diff --git a/code/globalincs/globals.h b/code/globalincs/globals.h index 6af4f98ab5..2681491b50 100644 --- a/code/globalincs/globals.h +++ b/code/globalincs/globals.h @@ -36,7 +36,7 @@ #define MAX_SHIPS 500 // max number of ship instances there can be.DTP; bumped from 200 to 400, then to 500 in 2022 #define SHIPS_LIMIT 500 // what MAX_SHIPS will be at release time (for error checking in debug mode); dtp Bumped from 200 to 400, then to 500 in 2022 -// MAX_SHIP_CLASSES is no longer needed! The effective ceiling on ship classes is now 32767, which is determined by the signed SHORT fields in multiplayer loadout sync packets. +// MAX_SHIP_CLASSES and MAX_WEAPON_TYPES are no longer needed! The effective ceiling on both ship and weapon classes is now 32767, which is determined by the signed SHORT fields in multiplayer loadout sync packets. #define MAX_WINGS 75 @@ -61,8 +61,6 @@ // from weapon.h #define MAX_WEAPONS 3000 //Increased from 2000 to 3000 in 2022 -#define MAX_WEAPON_TYPES 500 - // from model.h #define MAX_MODEL_TEXTURES 64 #define MAX_POLYGON_MODELS 300 diff --git a/code/pilotfile/csg.cpp b/code/pilotfile/csg.cpp index db1455e475..09a969b033 100644 --- a/code/pilotfile/csg.cpp +++ b/code/pilotfile/csg.cpp @@ -90,7 +90,7 @@ void pilotfile::csg_read_info() ship_list.push_back(ilist); } - // weapon list (NOTE: may contain more than MAX_WEAPON_TYPES) + // weapon list (NOTE: may contain more weapon classes than this mod defines) list_size = cfread_int(cfp); for (idx = 0; idx < list_size; idx++) { diff --git a/code/weapon/weapons.cpp b/code/weapon/weapons.cpp index 5f24f8a1fc..f147f081c8 100644 --- a/code/weapon/weapons.cpp +++ b/code/weapon/weapons.cpp @@ -854,11 +854,6 @@ int parse_weapon(int subtype, bool replace, const char *filename) return -1; } - // Check if there are too many weapon classes - if (Weapon_info.size() >= MAX_WEAPON_TYPES) { - Error(LOCATION, "Too many weapon classes before '%s'; maximum is %d.\n", fname, MAX_WEAPON_TYPES); - } - w_id = weapon_info_size(); Weapon_info.push_back(weapon_info()); wip = &Weapon_info.back();