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- SW: Remove unused bool DrawScreen
from draw screen code.
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parent
c9e33b92cc
commit
7c7eb038d8
1 changed files with 2 additions and 14 deletions
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@ -65,7 +65,6 @@ int display_mirror;
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static int OverlapDraw = false;
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extern bool QuitFlag, SpriteInfo;
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extern bool Voxel;
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bool DrawScreen;
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extern int f_c;
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extern TILE_INFO_TYPE aVoxelArray[MAXTILES];
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@ -1137,9 +1136,7 @@ void drawscreen(PLAYER* pp, double interpfrac, bool sceneonly)
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// prediction player if prediction is on, else regular player
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PLAYER* camerapp = (PredictionOn && CommEnabled && pp == Player+myconnectindex) ? ppp : pp;
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DrawScreen = true;
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PreDraw();
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PreUpdatePanel(interpfrac);
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if (!sceneonly)
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@ -1228,10 +1225,7 @@ void drawscreen(PLAYER* pp, double interpfrac, bool sceneonly)
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RestorePortalState();
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if (sceneonly)
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{
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DrawScreen = false;
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return;
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}
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MarkSectorSeen(pp->cursector);
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@ -1285,16 +1279,10 @@ void drawscreen(PLAYER* pp, double interpfrac, bool sceneonly)
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DrawText(twod, font, CR_UNTRANSLATED, 160-w, 100, str, DTA_FullscreenScale, FSMode_Fit320x200, TAG_DONE);
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}
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if (!CommEnabled && (pp->Flags & PF_DEAD))
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{
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if (ReloadPrompt)
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{
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ReloadPrompt = false;
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}
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}
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if (!CommEnabled && (pp->Flags & PF_DEAD) && ReloadPrompt)
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ReloadPrompt = false;
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PostDraw();
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DrawScreen = false;
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}
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bool GameInterface::GenerateSavePic()
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