diff options
Diffstat (limited to 'src/init1.c')
-rw-r--r-- | src/init1.c | 24 |
1 files changed, 0 insertions, 24 deletions
diff --git a/src/init1.c b/src/init1.c index 5eb5815e..ded9a281 100644 --- a/src/init1.c +++ b/src/init1.c @@ -20,24 +20,9 @@ * name and text information in a single pass. Thus, the game will not * be able to load any template file with more than 20K of names or 60K * of text, even though technically, up to 64K should be legal. - * - * Note that if "ALLOW_TEMPLATES" is not defined, then a lot of the code - * in this file is compiled out, and the game will not run unless valid - * "binary template files" already exist in "lib/data". Thus, one can - * compile Angband with ALLOW_TEMPLATES defined, run once to create the - * "*.raw" files in "lib/data", and then quit, and recompile without - * defining ALLOW_TEMPLATES, which will both save 20K and prevent people - * from changing the ascii template files in potentially dangerous ways. - * - * The code could actually be removed and placed into a "stand-alone" - * program, but that feels a little silly, especially considering some - * of the platforms that we currently support. */ -#ifdef ALLOW_TEMPLATES - - /*** Helper arrays for parsing ascii template files ***/ /* @@ -10611,15 +10596,6 @@ errr init_wf_info_txt(FILE *fp, char *buf) } -#else /* ALLOW_TEMPLATES */ - -#ifdef MACINTOSH -static int i = 0; -#endif - -#endif /* ALLOW_TEMPLATES */ - - /* Random dungeon grid effects */ #define RANDOM_NONE 0x00 #define RANDOM_FEATURE 0x01 |