Duke3d: remove interpolation fixups from subway

These aren't needed anymore after Striker's patch to improve overall interpolation.
This commit is contained in:
Richard C. Gobeille 2020-04-29 22:10:48 -07:00 committed by Christoph Oelckers
parent b19d258870
commit 45fd214ffe

View file

@ -6449,11 +6449,6 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
pPlayer->q16ang += fix16_from_int(q);
pPlayer->q16ang &= 0x7FFFFFF;
if (g_netServer || numplayers > 1)
{
pPlayer->opos.x = pPlayer->pos.x;
pPlayer->opos.y = pPlayer->pos.y;
}
if (sprite[pPlayer->i].extra <= 0)
{
sprite[pPlayer->i].x = pPlayer->pos.x;
@ -6473,9 +6468,6 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
(sprite[j].picnum != SECTOREFFECTOR || (sprite[j].lotag == SE_49_POINT_LIGHT||sprite[j].lotag == SE_50_SPOT_LIGHT))
&& sprite[j].picnum != LOCATORS)
{
// fix interpolation
if (numplayers < 2 && !g_netServer)
actor[j].bpos.vec2 = sprite[j].pos.vec2;
if (move_rotfixed_sprite(j, pSprite-sprite, pData[2]))
rotatepoint(pSprite->pos.vec2, sprite[j].pos.vec2, q, &sprite[j].pos.vec2);
@ -6485,8 +6477,6 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
sprite[j].ang+=q;
if (g_netServer || numplayers > 1)
actor[j].bpos.vec2 = sprite[j].pos.vec2;
}
j = nextspritesect[j];
#ifdef YAX_ENABLE
@ -6512,18 +6502,6 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
MaybeTrainKillEnemies(spriteNum);
}
}
else
{
// fix for jittering of sprites in halted subways
for (SPRITES_OF_SECT(pSprite->sectnum, j))
{
// KEEPINSYNC2
if (sprite[j].statnum != STAT_PLAYER && sector[sprite[j].sectnum].lotag != ST_2_UNDERWATER &&
(sprite[j].picnum != SECTOREFFECTOR || (sprite[j].lotag == SE_49_POINT_LIGHT||sprite[j].lotag == SE_50_SPOT_LIGHT))
&& sprite[j].picnum != LOCATORS)
actor[j].bpos.vec2 = sprite[j].pos.vec2;
}
}
break;