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Remove 'cl_angleinterpolation' cvar because it had no effect for a while.
Also remove the two instances of commented out code, but not the respective CON structure access code. git-svn-id: https://svn.eduke32.com/eduke32@3702 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 0 additions and 26 deletions
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@ -6844,16 +6844,6 @@ PALONLY:
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if (G_HaveActor(s->picnum))
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if (G_HaveActor(s->picnum))
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{
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{
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/*
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if (ud.angleinterpolation)
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{
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if (sprpos[i].ang != sprpos[i].oldang)
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t->ang = (sprpos[i].oldang + (mulscale16((int32_t)(sprpos[i].angdif),smoothratio) * sprpos[i].angdir)) & 2047;
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else
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t->ang = sprpos[i].ang;
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}
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*/
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#ifndef LUNATIC
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#ifndef LUNATIC
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if ((unsigned)t_data4 + 2 >= (unsigned)g_scriptSize)
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if ((unsigned)t_data4 + 2 >= (unsigned)g_scriptSize)
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goto skip;
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goto skip;
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@ -5313,21 +5313,6 @@ void A_Execute(int32_t iActor,int32_t iPlayer,int32_t lDist)
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VM_Move();
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VM_Move();
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/* if (ud.angleinterpolation)
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{
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temp = (vm.g_sp->ang & 2047) - sprpos[vm.g_i].ang;
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sprpos[vm.g_i].oldang = sprpos[vm.g_i].ang;
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if (temp)
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{
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temp2 = temp/klabs(temp);
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if (klabs(temp) > 1024) temp2 = -(temp2);
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sprpos[vm.g_i].angdir = temp2;
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sprpos[vm.g_i].angdif = min(ud.angleinterpolation,klabs(temp));
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sprpos[vm.g_i].ang += sprpos[vm.g_i].angdif * sprpos[vm.g_i].angdir;
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sprpos[vm.g_i].ang &= 2047;
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}
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}
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*/
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if (vm.g_sp->statnum == STAT_STANDABLE)
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if (vm.g_sp->statnum == STAT_STANDABLE)
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switch (DYNAMICTILEMAP(vm.g_sp->picnum))
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switch (DYNAMICTILEMAP(vm.g_sp->picnum))
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{
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{
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@ -1435,7 +1435,6 @@ int32_t registerosdcommands(void)
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{ "cl_weaponsway", "cl_weaponsway: enable/disable player weapon swaying", (void *)&ud.weaponsway, CVAR_BOOL, 0, 1 },
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{ "cl_weaponsway", "cl_weaponsway: enable/disable player weapon swaying", (void *)&ud.weaponsway, CVAR_BOOL, 0, 1 },
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{ "cl_weaponswitch", "cl_weaponswitch: enable/disable auto weapon switching", (void *)&ud.weaponswitch, CVAR_INT|CVAR_MULTI, 0, 7 },
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{ "cl_weaponswitch", "cl_weaponswitch: enable/disable auto weapon switching", (void *)&ud.weaponswitch, CVAR_INT|CVAR_MULTI, 0, 7 },
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{ "cl_angleinterpolation", "cl_angleinterpolation: enable/disable angle interpolation", (void *)&ud.angleinterpolation, CVAR_INT, 0, 256 },
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{ "color", "color: changes player palette", (void *)&ud.color, CVAR_INT|CVAR_MULTI, 0, g_numRealPalettes },
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{ "color", "color: changes player palette", (void *)&ud.color, CVAR_INT|CVAR_MULTI, 0, g_numRealPalettes },
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