diff --git a/src/deh_soc.c b/src/deh_soc.c index 01f18c527..30a1f17d6 100644 --- a/src/deh_soc.c +++ b/src/deh_soc.c @@ -3073,22 +3073,6 @@ void readmaincfg(MYFILE *f) COM_BufInsertText(W_CacheLumpNum(lumpnum, PU_CACHE)); } } - - else if (fastcmp(word, "SPSTAGE_START")) - { - // TODO: Use map name string - // Haven't done it because of how special stage ends are handled - // Though, we likely won't be using these for Kart anyhow - INT16 maptmp = G_MapNumber(word2)+1; - if (maptmp <= nummapheaders) - spstage_start = spmarathon_start = maptmp; - } - else if (fastcmp(word, "SPMARATHON_START")) - { - INT16 maptmp = G_MapNumber(word2)+1; - if (maptmp <= nummapheaders) - spmarathon_start = maptmp; - } else if (fastcmp(word, "REDTEAM")) { skincolor_redteam = (UINT16)get_number(word2); diff --git a/src/doomstat.h b/src/doomstat.h index 231d8ef81..4e9d297f3 100644 --- a/src/doomstat.h +++ b/src/doomstat.h @@ -207,9 +207,6 @@ extern INT32 splitscreen_party[MAXPLAYERS][MAXSPLITSCREENPLAYERS]; /* the only local one */ extern boolean splitscreen_partied[MAXPLAYERS]; -// Maps of special importance -extern INT16 spstage_start, spmarathon_start; - extern char * titlemap; extern boolean hidetitlepics; extern char * bootmap; //bootmap for loading a map on startup diff --git a/src/g_game.c b/src/g_game.c index 26fbd54b1..f2be997e3 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -150,8 +150,6 @@ tic_t levelstarttic; // gametic at level start INT16 lastmap; // last level you were at (returning from special stages) tic_t timeinmap; // Ticker for time spent in level (used for levelcard display) -INT16 spstage_start, spmarathon_start; - char * titlemap = NULL; boolean hidetitlepics = false; char * bootmap = NULL; //bootmap for loading a map on startup @@ -3781,7 +3779,7 @@ static void G_HandleSaveLevel(void) cursaveslot = 0; } else if ((!modifiedgame || savemoddata) && !(netgame || multiplayer || ultimatemode || demo.recording || metalrecording || modeattacking)) - G_SaveGame((UINT32)cursaveslot, spstage_start); + G_SaveGame((UINT32)cursaveslot, 0); // TODO when we readd a campaign one day } } // and doing THIS here means you don't lose your progress if you close the game mid-intermission @@ -4242,9 +4240,6 @@ void G_EndGame(void) // Sets a tad of default info we need. void G_LoadGameSettings(void) { - // defaults - spstage_start = spmarathon_start = 1; - // initialize free sfx slots for skin sounds S_InitRuntimeSounds(); } diff --git a/src/lua_script.c b/src/lua_script.c index cb610ddeb..67c8b9b7e 100644 --- a/src/lua_script.c +++ b/src/lua_script.c @@ -213,12 +213,6 @@ int LUA_PushGlobals(lua_State *L, const char *word) lua_pushinteger(L, cv_pointlimit.value); return 1; // begin map vars - } else if (fastcmp(word,"spstage_start")) { - lua_pushinteger(L, spstage_start); - return 1; - } else if (fastcmp(word,"spmarathon_start")) { - lua_pushinteger(L, spmarathon_start); - return 1; } else if (fastcmp(word,"titlemap")) { lua_pushstring(L, titlemap); return 1;