Remove obsolete and redundant code in ReceiveEntity.
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1 changed files with 0 additions and 23 deletions
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@ -106,29 +106,6 @@ void
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player::ReceiveEntity(float new)
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player::ReceiveEntity(float new)
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{
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{
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float fl;
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float fl;
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if (new == FALSE) {
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/* Go through all the physics code between the last received frame
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* and the newest frame and keep the changes this time around instead
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* of rolling back, because we'll apply the new server-verified values
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* right after anyway. */
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/* FIXME: splitscreen */
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if (entnum == player_localentnum) {
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/* FIXME: splitscreen */
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pSeat = &g_seats[0];
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for (int i = sequence+1; i <= servercommandframe; i++) {
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/* ...maybe the input state is too old? */
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if (!getinputstate(i)) {
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break;
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}
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input_sequence = i;
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PMove_Run();
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}
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/* any differences in things that are read below are now
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* officially from prediction misses. */
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}
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}
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/* seed for our prediction table */
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/* seed for our prediction table */
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sequence = servercommandframe;
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sequence = servercommandframe;
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