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Misc code cleanups, little SkeletalSprite loading improvement.

- Removed some unused member variables.

- The BBGE_BUILD_WIDESCREEN define is now gone.

- Added an TiXMLDocument cache to prevent parsing the same file
once for each entity on the map with the same skeletal.

- Removed Lua func entity_warpToPathStart, which was essentially a no-op
because Entity::followingPath was always NULL. Removed related code.

- Set texture wrap only when required.

(Some changes taken from https://bitbucket.org/mattbierner/ios-aquaria,
special thanks for changeset 72d6460d9e60)
This commit is contained in:
fgenesis 2012-02-19 04:57:04 +01:00
parent 568178bbb4
commit 9b63b400d5
23 changed files with 209 additions and 764 deletions

View file

@ -102,7 +102,7 @@ public:
sprintf(errbuf, "Exception in ByteBuffer: '%s', rpos: %u, wpos: %u, cursize: %u, sizeparam: %u", \
__e.action, __e.rpos, __e.wpos, __e.cursize, __e.sizeparam); errorLog(errbuf); abort(); }
#else
#define BYTEBUFFER_EXCEPT(bb, desc, sz) throw ByteBufferException(bb, desc, sz)
#define BYTEBUFFER_EXCEPT(bb, desc, sz) throw Exception(bb, desc, sz)
#endif
protected: