- cleaned out some leftover network variables

This commit is contained in:
Christoph Oelckers 2020-09-04 20:48:29 +02:00
parent 3eef0db6f6
commit b8d2d626ca
5 changed files with 1 additions and 17 deletions

View File

@ -203,8 +203,6 @@ void GameInterface::StartGame(FNewGameStartup& gs)
// always assumed that a demo is playing
ready2send = 0;
MapRecord* map;
if (gs.Episode >= 1)
map = FindMapByLevelNum(5);

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@ -144,7 +144,6 @@ SWBOOL ExitLevel = false;
int OrigCommPlayers=0;
extern uint8_t CommPlayers;
extern SWBOOL CommEnabled;
extern int bufferjitter;
SWBOOL CameraTestMode = false;
@ -473,7 +472,7 @@ void InitRunLevel(void)
// send packets with player info
InitNetPlayerOptions();
// Initialize Game part of network code (When ready2send != 0)
// Initialize Game part of network code
InitNetVars();
if (currentLevel)

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@ -2047,13 +2047,7 @@ extern USER puser[MAX_SW_PLAYERS_REG];
//
///////////////////////////
extern int gotlastpacketclock;
extern SWBOOL ready2send;
extern double smoothratio;
// local copy of variables updated by faketimerhandler
extern int locselectedgun;
extern SWBOOL MoveSkip4, MoveSkip2, MoveSkip8;
#define MASTER_SWITCHING 1

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@ -56,15 +56,9 @@ gNET gNet;
//Local multiplayer variables
// should move this to a local scope of faketimerhandler - do it when able to test
//InputPacket oloc;
SWBOOL ready2send = 0;
SWBOOL CommEnabled = FALSE;
uint8_t CommPlayers = 0;
int bufferjitter = 1;
double smoothratio;
// must start out as 0

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@ -1089,7 +1089,6 @@ bool GameInterface::LoadGame(FSaveGameNode* sv)
DoPlayerNightVisionPalette(Player+myconnectindex);
SavegameLoaded = TRUE;
ready2send = 1;
return true;
}