=\r
======================\r
*/\r
-\r
+/*++++ segments!\r
void CA_CacheMap (global_game_variables_t *gvar)\r
{\r
long pos,compressed;\r
if (compressed>BUFFERSIZE)\r
MM_FreePtr(&bigbufferseg, gvar);\r
}\r
-}\r
+}//*/\r
\r
//===========================================================================\r
\r
//\r
// free map headers and map planes\r
//\r
- for (i=0;i<NUMMAPS;i++)\r
- if (gvar->ca.mapheaderseg[i])\r
- MM_SetPurge (MEMPTRCONV gvar->ca.mapheaderseg[i],3, gvar);\r
+// for (i=0;i<NUMMAPS;i++)\r
+// if (gvar->ca.mapheaderseg[i])\r
+// MM_SetPurge (MEMPTRCONV gvar->ca.mapheaderseg[i],3, gvar);\r
\r
for (i=0;i<3;i++)\r
if (gvar->ca.mapsegs[i])\r
//from 16_mm\r
//==========================================================================\r
\r
-#define MAXBLOCKS 800 //kd=1300 wolf3d=700 cata=600\r
+#define MAXBLOCKS 600//800 //kd=1300 wolf3d=700 cata=600\r
\r
typedef struct mmblockstruct\r
{\r
\r
byte _seg *tinf;//?? where in the id engine is this used and what is it? --sparky4\r
int mapon, mapnum;\r
-// maptype _seg *mapheaderseg[NUMMAPS];\r
+ maptype _seg *mapheaderseg[NUMMAPS];\r
unsigned _seg *mapsegs[MAPPLANES];\r
void _seg *grsegs[NUMCHUNKS];\r
byte far grneeded[NUMCHUNKS];\r