- 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.
This commit is contained in:
Christoph Oelckers 2020-08-29 02:19:41 +02:00
parent 3a9bcb0b64
commit 7659107b75
3 changed files with 0 additions and 22 deletions

View file

@ -115,8 +115,6 @@ union SYNCFLAGS
//
#define SK_AUTO_AIM 7
#define SK_LOOK_UP 12
#define SK_LOOK_DOWN 13
#define SK_CRAWL_LOCK 14

View file

@ -309,19 +309,6 @@ getinput(InputPacket *loc, SWBOOL tied)
loc->q16avel += q16angvel;
loc->q16horz += q16horz;
if (!CommEnabled)
{
// What a mess...:?
#if 0
if (MenuButtonAutoAim)
{
MenuButtonAutoAim = FALSE;
if ((!!TEST(pp->Flags, PF_AUTO_AIM)) != !!cl_autoaim)
SET_LOC_KEY(loc->bits, SK_AUTO_AIM, TRUE);
}
#endif
}
// actually snap
SET_LOC_KEY(loc->bits, SK_AIM_UP, buttonMap.ButtonDown(gamefunc_Aim_Up));

View file

@ -85,13 +85,6 @@ DoPrediction(PLAYERp ppp)
// get it out of sync
ppp->input.actions &= ~(SB_WEAPONMASK_BITS|SB_ITEMUSE_BITS|SB_INVNEXT|SB_INVPREV|SB_INVUSE|SB_HOLSTER|SB_CENTERVIEW|SB_FIRE|SB_OPEN);;
ppp->KeyPressBits |= (SB_WEAPONMASK_BITS|SB_ITEMUSE_BITS|SB_INVNEXT|SB_INVPREV|SB_INVUSE|SB_HOLSTER|SB_CENTERVIEW|SB_FIRE|SB_OPEN);
RESET(ppp->input.bits,
BIT(SK_AUTO_AIM)
);
SET(ppp->KeyPressFlags,
BIT(SK_AUTO_AIM)
);
// back up things so they won't get stepped on
bakrandomseed = randomseed;