Remove obsolete and redundant code in ReceiveEntity.

This commit is contained in:
Marco Cawthorne 2021-03-31 13:43:29 +02:00
parent a50cef6f62
commit c2b342e6bb

View file

@ -106,29 +106,6 @@ void
player::ReceiveEntity(float new)
{
float fl;
if (new == FALSE) {
/* Go through all the physics code between the last received frame
* and the newest frame and keep the changes this time around instead
* of rolling back, because we'll apply the new server-verified values
* right after anyway. */
/* FIXME: splitscreen */
if (entnum == player_localentnum) {
/* FIXME: splitscreen */
pSeat = &g_seats[0];
for (int i = sequence+1; i <= servercommandframe; i++) {
/* ...maybe the input state is too old? */
if (!getinputstate(i)) {
break;
}
input_sequence = i;
PMove_Run();
}
/* any differences in things that are read below are now
* officially from prediction misses. */
}
}
/* seed for our prediction table */
sequence = servercommandframe;