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https://github.com/ZDoom/raze-gles.git
synced 2025-02-05 05:10:55 +00:00
- removed ready2send variable.
It's a leftover from the old netcode.
This commit is contained in:
parent
678b8223a9
commit
ac5abd8aac
7 changed files with 2 additions and 22 deletions
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@ -698,6 +698,7 @@ void ReadBindings(int lump, bool override)
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sc.MustGetString();
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}
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key = GetConfigKeyFromName(sc.String);
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assert(key);
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sc.MustGetString();
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dest->SetBind(key, sc.String, override);
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}
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@ -55,7 +55,6 @@ static void dowarp(MapRecord *map)
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if (ps[myconnectindex].gm & MODE_GAME)
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{
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ready2send = 0;
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donewgame(map, ud.m_player_skill);
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ps[myconnectindex].gm = MODE_RESTART;
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}
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@ -221,7 +221,6 @@ void GameInterface::MenuOpened()
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{
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if (ud.multimode < 2)
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{
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ready2send = 0;
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screenpeek = myconnectindex;
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}
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}
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@ -255,16 +254,6 @@ void GameInterface::MenuSound(EMenuSounds snd)
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void GameInterface::MenuClosed()
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{
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auto& gm = ps[myconnectindex].gm;
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if (gm & MODE_GAME)
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{
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if (ud.multimode < 2 && ud.recstat != 2)
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{
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ready2send = 1;
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cameraclock = INT_MIN;
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cameradist = 65536;
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}
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}
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}
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bool GameInterface::CanSave()
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@ -272,7 +261,7 @@ bool GameInterface::CanSave()
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if (ud.recstat == 2 || gamestate != GS_LEVEL) return false;
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auto &myplayer = ps[myconnectindex];
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return (sprite[myplayer.i].extra > 0);
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}
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}
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void GameInterface::StartGame(FNewGameStartup& gs)
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{
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@ -63,7 +63,6 @@ int16_t max_ammo_amount[MAX_WEAPONS];
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int16_t weaponsandammosprites[15];
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int PHEIGHT = PHEIGHT_DUKE;
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int duke3d_globalflags;
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uint8_t ready2send;
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int playerswhenstarted;
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int show_shareware;
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int screenpeek;
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@ -51,7 +51,6 @@ extern int16_t max_ammo_amount[MAX_WEAPONS];
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extern int16_t weaponsandammosprites[15];
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extern int32_t PHEIGHT;
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extern int duke3d_globalflags;
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extern uint8_t ready2send;
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extern int playerswhenstarted;
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extern int show_shareware;
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extern int screenpeek;
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@ -759,7 +759,6 @@ void resettimevars(void)
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resetGameClock();
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ud.levelclock = 0;
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levelTextTime = 85;
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ready2send = 1;
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if (camsprite >= 0)
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hittype[camsprite].temp_data[0] = 0;
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}
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@ -839,8 +838,6 @@ void donewgame(MapRecord* map, int sk)
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template<class func>
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void newgame(MapRecord* map, int sk, func completion)
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{
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ready2send = 0;
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auto completion1 = [=](bool res)
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{
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if (!isRR() && map->levelNumber == levelnum(3, 0) && (ud.multimode < 2))
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@ -1102,8 +1099,6 @@ bool setnextmap(bool checksecretexit)
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int exitlevelend()
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{
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ready2send = 0;
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if (numplayers > 1)
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ps[myconnectindex].gm = MODE_GAME;
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@ -1126,7 +1121,6 @@ void exitlevel(void)
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if (ps[myconnectindex].gm & MODE_EOL)
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{
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ready2send = 0;
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dobonus(0, [=](bool)
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{
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@ -536,7 +536,6 @@ void GameInterface::SerializeGameState(FSerializer& arc)
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FX_SetReverb(0);
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}
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ready2send = 1;
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}
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}
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