if (frames_one_second > max_one_second)
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max_one_second = frames_one_second;
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if (gamegauge_total_frame_seconds < GAMEGAUGE_MAX_LOG)
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gamegauge_fpslog[gamegauge_total_frame_seconds] = frames_one_second;
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}
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gamegauge_total_frame_seconds++;
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frames_one_second = 0;
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gamegauge_start_time = timer_GetTime();
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}
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gamegauge_total_time += Frametime;
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}
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}
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// called before first call to StopTime, StartTime or CalcFrameTime
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@ -331,8 +331,6 @@ extern float Avg_frametime;
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extern unsigned int Frames_counted;
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extern bool Game_paused;
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extern bool Game_gauge_do_time_test;
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static bool Demo_play_fast = false;
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extern void PageInAllData(void);
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@ -1168,7 +1166,7 @@ void DemoFrame() {
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DoScreenshot();
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}
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// This code slows down demo playback
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if ((!Game_gauge_do_time_test) && (!Demo_play_fast)) {
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if (!Demo_play_fast) {
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float tdelta = timer_GetTime();
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// if(Gametime<Demo_next_frame)
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@ -426,7 +426,6 @@ oeAppDatabase *Database = NULL; // Application database.
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bool Descent_overrided_intro = false;
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extern bool Game_gauge_do_time_test;
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bool Katmai = true;
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char Descent3_temp_directory[_MAX_PATH]; // temp directory to put temp files
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@ -548,16 +547,7 @@ void Descent3() {
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// Init a bunch more stuff
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InitD3Systems2(false);
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#ifdef GAMEGAUGE
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if (0)
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#else
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if (!Game_gauge_do_time_test)
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#endif
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{
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SetFunctionMode(MENU_MODE);
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} else {
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SetFunctionMode(GAMEGAUGE_MODE);
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}
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SetFunctionMode(MENU_MODE);
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MainLoop();
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@ -577,14 +567,9 @@ void Descent3() {
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// Otherwise this should be called from the main function.
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// ---------------------------------------------------------------------------
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// #ifdef GAMEGAUGE
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extern int frames_one_second;
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extern int min_one_second;
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extern int max_one_second;
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extern float gamegauge_start_time;
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extern int gamegauge_total_frames;
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extern float gamegauge_total_time;
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extern short gamegauge_fpslog[GAMEGAUGE_MAX_LOG];
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// #endif
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@ -619,16 +604,8 @@ void MainLoop() {
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Credits_Display();
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Function_mode = MENU_MODE;
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break;
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// #ifdef GAMEGAUGE
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case GAMEGAUGE_MODE: {
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int c;
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for (c = 0; c < GAMEGAUGE_MAX_LOG; c++)
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gamegauge_fpslog[c] = 0;
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SetGameState(GAMESTATE_GAMEGAUGEDEMO);
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PlayGame();
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// exit_game = 1;
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} break;
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// #endif
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case GAMEGAUGE_MODE:
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break;
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#ifdef EDITOR
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case EDITOR_GAME_MODE: // run level and then instead of menus, go to editor.
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QuickPlayGame();
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@ -652,33 +629,6 @@ void MainLoop() {
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Players[a].counter_measures.Reset(false, INVRESET_ALL);
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}
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#ifdef GAMEGAUGE
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if (1)
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#else
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if (Game_gauge_do_time_test)
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#endif
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{
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char fpsfile[_MAX_PATH * 2];
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CFILE *cfp;
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ddio_MakePath(fpsfile, Base_directory, "fps.txt", NULL);
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cfp = cfopen(fpsfile, "wt");
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if (cfp) {
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char szline[200];
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snprintf(szline, sizeof(szline), "%.2f Descent3 v%d.%d", gamegauge_total_frames / gamegauge_total_time,
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(int)Program_version.major, (int)Program_version.minor);
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cf_WriteString(cfp, szline);
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snprintf(szline, sizeof(szline), "%d Min", min_one_second);
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cf_WriteString(cfp, szline);
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snprintf(szline, sizeof(szline), "%d Max", max_one_second);
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cf_WriteString(cfp, szline);
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for (int b = 1; ((b < GAMEGAUGE_MAX_LOG) && (gamegauge_fpslog[b])); b++) {
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snprintf(szline, sizeof(szline), "%d Second %d", gamegauge_fpslog[b], b);
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cf_WriteString(cfp, szline);
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}
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cfclose(cfp);
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}
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}
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#if defined(OEM)
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if (!Dedicated_server)
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ShowStaticScreen("oemupsell.ogf");
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@ -164,15 +164,12 @@ typedef enum function_mode {
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MENU_MODE,
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QUIT_MODE,
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LOADDEMO_MODE,
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GAMEGAUGE_MODE,
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GAMEGAUGE_MODE, // Unused
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CREDITS_MODE
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} function_mode;
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extern bool Descent_overrided_intro;
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// Maximum samples to save for gamegauge graph info
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#define GAMEGAUGE_MAX_LOG 1000
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// This is the default FOV
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#define D3_DEFAULT_FOV 72.0
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// This is the default zoom factor to be used for the game 3D view.
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@ -1167,10 +1167,10 @@ bool GameSequencer() {
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case MENU_MODE:
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case QUIT_MODE:
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case CREDITS_MODE:
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case GAMEGAUGE_MODE:
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break;
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case RESTORE_GAME_MODE:
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case LOADDEMO_MODE:
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case GAMEGAUGE_MODE:
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SetFunctionMode(GAME_MODE); // need to do so sequencer thiks we're in game.
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break;
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}
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@ -1230,15 +1230,6 @@ bool GameSequencer() {
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SetFunctionMode(MENU_MODE);
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}
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break;
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case GAMESTATE_GAMEGAUGEDEMO: {
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char ggdemopath[_MAX_PATH * 2];
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ddio_MakePath(ggdemopath, Base_directory, "demo", Game_gauge_usefile, NULL);
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if (DemoPlaybackFile(ggdemopath)) {
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SetGameState(GAMESTATE_LVLPLAYING);
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} else {
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SetFunctionMode(MENU_MODE);
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}
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} break;
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case GAMESTATE_LOADGAME:
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if (Game_mode & GM_MULTI) {
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DoMessageBox(TXT_ERROR, TXT_CANT_LOAD_MULTI, MSGBOX_OK);
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@ -1445,10 +1436,6 @@ void SetCurrentLevel(int level) {
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void StartLevelSounds();
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// #ifdef GAMEGAUGE
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extern float gamegauge_start_time;
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// #endif
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// Get rid of any viewer objects in the level
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void ClearViewerObjects() {
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int i;
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@ -1643,9 +1630,7 @@ void StartLevel() {
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Gametime = 0.0f;
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// Start the clock
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InitFrameTime();
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// #ifdef GAMEGAUGE
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gamegauge_start_time = timer_GetTime();
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// #endif
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LoadLevelProgress(LOAD_PROGRESS_DONE, 0);
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}
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@ -2194,14 +2179,7 @@ void RunGameMenu() {
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break;
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case GAME_POST_DEMO:
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#ifdef GAMEGAUGE
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if (0)
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#else
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if (!Game_gauge_do_time_test)
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#endif
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{
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DemoPostPlaybackMenu();
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}
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DemoPostPlaybackMenu();
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SetFunctionMode(MENU_MODE);
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break;
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case GAME_DEMO_LOOP:
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@ -123,7 +123,6 @@ typedef enum tGameState {
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GAMESTATE_LVLFAILED, // a level was unsuccessfully ended
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GAMESTATE_LVLWARP, // warp to a new level
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GAMESTATE_LOADDEMO, // Load whatever demo was chosen in the UI
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GAMESTATE_GAMEGAUGEDEMO // Play a gamegauge demo and exit
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} tGameState;
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// top level interfaces for game.
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@ -1218,9 +1218,6 @@ void SaveGameSettings() {
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Database->write("Default_pilot", " ", 2);
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}
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extern bool Game_gauge_do_time_test;
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extern char Game_gauge_usefile[_MAX_PATH];
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/*
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Read game variables from the registry
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*/
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@ -1235,12 +1232,6 @@ void LoadGameSettings() {
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Lighting_on = true;
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#endif
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int tt_arg = FindArg("-timetest");
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if (tt_arg) {
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Game_gauge_do_time_test = true;
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strcpy(Game_gauge_usefile, GameArgs[tt_arg + 1]);
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}
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Detail_settings.Specular_lighting = false;
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Detail_settings.Dynamic_lighting = true;
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Detail_settings.Fast_headlight_on = true;
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@ -94,7 +94,6 @@ static cmdLineArg d3ArgTable[] = {
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{"deadzone0", 'D', "Specify a joystick deadzone (0.0 to 1.0)"},
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{"gspyfile", 'S', "Specify a GameSpy config file."},
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{"timetest", 'T', "Run a demo benchmark."},
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{"fastdemo", 'Q', "Run demos as fast as possible."},
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{"framecap", 'F', "Specify a framecap (for dedicated server)."},
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@ -711,8 +711,6 @@ extern bool Mem_quick_exit;
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bool IsRestoredGame = false;
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//////////////////////////////////////////////////////////////////////////////
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extern bool Demo_looping;
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extern bool Game_gauge_do_time_test;
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extern char Game_gauge_usefile[_MAX_PATH];
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bool FirstGame = false;
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int MainMenu() {
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@ -721,15 +719,6 @@ int MainMenu() {
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bool exit_game = false;
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bool exit_menu = false;
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#ifdef GAMEGAUGE
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if (1)
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#else
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if (Game_gauge_do_time_test)
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#endif
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{
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Mem_quick_exit = 1;
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return 1;
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}
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// okay over here, we'll decide whether we've finished the training mission and are going into game.
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if (!Demo_looping && !Demo_restart && !MultiDLLGameStarting) {
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if (FirstGame) {
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@ -209,8 +209,6 @@ oeD3Win32Database::oeD3Win32Database() : oeWin32AppDatabase() {
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lstrcat(m_Basepath, "\\Descent3_OEM_A2");
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#elif defined(OEM_KATMAI)
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lstrcat(m_Basepath, "\\Descent3_OEM_KM");
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#elif defined(GAMEGAUGE)
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lstrcat(m_Basepath, "\\Descent3GG");
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#elif defined(OEM)
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lstrcat(m_Basepath, "\\Descent3_OEM");
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#else
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@ -1230,7 +1230,7 @@ int __cdecl RecordExceptionInfo(PEXCEPTION_POINTERS data, const char *Message) {
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wsprintf(callstack, "Username: %s\r\nMachineName: %s\r\n", Username, Machinename);
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WriteFile(LogFile, callstack, lstrlen(callstack), &NumBytes, 0);
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#if (defined(RELEASE) && (!defined(DEMO)) && (!defined(GAMEGAUGE)))
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#if (defined(RELEASE) && (!defined(DEMO)))
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wsprintf(callstack, "Descent 3 Release build %s\r\n", D3_GIT_HASH);
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WriteFile(LogFile, callstack, lstrlen(callstack), &NumBytes, 0);
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#endif
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@ -16,7 +16,6 @@ set(SCRIPTS
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CellTestLevel
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ChrisTest
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clutter
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GameGauge
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generic
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Geodomes
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HalfPipe
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File diff suppressed because it is too large
Load Diff
@ -1,11 +0,0 @@
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//////////////////////////////////////////////
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// D.A.L.L.A.S. Generated Message Table File
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//////////////////////////////////////////////
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NEXT_MESSAGE_ID_NUMBER 7
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// Message List
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DisableMatcen=Materialization Center disabled!
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Intro=Proceed with caution.| Security alert level 3 in effect!
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WeatherControl=Lightning control system activated.
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WindThing=Magnetic generator core destroyed!
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@ -66,7 +66,6 @@ CanyonsCTF.so
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CellTestLevel.so
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ChrisTest.so
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clutter.so
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GameGauge.so
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generic.so
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Geodomes.so
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HalfPipe.so
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@ -66,7 +66,6 @@ CanyonsCTF.dylib
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CellTestLevel.dylib
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ChrisTest.dylib
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clutter.dylib
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GameGauge.dylib
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generic.dylib
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Geodomes.dylib
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HalfPipe.dylib
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@ -161,11 +161,6 @@ bool oeWin32AppDatabase::read(const char *label, char *entry, int *entrylen) {
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assert(entry != NULL);
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assert(entrylen != NULL);
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#ifdef GAMEGAUGE
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// We don't want to read the registry for game gauge
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return 0;
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#endif
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lres = RegQueryValueEx((HKEY)hCurKey, label, NULL, &type, (LPBYTE)entry, (LPDWORD)entrylen);
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assert(type != REG_DWORD);
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@ -188,11 +183,6 @@ bool oeWin32AppDatabase::read(const char *label, void *entry, int wordsize) {
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assert(label != NULL);
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assert(entry != NULL);
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#ifdef GAMEGAUGE
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// We don't want to read the registry for game gauge
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return 0;
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#endif
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lres = RegQueryValueEx((HKEY)hCurKey, label, NULL, &type, (LPBYTE)&t, &len);
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assert(len == 4);
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@ -225,11 +215,6 @@ bool oeWin32AppDatabase::read(const char *label, void *entry, int wordsize) {
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bool oeWin32AppDatabase::read(const char *label, bool *entry) {
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int t;
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#ifdef GAMEGAUGE
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// We don't want to read the registry for game gauge
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return 0;
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#endif
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if (read(label, &t, sizeof(t))) {
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*entry = (t != 0);
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return 1;
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