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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)
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23 changed files with 209 additions and 764 deletions
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@ -102,7 +102,7 @@ public:
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sprintf(errbuf, "Exception in ByteBuffer: '%s', rpos: %u, wpos: %u, cursize: %u, sizeparam: %u", \
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__e.action, __e.rpos, __e.wpos, __e.cursize, __e.sizeparam); errorLog(errbuf); abort(); }
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#else
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#define BYTEBUFFER_EXCEPT(bb, desc, sz) throw ByteBufferException(bb, desc, sz)
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#define BYTEBUFFER_EXCEPT(bb, desc, sz) throw Exception(bb, desc, sz)
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#endif
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protected:
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