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Editor: removed unused function ConstructFileListForEXE()
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This was replaced by a similar function inside BuildTarget implementation a very long time ago.
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ivan-mogilko committed Oct 5, 2024
1 parent aef8de4 commit 08f2a07
Showing 1 changed file with 0 additions and 28 deletions.
28 changes: 0 additions & 28 deletions Editor/AGS.Editor/AGSEditor.cs
Original file line number Diff line number Diff line change
Expand Up @@ -1282,34 +1282,6 @@ private void CreateCompiledFiles(CompileMessages errors, bool forceRebuild)
}
}

private string[] ConstructFileListForEXE()
{
List<string> files = new List<string>();
Utilities.AddAllMatchingFiles(files, "preload.pcx");
Utilities.AddAllMatchingFiles(files, SPRITE_INDEX_FILE_NAME);
foreach (AudioClip clip in _game.RootAudioClipFolder.GetAllAudioClipsFromAllSubFolders())
{
if (clip.BundlingType == AudioFileBundlingType.InGameEXE)
{
files.Add(clip.CacheFileName);
}
}
Utilities.AddAllMatchingFiles(files, "flic*.fl?");
Utilities.AddAllMatchingFiles(files, COMPILED_DTA_FILE_NAME);
Utilities.AddAllMatchingFiles(files, "agsfnt*.ttf");
Utilities.AddAllMatchingFiles(files, "agsfnt*.wfn");
Utilities.AddAllMatchingFiles(files, SPRITE_FILE_NAME);
foreach (UnloadedRoom room in _game.RootRoomFolder.AllItemsFlat)
{
if (File.Exists(room.FileName))
{
files.Add(room.FileName);
}
}
Utilities.AddAllMatchingFiles(files, "*.ogv");
return files.ToArray();
}

public bool AboutToDeleteSprite(int spriteNumber)
{
PreDeleteSpriteEventArgs evArgs = new PreDeleteSpriteEventArgs(spriteNumber);
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