[General] Enable custom map code only in debug mode
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@ -389,10 +389,14 @@ namespace Components
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AssetHandler::RegisterInterface(new Assets::IRawFile());
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AssetHandler::RegisterInterface(new Assets::IComWorld());
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AssetHandler::RegisterInterface(new Assets::IGfxImage());
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#ifdef ENABLE_EXPERIMENTAL_MAP_CODE
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AssetHandler::RegisterInterface(new Assets::IGfxWorld());
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#endif
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AssetHandler::RegisterInterface(new Assets::ISndCurve());
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AssetHandler::RegisterInterface(new Assets::IMaterial());
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#ifdef ENABLE_EXPERIMENTAL_MAP_CODE
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AssetHandler::RegisterInterface(new Assets::IclipMap_t());
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#endif
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AssetHandler::RegisterInterface(new Assets::IPhysPreset());
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AssetHandler::RegisterInterface(new Assets::IXAnimParts());
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AssetHandler::RegisterInterface(new Assets::IFxEffectDef());
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@ -2,6 +2,8 @@
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#define IW4X_GFXMAP_VERSION 1
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#ifdef ENABLE_EXPERIMENTAL_MAP_CODE
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namespace Assets
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{
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void IGfxWorld::loadGfxWorldDpvsStatic(Game::GfxWorld* world, Game::GfxWorldDpvsStatic* asset, Components::ZoneBuilder::Zone* builder, Utils::Stream::Reader* reader)
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@ -1321,3 +1323,5 @@ namespace Assets
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SaveLogExit();
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}
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}
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#endif
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@ -2,6 +2,8 @@
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#define IW4X_CLIPMAP_VERSION 1
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#ifdef ENABLE_EXPERIMENTAL_MAP_CODE
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namespace Assets
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{
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void IclipMap_t::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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@ -880,3 +882,5 @@ namespace Assets
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header->clipMap = clipMap;
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}
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}
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#endif
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@ -155,3 +155,8 @@ using namespace std::literals;
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#define _APS_NEXT_SYMED_VALUE 101
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#endif
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#endif
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// Enables custom map code
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#ifdef DEBUG
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#define ENABLE_EXPERIMENTAL_MAP_CODE
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#endif
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