diff --git a/src/engine/extended_bounds.h b/src/engine/extended_bounds.h index 3acb24c7..591a183e 100644 --- a/src/engine/extended_bounds.h +++ b/src/engine/extended_bounds.h @@ -21,10 +21,10 @@ level boundaries are 4 times as big (-32768 to 32767) Collision calculations remain as fast as vanilla, at the cost of using far more RAM (16 times vanilla). 64x64 collision cells. - - If you see "SURFACE POOL FULL" or "SURFACE NODE POOL FULL" in game, you should increase - SURFACE_POOL_SIZE or SURFACE_NODE_POOL_SIZE, respectively, or reduce the amount of + + If you see "SURFACE POOL FULL" or "SURFACE NODE POOL FULL" in game, you should increase + SURFACE_POOL_SIZE or SURFACE_NODE_POOL_SIZE, respectively, or reduce the amount of collision surfaces in your level. */ @@ -55,22 +55,18 @@ #undef LEVEL_BOUNDARY_MAX // Undefine the old value to avoid compiler warnings #define LEVEL_BOUNDARY_MAX 0x2000L #define CELL_SIZE 0x400 - #define WORLD_SCALE 1.f #elif EXTENDED_BOUNDS_MODE == 1 #undef LEVEL_BOUNDARY_MAX #define LEVEL_BOUNDARY_MAX 0x4000L #define CELL_SIZE 0x400 - #define WORLD_SCALE 2.f #elif EXTENDED_BOUNDS_MODE == 2 #undef LEVEL_BOUNDARY_MAX #define LEVEL_BOUNDARY_MAX 0x2000L #define CELL_SIZE 0x200 - #define WORLD_SCALE 1.f #elif EXTENDED_BOUNDS_MODE == 3 #undef LEVEL_BOUNDARY_MAX #define LEVEL_BOUNDARY_MAX 0x8000L #define CELL_SIZE 0x400 - #define WORLD_SCALE 4.f #endif STATIC_ASSERT(LEVEL_BOUNDARY_MAX != 0, "You must set a valid extended bounds mode!");