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- cleaned out some leftover network variables
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5 changed files with 1 additions and 17 deletions
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@ -203,8 +203,6 @@ void GameInterface::StartGame(FNewGameStartup& gs)
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// always assumed that a demo is playing
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ready2send = 0;
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MapRecord* map;
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if (gs.Episode >= 1)
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map = FindMapByLevelNum(5);
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@ -144,7 +144,6 @@ SWBOOL ExitLevel = false;
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int OrigCommPlayers=0;
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extern uint8_t CommPlayers;
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extern SWBOOL CommEnabled;
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extern int bufferjitter;
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SWBOOL CameraTestMode = false;
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@ -473,7 +472,7 @@ void InitRunLevel(void)
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// send packets with player info
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InitNetPlayerOptions();
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// Initialize Game part of network code (When ready2send != 0)
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// Initialize Game part of network code
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InitNetVars();
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if (currentLevel)
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@ -2047,13 +2047,7 @@ extern USER puser[MAX_SW_PLAYERS_REG];
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//
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///////////////////////////
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extern int gotlastpacketclock;
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extern SWBOOL ready2send;
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extern double smoothratio;
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// local copy of variables updated by faketimerhandler
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extern int locselectedgun;
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extern SWBOOL MoveSkip4, MoveSkip2, MoveSkip8;
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#define MASTER_SWITCHING 1
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@ -56,15 +56,9 @@ gNET gNet;
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//Local multiplayer variables
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// should move this to a local scope of faketimerhandler - do it when able to test
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//InputPacket oloc;
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SWBOOL ready2send = 0;
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SWBOOL CommEnabled = FALSE;
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uint8_t CommPlayers = 0;
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int bufferjitter = 1;
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double smoothratio;
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// must start out as 0
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@ -1089,7 +1089,6 @@ bool GameInterface::LoadGame(FSaveGameNode* sv)
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DoPlayerNightVisionPalette(Player+myconnectindex);
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SavegameLoaded = TRUE;
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ready2send = 1;
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return true;
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}
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