remove last few specks of Windows CE code I missed years ago

This commit is contained in:
Monster Iestyn 2019-10-22 16:39:44 +01:00
parent dbd8e563b4
commit 520deac658
3 changed files with 2 additions and 7 deletions

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@ -197,7 +197,7 @@ INT32 M_MapNumber(char first, char second)
// ========================================================================== // ==========================================================================
// some libcs has no access function, make our own // some libcs has no access function, make our own
#if defined (_WIN32_WCE) #if 0
int access(const char *path, int amode) int access(const char *path, int amode)
{ {
int accesshandle = -1; int accesshandle = -1;

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@ -35,7 +35,7 @@
#endif #endif
// Not sure if this is necessary, but it was in w_wad.c, so I'm putting it here too -Shadow Hog // Not sure if this is necessary, but it was in w_wad.c, so I'm putting it here too -Shadow Hog
#ifdef _WIN32_WCE #if 0
#define AVOID_ERRNO #define AVOID_ERRNO
#else #else
#include <errno.h> #include <errno.h>

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@ -39,13 +39,8 @@
// we try to re-allocate a minimum of buffers for stability of the memory, // we try to re-allocate a minimum of buffers for stability of the memory,
// so all the small-enough tables based on screen size, are allocated once // so all the small-enough tables based on screen size, are allocated once
// and for all at the maximum size. // and for all at the maximum size.
#if defined (_WIN32_WCE)
#define MAXVIDWIDTH 320
#define MAXVIDHEIGHT 200
#else
#define MAXVIDWIDTH 1920 // don't set this too high because actually #define MAXVIDWIDTH 1920 // don't set this too high because actually
#define MAXVIDHEIGHT 1200 // lots of tables are allocated with the MAX size. #define MAXVIDHEIGHT 1200 // lots of tables are allocated with the MAX size.
#endif
#define BASEVIDWIDTH 320 // NEVER CHANGE THIS! This is the original #define BASEVIDWIDTH 320 // NEVER CHANGE THIS! This is the original
#define BASEVIDHEIGHT 200 // resolution of the graphics. #define BASEVIDHEIGHT 200 // resolution of the graphics.