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- removed SW's SK_AUTO_AIM for good.
When networking becomes a thing again this can be done as a server CVAR without such a messy approach.
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3a9bcb0b64
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3 changed files with 0 additions and 22 deletions
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@ -115,8 +115,6 @@ union SYNCFLAGS
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//
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#define SK_AUTO_AIM 7
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#define SK_LOOK_UP 12
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#define SK_LOOK_DOWN 13
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#define SK_CRAWL_LOCK 14
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@ -309,19 +309,6 @@ getinput(InputPacket *loc, SWBOOL tied)
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loc->q16avel += q16angvel;
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loc->q16horz += q16horz;
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if (!CommEnabled)
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{
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// What a mess...:?
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#if 0
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if (MenuButtonAutoAim)
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{
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MenuButtonAutoAim = FALSE;
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if ((!!TEST(pp->Flags, PF_AUTO_AIM)) != !!cl_autoaim)
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SET_LOC_KEY(loc->bits, SK_AUTO_AIM, TRUE);
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}
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#endif
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}
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// actually snap
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SET_LOC_KEY(loc->bits, SK_AIM_UP, buttonMap.ButtonDown(gamefunc_Aim_Up));
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@ -85,13 +85,6 @@ DoPrediction(PLAYERp ppp)
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// get it out of sync
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ppp->input.actions &= ~(SB_WEAPONMASK_BITS|SB_ITEMUSE_BITS|SB_INVNEXT|SB_INVPREV|SB_INVUSE|SB_HOLSTER|SB_CENTERVIEW|SB_FIRE|SB_OPEN);;
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ppp->KeyPressBits |= (SB_WEAPONMASK_BITS|SB_ITEMUSE_BITS|SB_INVNEXT|SB_INVPREV|SB_INVUSE|SB_HOLSTER|SB_CENTERVIEW|SB_FIRE|SB_OPEN);
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RESET(ppp->input.bits,
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BIT(SK_AUTO_AIM)
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);
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SET(ppp->KeyPressFlags,
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BIT(SK_AUTO_AIM)
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);
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// back up things so they won't get stepped on
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bakrandomseed = randomseed;
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