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Generating Map Script - Trees/Destructibles

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May 6, 2013
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Can anybody tell what exactly that step does while saving the map?

The thing is, I have a map with a ****tons of doodads, so i thought it might be a neat idea to skip the doodad creation parts in the world editor. While the first one (WESTRING_SAVING_DOODAS) obviously creates the doo file, this step (WESTRING_SAVING_MAPSCRIPT_DESTRUCTABLES) seemingly does nothing, it does not create a new file, it does not call fprintf and i can't seem to see any differences in the map if i skip this step. From the context, i assume that it's meant to create functions for the map script that spawn the doodads at the map initialization (similar to how they do it with units), but in fact, the map script generated does not create a single doodad at all.

So, does anybody know what it actually does and if its save to skip it?
 
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