Change pSeat references to pSeatLocal where applicable.
Remove obsolete and redundant code in ReceiveEntity.
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7124ce1005
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440e4d7269
2 changed files with 1 additions and 24 deletions
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@ -182,29 +182,6 @@ void
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player::ReceiveEntity(float new)
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{
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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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sequence = servercommandframe;
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@ -218,7 +218,7 @@ w_cannon_crosshair(void)
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HUD_DrawAmmo1();
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HUD_DrawAmmo2();
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vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
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drawsubpic(aicon_pos, [24,24], g_hud7_spr, [72/256,72/128], [24/256, 24/128], g_hud_color, pSeat->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
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drawsubpic(aicon_pos, [24,24], g_hud7_spr, [72/256,72/128], [24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
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#endif
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}
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