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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 /src/w_wad.h | |
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.
Diffstat (limited to 'src/w_wad.h')
-rw-r--r-- | src/w_wad.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/src/w_wad.h b/src/w_wad.h index 71895749..e5dc18b3 100644 --- a/src/w_wad.h +++ b/src/w_wad.h @@ -56,6 +56,7 @@ extern lumpinfo_t *lumpinfo; extern unsigned int numlumps; wad_file_t *W_AddFile (char *filename); +void W_Reload (void); int W_CheckNumForName (char* name); int W_GetNumForName (char* name); |