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Remove some unused gamevars pertaining to the original multiplayer code. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@5832 1a8010ca-5511-0410-912e-c29ae57300e0
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e3a7c98a25
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4 changed files with 2 additions and 65 deletions
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@ -1657,30 +1657,6 @@ static void Gv_AddSystemVars(void)
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Gv_NewVar("cameradist",(intptr_t)&g_cameraDistance, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
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Gv_NewVar("cameraclock",(intptr_t)&g_cameraClock, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
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Gv_NewVar("myx",(intptr_t)&my.x, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
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Gv_NewVar("myy",(intptr_t)&my.y, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
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Gv_NewVar("myz",(intptr_t)&my.z, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
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Gv_NewVar("omyx",(intptr_t)&omy.x, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
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Gv_NewVar("omyy",(intptr_t)&omy.y, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
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Gv_NewVar("omyz",(intptr_t)&omy.z, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
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Gv_NewVar("myvelx",(intptr_t)&myvel.x, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
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Gv_NewVar("myvely",(intptr_t)&myvel.y, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
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Gv_NewVar("myvelz",(intptr_t)&myvel.z, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
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Gv_NewVar("myhoriz",(intptr_t)&myhoriz, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
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Gv_NewVar("myhorizoff",(intptr_t)&myhorizoff, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
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Gv_NewVar("omyhoriz",(intptr_t)&omyhoriz, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
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Gv_NewVar("omyhorizoff",(intptr_t)&omyhorizoff, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
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Gv_NewVar("myang",(intptr_t)&myang, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
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Gv_NewVar("omyang",(intptr_t)&omyang, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
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Gv_NewVar("mycursectnum",(intptr_t)&mycursectnum, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
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Gv_NewVar("myjumpingcounter",(intptr_t)&myjumpingcounter, GAMEVAR_SYSTEM | GAMEVAR_SHORTPTR);
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Gv_NewVar("myjumpingtoggle",(intptr_t)&myjumpingtoggle, GAMEVAR_SYSTEM | GAMEVAR_CHARPTR);
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Gv_NewVar("myonground",(intptr_t)&myonground, GAMEVAR_SYSTEM | GAMEVAR_CHARPTR);
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Gv_NewVar("myhardlanding",(intptr_t)&myhardlanding, GAMEVAR_SYSTEM | GAMEVAR_CHARPTR);
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Gv_NewVar("myreturntocenter",(intptr_t)&myreturntocenter, GAMEVAR_SYSTEM | GAMEVAR_CHARPTR);
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Gv_NewVar("display_mirror",(intptr_t)&display_mirror, GAMEVAR_SYSTEM | GAMEVAR_CHARPTR);
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Gv_NewVar("randomseed",(intptr_t)&randomseed, GAMEVAR_SYSTEM | GAMEVAR_INTPTR);
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@ -1835,30 +1811,6 @@ void Gv_RefreshPointers(void)
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aGameVars[Gv_GetVarIndex("cameradist")].global = (intptr_t)&g_cameraDistance;
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aGameVars[Gv_GetVarIndex("cameraclock")].global = (intptr_t)&g_cameraClock;
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aGameVars[Gv_GetVarIndex("myx")].global = (intptr_t)&my.x;
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aGameVars[Gv_GetVarIndex("myy")].global = (intptr_t)&my.y;
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aGameVars[Gv_GetVarIndex("myz")].global = (intptr_t)&my.z;
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aGameVars[Gv_GetVarIndex("omyx")].global = (intptr_t)&omy.x;
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aGameVars[Gv_GetVarIndex("omyy")].global = (intptr_t)&omy.y;
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aGameVars[Gv_GetVarIndex("omyz")].global = (intptr_t)&omy.z;
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aGameVars[Gv_GetVarIndex("myvelx")].global = (intptr_t)&myvel.x;
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aGameVars[Gv_GetVarIndex("myvely")].global = (intptr_t)&myvel.y;
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aGameVars[Gv_GetVarIndex("myvelz")].global = (intptr_t)&myvel.z;
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aGameVars[Gv_GetVarIndex("myhoriz")].global = (intptr_t)&myhoriz;
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aGameVars[Gv_GetVarIndex("myhorizoff")].global = (intptr_t)&myhorizoff;
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aGameVars[Gv_GetVarIndex("omyhoriz")].global = (intptr_t)&omyhoriz;
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aGameVars[Gv_GetVarIndex("omyhorizoff")].global = (intptr_t)&omyhorizoff;
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aGameVars[Gv_GetVarIndex("myang")].global = (intptr_t)&myang;
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aGameVars[Gv_GetVarIndex("omyang")].global = (intptr_t)&omyang;
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aGameVars[Gv_GetVarIndex("mycursectnum")].global = (intptr_t)&mycursectnum;
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aGameVars[Gv_GetVarIndex("myjumpingcounter")].global = (intptr_t)&myjumpingcounter;
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aGameVars[Gv_GetVarIndex("myjumpingtoggle")].global = (intptr_t)&myjumpingtoggle;
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aGameVars[Gv_GetVarIndex("myonground")].global = (intptr_t)&myonground;
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aGameVars[Gv_GetVarIndex("myhardlanding")].global = (intptr_t)&myhardlanding;
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aGameVars[Gv_GetVarIndex("myreturntocenter")].global = (intptr_t)&myreturntocenter;
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aGameVars[Gv_GetVarIndex("display_mirror")].global = (intptr_t)&display_mirror;
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aGameVars[Gv_GetVarIndex("randomseed")].global = (intptr_t)&randomseed;
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@ -74,7 +74,6 @@ G_EXTERN char *label;
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G_EXTERN int32_t g_musicIndex;
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G_EXTERN char g_loadFromGroupOnly;
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G_EXTERN char g_numSkills;
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G_EXTERN char myjumpingtoggle,myonground,myhardlanding,myreturntocenter;
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G_EXTERN char pus,pub;
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G_EXTERN char ready2send;
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#define MAXPLAYERNAME 32
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@ -95,8 +94,6 @@ G_EXTERN int16_t g_globalRandom;
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G_EXTERN int16_t g_mirrorWall[64],g_mirrorSector[64],g_mirrorCount;
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G_EXTERN int16_t g_numAnimWalls;
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G_EXTERN int16_t g_numClouds,clouds[256],cloudx,cloudy;
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G_EXTERN int16_t myang,omyang,mycursectnum,myjumpingcounter;
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G_EXTERN int16_t myhoriz,omyhoriz,myhorizoff,omyhorizoff;
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G_EXTERN int32_t *animateptr[MAXANIMATES];
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G_EXTERN int32_t animategoal[MAXANIMATES],animatevel[MAXANIMATES],g_animateCount;
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G_EXTERN int32_t cloudtotalclock;
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@ -141,7 +138,6 @@ G_EXTERN projectile_t SpriteProjectile[MAXSPRITES];
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G_EXTERN sound_t g_sounds[MAXSOUNDS];
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G_EXTERN uint32_t everyothertime;
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G_EXTERN uint32_t g_moveThingsCount;
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G_EXTERN vec3_t my,omy,myvel;
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G_EXTERN char g_soundlocks[MAXSOUNDS];
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G_EXTERN int32_t g_restorePalette;
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G_EXTERN int32_t g_screenCapture;
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@ -241,19 +241,6 @@ void Net_WaitForServer(void)
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void Net_ResetPrediction(void)
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{
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Bmemcpy(&my, &g_player[myconnectindex].ps, sizeof(vec3_t));
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Bmemcpy(&omy, &g_player[myconnectindex].ps, sizeof(vec3_t));
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Bmemset(&myvel, 0, sizeof(vec3_t));
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myang = omyang = g_player[myconnectindex].ps->ang;
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myhoriz = omyhoriz = g_player[myconnectindex].ps->horiz;
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myhorizoff = omyhorizoff = g_player[myconnectindex].ps->horizoff;
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mycursectnum = g_player[myconnectindex].ps->cursectnum;
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myjumpingcounter = g_player[myconnectindex].ps->jumping_counter;
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myjumpingtoggle = g_player[myconnectindex].ps->jumping_toggle;
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myonground = g_player[myconnectindex].ps->on_ground;
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myhardlanding = g_player[myconnectindex].ps->hard_landing;
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myreturntocenter = g_player[myconnectindex].ps->return_to_center;
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}
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////////////////////////////////////////////////////////////////////////////////
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@ -302,11 +302,13 @@ void G_DoSectorAnimations(void)
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{
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g_player[p].ps->pos.z += v;
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g_player[p].ps->vel.z = 0;
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/*
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if (p == myconnectindex)
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{
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my.z += v;
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myvel.z = 0;
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}
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*/
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}
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for (j=headspritesect[dasect]; j>=0; j=nextspritesect[j])
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