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Duke3d: remove interpolation fixups from subway
These aren't needed anymore after Striker's patch to improve overall interpolation.
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b19d258870
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1 changed files with 0 additions and 22 deletions
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@ -6449,11 +6449,6 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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pPlayer->q16ang += fix16_from_int(q);
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pPlayer->q16ang &= 0x7FFFFFF;
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if (g_netServer || numplayers > 1)
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{
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pPlayer->opos.x = pPlayer->pos.x;
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pPlayer->opos.y = pPlayer->pos.y;
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}
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if (sprite[pPlayer->i].extra <= 0)
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{
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sprite[pPlayer->i].x = pPlayer->pos.x;
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@ -6473,9 +6468,6 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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(sprite[j].picnum != SECTOREFFECTOR || (sprite[j].lotag == SE_49_POINT_LIGHT||sprite[j].lotag == SE_50_SPOT_LIGHT))
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&& sprite[j].picnum != LOCATORS)
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{
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// fix interpolation
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if (numplayers < 2 && !g_netServer)
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actor[j].bpos.vec2 = sprite[j].pos.vec2;
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if (move_rotfixed_sprite(j, pSprite-sprite, pData[2]))
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rotatepoint(pSprite->pos.vec2, sprite[j].pos.vec2, q, &sprite[j].pos.vec2);
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@ -6485,8 +6477,6 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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sprite[j].ang+=q;
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if (g_netServer || numplayers > 1)
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actor[j].bpos.vec2 = sprite[j].pos.vec2;
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}
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j = nextspritesect[j];
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#ifdef YAX_ENABLE
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@ -6512,18 +6502,6 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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MaybeTrainKillEnemies(spriteNum);
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}
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}
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else
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{
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// fix for jittering of sprites in halted subways
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for (SPRITES_OF_SECT(pSprite->sectnum, j))
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{
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// KEEPINSYNC2
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if (sprite[j].statnum != STAT_PLAYER && sector[sprite[j].sectnum].lotag != ST_2_UNDERWATER &&
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(sprite[j].picnum != SECTOREFFECTOR || (sprite[j].lotag == SE_49_POINT_LIGHT||sprite[j].lotag == SE_50_SPOT_LIGHT))
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&& sprite[j].picnum != LOCATORS)
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actor[j].bpos.vec2 = sprite[j].pos.vec2;
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}
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}
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break;
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