- looks like the nAngle field in the PLayerInput struct isn't used for anything anymore.

This commit is contained in:
Christoph Oelckers 2020-08-26 21:32:18 +02:00
parent 83c8770d02
commit 1a25504d02
2 changed files with 0 additions and 2 deletions

View file

@ -502,7 +502,6 @@ void GameTicker()
// make weapon selection persist until it gets used up. // make weapon selection persist until it gets used up.
if ((lLocalButtons & kButtonWeaponBits) == 0) lLocalButtons |= sPlayerInput[nLocalPlayer].buttons & kButtonWeaponBits; if ((lLocalButtons & kButtonWeaponBits) == 0) lLocalButtons |= sPlayerInput[nLocalPlayer].buttons & kButtonWeaponBits;
sPlayerInput[nLocalPlayer].buttons = lLocalButtons | lLocalCodes; sPlayerInput[nLocalPlayer].buttons = lLocalButtons | lLocalCodes;
sPlayerInput[nLocalPlayer].nAngle = nPlayerDAng;
sPlayerInput[nLocalPlayer].nTarget = besttarget; sPlayerInput[nLocalPlayer].nTarget = besttarget;
Ra[nLocalPlayer].nTarget = besttarget; Ra[nLocalPlayer].nTarget = besttarget;

View file

@ -29,7 +29,6 @@ struct PlayerInput
{ {
int xVel; int xVel;
int yVel; int yVel;
fix16_t nAngle;
uint16_t buttons; uint16_t buttons;
short nTarget; short nTarget;
fix16_t horizon; fix16_t horizon;