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author | Simon Howard | 2015-05-10 18:48:05 -0400 |
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committer | Simon Howard | 2015-05-10 18:48:05 -0400 |
commit | 3a140fe3b5bf1775276a0a454c52b6974b68055f (patch) | |
tree | 6a91104467ddd48eca6b6c94062096b7db54ff18 /man/Makefile.am | |
parent | 14c50f0200a382dd5be45b9dca74b6d5e4d89730 (diff) | |
download | chocolate-doom-3a140fe3b5bf1775276a0a454c52b6974b68055f.tar.gz chocolate-doom-3a140fe3b5bf1775276a0a454c52b6974b68055f.tar.bz2 chocolate-doom-3a140fe3b5bf1775276a0a454c52b6974b68055f.zip |
Add back the Doom PWAD reload hack.
This was removed back in d190b596c566394717324296cbf6b46e67c64f5c;
at the time I didn't understand what it was or how it was supposed
to be used - it seemed like cruft left over from Doom's development.
It is actually a potentially useful feature for level authors when
developing their maps. See here: http://doomwiki.org/wiki/Reload_hack
The reload hack is a relatively obscure feature of limited usefulness
nowadays, but nonetheless a technical curiosity that ought to be
preserved in Chocolate Doom.
The reimplementation here is a lot cleaner than the original version
from the source release: W_Reload() is based on a call to W_AddFile(),
we don't reopen the reload file every time we want to read a lump,
and we include a check in W_AddFile() that we are not trying to use
the hack on more than one PWAD file.
This fixes #539.
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